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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