Lets play out of door
There are lots of
advantages in playing out of doors, from mum's point of view as well as the
children's! And some of the best games are those which have been handed down
from generation to generation.
All you need to play out of doors are stout shoes to keep
out the wet, hats and coats if it's cold, and a few friends. Now you are ready.
But if you are going to play games like "Catch" you need to decide
who the catcher is and who are to be caught. These rhymes can help decide...
Eenie, meenie, minie, mo, Catch a Golly by his toe, If he
hollers, let him go, Eenie, meenie, minie, mo. As you chant each word, point to
players in turn. The player indicated on the last word is to be caught; and so
on, until the player who is left is the one who is the catcher. A shorter way
of eliminating players is to chant round the circle out spells out, so out you
must go.
But little children will probably prefer to play this lovely
old favorite, and join in the chanting, too. Everyone stands in a circle
holding hands to say... Ring a ring o' roses, Pocket full of posies, A'tishoo,
A'tishoo, All fall down. Of course, the last person to fall down is the one who
will be the first victim in the game which you have decided to play.
Here I bake and here
I build... This is not a game of "Catch" but it will test the
speed of every player's reactions! Join hands to form a circle of four or more
players, with one child in the middle. His or her job is to break through the
circle where he sees a weak spot. He is allowed to distract players' attention
by any means he can — wandering round seemingly aimlessly chanting: "Here
I bake," and "Here I build" until he sees his opening and can
rush through like lightning crying "and here I break through!" The
circle forms again, but this time the player who gave way has to go in the
middle.
Blind man's catch One child, blind-folded, stands in the middle of a circle of
players. Each player has a number. The blind man calls out two numbers and the
players corresponding to those numbers have to race across the circle and
change places with one another. As they run through, the blind man tries to
catch one of them. If he succeeds, it's that player's turn to be in the middle.
Cat and mouse One of the players is the cat and another one is the mouse.
The mouse stands inside a circle of players who hold hands; the cat has to
break through from outside the circle under the arms of the children to catch
the mouse. When he succeeds, two more children swap places with them to become cat
and mouse.
Tip and run One child has to run after all the others, trying to touch
any one of them. When he or she succeeds, that child takes over.
Whose shoes? You need a dry, sunny day to play this game, for obvious
reasons! Everybody takes off their shoes and puts them, all jumbled together,
in a large pile. At the starting signal, you all dash forward and try to find
your shoes. First one to get both on wins.
Changing horses Split into two teams of equal numbers — this is important,
so if there are an odd number of players one must act as referee for a turn.
Each team chooses one player to be the rider (it is in everybody's interests to
choose the lightest member of your side, as you will see!). Both teams line up
in single file about 10 meters (11 yards) from an agreed finishing post while
their riders get ready to start about 10 meters (11 yards) behind their team.
At the starting signal, each rider races up to the first member of the team and
jumps on to his back. The rider is now transferred down the line of the team
without touching the ground until he reaches the back of the last, unfortunate
player — who has to run with him aboard up to the finishing post. First to the
post wins for their team.
Black Peter Black Peter is the child that has to do the difficult part
first in this game named after him. Mark a pathway in the garden, or in a
field, about 3m (3yd) wide. Black Peter now walks from one end of the path
towards the rest of the children coming in the opposite direction. As they pass
Black Peter, he must try to catch them. They are free to run in any direction
on the path but Black Peter can only go forwards or sideways, not backwards. To
"catch" a child, he only needs to touch him once. Once Black Peter
has touched you, you become one of his helpers and must now try to touch other
children to get them on your side. The last child to be caught becomes the next
Black Peter.
Elastic skipping For this game, you will need to rifle mum's sewing basket
(with her permission, of course) for a piece of elastic about 1cm (2/5 in) wide and 4m (4½yd) long. Two children
stand facing one another, a couple of yards apart, with their legs apart and
the piece of elastic running round their ankles to form a rectangle. A third
child now jumps from one side of the rectangle into the middle, and out again
the other side. He or she repeats this five times, before you move the elastic
higher up to make jumping more difficult — eventually ending with it up to the
knees or even higher. The winner is the one who can jump the highest.
Dutch hop-scotch As you can see from our picture, to play this game you
really need a flat, tarmac surface that you can draw on with chalk, such as a
school playground. Mark out a rectangle containing six numbered squares and a
semi-circular rest area at one end, as in our picture. The first player throws
a stone or colored disc into square number one, and hops after it on one leg.
He must remain hopping on this same leg until he reaches the rest area where he
will change to the other leg to hop back to the start. He now has to kick the
object into square two, without touching any of the lines, and in such a way
that the object does not come to rest on any of the lines! He then hops after
it, over the line. If at any stage he touches a line, or drops his other foot
down on to the ground or the object rests on a line, or over-shoots the square
he is aiming for, he is penalized one point. The winner is the player who
completes the course both ways with the fewest penalties. If you draw small squares,
you can make the game harder still.
This is a variation of the classic game of hop-scotch, which
is played on paving stones jumping off one foot in one square to land with each
foot in a different square. Here, again, you must never touch a crack or line,
but the winner is generally judged on speed over a certain length of pavement.
Wall ball A high brick wall, with no windows that might get broken and
not belonging to someone who might complain, is a great basis for ball games.
You can play on your own or against friends when they are around.
Our first game involves throwing the ball (a tennis ball
would do) with your right hand, against the wall, and clapping your hands once
before you catch the ball again. The better you get, the more claps you can put
in between catches, and when you are really experienced, you will be able to
clap and turn round between catches. Or even stand with your back towards the
wall, throw the ball over your head and turn round in time to catch it.
To play ball games with your feet, you will need a larger
ball. Kick the football against the wall and when it has bounced back, stop it
with the right foot. Repeat the exercise with your left foot. Or, kick the ball
against the wall continuously, using alternate feet. Or, kick the ball in such
a way that it will bounce high off the wall, and you can head it back again.
Marbles Every school boy knows the value of marbles for on the spot
entertainment! The smoother the surface you play on the simpler, but a few
lumps and bumps will at least add a bit of excitement to the game. Find a
ready-made hole in the ground for each player to aim at with their marble from
a distance of a few meters or yards. The object is to get your marble into the
hole first, and you are allowed to hit other marbles out of the way in so
doing.
If you prefer, you can play a different game of marbles. One
player rolls out a large marble as a marker for everyone to aim at. The first
player to reach the marker is the winner.
Round the post Stick a wooden post firmly in the ground (an old broom
handle is perfect) so that 30 centimeters (about a foot) protrudes. Each
competitor is armed with a different colored ring and has three turns to try to
throw the ring over the post from a few yards away. As you get better, you can
increase the distance you have to throw from.
The money game All players have a penny which they throw in turn at a
pre-determined target such as a brick or stick from a distance of a few yards.
The player nearest the target now has a chance to win his companions' money. At
this stage you must keep a careful check on who is second and third in line
because they, too, may qualify to win money! First to go collects all the coins
in the palm of his hand, tosses them in the air, and tries to catch them on the
back of his outstretched hand. Any that he drops are now at the mercy of
whoever was second in line.
"Skipper, may I
sail across?" Draw two parallel lines on the playground, or garden, about
8-10 meters or yards apart. Whoever has been appointed Skipper stands on one
side while the children remain on the other. When everyone is in position, the
children chant "Skipper, May I sail across, yes or no?" If the
Skipper replies "No!" the children have to repeat their request until
he says "Yes". Then the children must ask "How?" The
Skipper can now give them instructions to cross the sea any way that he likes;
for instance, he may say "On all fours," "Jumping backwards with
feet together" or "Hopping on one foot". But whatever he sets
the children to do, he must do the same as they do, and while they are crossing
he tries to catch as many of them as possible by touching them before they
reach the other side.
The first one safely ashore is the Skipper next time round. Volleyball This is another ball game, which is played over a line about
2m (6½ft) high-a low washing line is ideal. A large soft ball, such as a beach
ball, should be used. Split the players into two teams of equal numbers. One
player in each team acts as server, and he holds the ball in one hand hits it
over the line with the other. Players can hit the ball several times, with one
hand or both, and they can pass it to each other before hitting it over the
line, but they must not hold the ball, let it hit the ground or let it go under
the line. If this happens, the opposing team scores one point and takes the
serve. The first team to score ten
points wins the game.
Statues One child, who is the catcher, faces away from the others,
who walk slowly towards him. He can turn around when he likes and, when he
does, the other children must stand perfectly still, like statues. Any player
caught moving is out. The winner is the child who reaches the catcher or is the
last one to be caught out. |