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Kids

by Tiffany Capuano

When boredom sets in this summer, grab your kids and a few friends and head to the backyard or driveway with these classic outdoor games.

Sidewalk Games

Jumping Rope – jump rope, any number of players. Best ages: 5 and up.

Select a jump rope by holding the ends of the rope in each hand. Standing on the rope to hold it onto the ground, pull the ends upward. The ends should come to the armpits for the best fit.

Single rope jumping can include jumping with two feet together, or one foot at a time, as if jogging in place while jumping rope.

Rope jumping can be done by turning the rope yourself like in single jumping, or having two spinners at the ends of the rope. With spinners, more jumpers can participate at the same time. Double Dutch is a form of jumping rope that uses two ropes, which alternate into the center line and is turned by the spinners. Chinese jump rope is not a rope but an elastic band that is used with two other people to attempt various skipping moves.

Hopscotch – small objects for markers, chalk, any number of players.
Best ages: 4 and up.

Create a hopscotch area with eight squares that connect to one another in a column. They can be single squares or side-by-side or a combination. Label each square with a number from one to eight. At the starting line, the first player throws a marker – a stone, beanbag, button, shell or bottle cap – onto square 1. Hop over square 1 to square 2 and then continue hopping to square 8, turn around, and hop back again. Pause in square 2 to pick up the marker, hop in square 1, and out. Then continue by tossing the stone in square 2. All hopping is done on one foot unless two squares are side-by-side. Then two feet can be placed down with one in each square. A player must always hop over any square where a maker has been placed.

A player is out if the marker fails to land in the proper square, the hopper steps on a line, the hopper loses balance when bending over to pick up the marker and puts a second hand or foot down, the hopper goes into a square where a marker has landed, or if a player puts two feet down in a single box. The player puts the marker in the square where he or she will resume playing on the next turn, and the next player begins. 

Four Square – chalk, ball, four or more players.
Best ages: 5 and up.

Four squares are drawn on the ground, all touching each other, making one larger square. Each square is about 8 ft. x 8 ft. Any standard ball that bounces will work. Each player stands on one square. Each square has a rank order, with the highest rank being king or ace. The other squares may also have names, such as prime minister, queen, princess or prince. The king serves the ball by bouncing it in his square once and then hitting it toward one of the other squares. The receiving player then hits the ball to any other player. A player becomes “dead” when he or she touches the ball before it bounces in their square, does not hit the ball before it bounces twice, or hits the ball out of bounds. A “dead” player must move back to the lowest ranking square, and other players move up to fill the vacancies. If there are more players than squares, that person goes to the back of the line and the next person in line moves onto the lowest square to play.

Hide-and-Seek and Tag Games

Ghost in the Graveyard – no materials needed; any number of players.
Best ages: 5 and up.

For evening play, Ghost in the Graveyard is a combination of hide-and-seek and tag. The ghost counts – one o’clock, two o’clock, until he or she reaches midnight – while the rest of the players hide. The ghost then attempts to find the others. If the hiding players spot the ghost, they must yell, “Ghost in the Graveyard.” All the players then run from their hiding places back to the pre-selected starting point, or base, without getting tagged by the ghost. Whoever is tagged becomes the ghost. (This can also be played in reverse; only the ghost hides, and when spotted tries to catch one of the counters, who has yelled “Ghost in the Graveyard” to warn teammates. Everyone runs back to the base, hoping not to get caught by the Ghost in the Graveyard.)

Kick the Can – one tin can, any number of players.
Best ages: 6 and up.

This neighborhood-friendly game can last hours. One person is selected to guard the can, closes his or her eyes, and counts to a high number while everyone else hides. The person who counted has to try to find everyone, while keeping as close to the can as possible. The tricky part is that once a person is found, they race to the can. If the counter tags them first, the hider is placed in an out-of-bounds area. However, if the hider runs and kicks the can, he sets those who are in the out-of-bounds area free to run and hide again. Once everyone has been found and no one has kicked the can, the counter selects another person to take his or her place.
 

Listening Games

Red Light, Green Light – no materials, any number of players.
Best ages: 1 and up.

Starting at one end of a field, yard or driveway, one player acts as the stoplight and yells “green light.” All of the players run toward the finish line, at the opposite end. When the stoplight yells “red light,” all players must stop immediately. If the stoplight sees movement, that player is out. The goal is to reach the other side without getting out. First player to reach the finish line wins.

Simon Says – no materials, any number of players.
Best ages: 2 and up.

All players stand around the caller, named Simon. The caller yells out silly movements for the participants, like “stand on one foot,” “touch your nose” or “walk like a duck.” The caller attempts to fool the players by not saying “Simon Says” before each command. If the command does not include Simon Says and a player performs that command, they are out of the game. Last one standing becomes Simon.

Mother May I – no materials, any number of players.
Best ages: 3 and up.

This game begins with one “Mother,” who stands facing away from a line of children. She chooses a child and announces a direction, such as “Jack, you may take two giant/regular/baby steps forward/backward.” The child responds with “Mother may I?” The mother says yes or no, and the child must comply. If the child forgets to ask “Mother may I?”, he or she goes back to the starting line. First one to touch Mother wins.

Compiled from www.gameskidsplay.net  and www.oldfashionedliving.com
(Editor’s Note: There are many variations to these outdoor games.)

 

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