1. Duck, Duck, Goose
Description: All players sit in a circle and one person will walk around the outside of the circle while tapping everyone's head labeling them as duck and when you label someone as goose the person must chase and tag the other person until he/she gets makes a full circle and sits down.
Age Group: 10 & over
Rules: 1. Must make a compete circle to sit down and avoid being tagged.
2. No pushing or tackling of any kind.
Equipment: None
Space/Location: Outside (preferably on grassy area)
Age Group: 10 & over
Rules: 1. Must make a compete circle to sit down and avoid being tagged.
2. No pushing or tackling of any kind.
Equipment: None
Space/Location: Outside (preferably on grassy area)
2. Heads Up, 7 Up
Description: Normally played in classroom like setting of about 25-30 people. Seven (normally but can be differ depending on size of group) people will walk around the room while all other players are with their heads down and one thumb up. The seven players will then touch one persons thumb. Once all seven people have touched a person thumb, they will line up facing the rest of the players. All players lift there heads and the ones whose thumbs got touched must stand up and try and guess which one of the seven people touched their thumb.
Age: 10 & over
Rules: 1. all players must stay silent when seven people are picking thumbs.
2. Players whose thumbs got touched get one guess
3. If guess is correct, then players must switch places in game.
Equipment: None
Space/Location: Inside (Ex. Classroom), Can be modified for outside play
Age: 10 & over
Rules: 1. all players must stay silent when seven people are picking thumbs.
2. Players whose thumbs got touched get one guess
3. If guess is correct, then players must switch places in game.
Equipment: None
Space/Location: Inside (Ex. Classroom), Can be modified for outside play
3. The Human Knot
Description: Groups of about six people will stand in a circle facing inwards. Each person will take their left arm and grab the arm of another person across from them. Then each person will take their right arm and grab a different persons right arm. Everyone will then unknot themselves.
Age: 12 & over
Rules: 1. All players cannot let go of other persons arm when unknotting
2. Players are not to grab the arm of person next to them.
Equipment: None
Space/Location: Inside or Outside
Age: 12 & over
Rules: 1. All players cannot let go of other persons arm when unknotting
2. Players are not to grab the arm of person next to them.
Equipment: None
Space/Location: Inside or Outside
4. Red rover
Description: Two teams will stand facing each other (couple yards apart depending on space) and both teams will hold each other hands of their teammates. Each team will take turns calling one person on the opposing side by saying, "Red Rover, Red Rover, We call (name of person) over!" That person will then run towards other team in attempt to break two of the players from holding hands.
Age: 12 & over
Rules: 1. The players that gets called gets one attempt to break the line of opposing team.
2. To call a player, must say, " Red Rover......."
Equipment: None
Space/Location: Outside
Age: 12 & over
Rules: 1. The players that gets called gets one attempt to break the line of opposing team.
2. To call a player, must say, " Red Rover......."
Equipment: None
Space/Location: Outside
5. Telephone Charades
Description: All players will stand in line facing each others backs. The person in front of line will choose a word an noun or verb and tap the persons back that's in front of them so both players are facing each other. Then the person must act out word to other player then that player must tap the next person in line and act out the same thing based on what they think it is. It goes on until the last person in line then the last person must guess what the word is.
Age: 10 & over
Rules: 1. All players must stay silent and players can not talk while acting out word
2. All players cannot not look back until they are tapped on shoulder or back.
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. All players must stay silent and players can not talk while acting out word
2. All players cannot not look back until they are tapped on shoulder or back.
Equipment: None
Space/Location: Inside or Outside
6. Ninja
Description: All players stand in a circle and bow to each other and all yell, "NINJA"! After that each players takes strikes a any pose. Then each player takes turns by doing one action in attempt to slap other players hands. Once a player does an action to slap another players hand the other player gets one reaction to counter act the other player. Once a players hand is slapped then that hand is out and the player can only use the other hand. If the other hand is hit then the player is out of the game. Goal is to be the last ninja standing.
Age: 14 & over
Rules: 1. To eliminate players, both hand must be hit
2. Once one hand is hit, that hand is out.
3. For every action, there can be a reaction
Equipment: None
Space/Location: Inside or Outside
Age: 14 & over
Rules: 1. To eliminate players, both hand must be hit
2. Once one hand is hit, that hand is out.
3. For every action, there can be a reaction
Equipment: None
Space/Location: Inside or Outside
7. 4 Corners
Description: Normally played in a room and each corner will be numbered 1-4 and all players must pick one corners of the room to stand at while one person with his eyes closed will pick a corner by saying a number 1-4 and all players in that corner are out and then all rest of players may move to a different corner or stay at the same corner.
Age: 10 & over
Rules: 1. One player cannot open his/her eyes
2. All players must choose a corner besides player with eyes closed
Equipment: None
Space/Location: Inside
Age: 10 & over
Rules: 1. One player cannot open his/her eyes
2. All players must choose a corner besides player with eyes closed
Equipment: None
Space/Location: Inside
8. The Word Game
Description: All players stand in circle and clock wise or counter clock wise each person will say a word related to a chosen category (ex. Food, music, movies and etc.....). This is an alphabetical game, meaning at the start of the game all words must begin with a letter "A" until a player runs out of time to think of a word or repeated a previous word. That player is out and the next player must say a word related to category and now begin with letter "B" and goes on.
Age: 10 & over
Rules: 1. Word must be related to category
2. Words can not be repeated, if so then player is out
3. Player is out is runs out of agreed time to think of word.
4. Game is played in alphabetical order
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. Word must be related to category
2. Words can not be repeated, if so then player is out
3. Player is out is runs out of agreed time to think of word.
4. Game is played in alphabetical order
Equipment: None
Space/Location: Inside or Outside
9. Private Investigator
Description: All players get in a circle facing inwards. One player is chosen to be the private investigator and is to turn away from all other players or leave room. All other players must choose one person to lead the group in constant actions. The investigator is then asked to come rejoin and stand in middle of circle and that player must find out who the person leading the actions in the group is.
Age: 10 & over
Rules: 1. Private Investigator must leave group until they agree who leader is
2. Group can not talk, only do actions.
3. Private investigator gets a set number of guesses on who the leader is
4. If guessed right then players switch places in game.
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. Private Investigator must leave group until they agree who leader is
2. Group can not talk, only do actions.
3. Private investigator gets a set number of guesses on who the leader is
4. If guessed right then players switch places in game.
Equipment: None
Space/Location: Inside or Outside
10. Name Chain Game
Description: All players stand in circle and going clock wise or counter clock wise each person will say their name along with another word to describe themselves that start with first letter in their name (ex. Magical Mason). As the gam goes on, the players must say the all previous name chains of players before saying their name chain.
Age: 10 & over
Rules: 1. All players must repeat all name chains before them saying their name chain
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. All players must repeat all name chains before them saying their name chain
Equipment: None
Space/Location: Inside or Outside
11. Freeze Tag
Description: All players will run around in an area and one of the players will be called "it" and if he/she tags another player then that players must stop in place until another player re tags that player and he or she can run around again. The players that's "it" must tag and freeze as many players as possible without other players retagging players that are froze.
Age: 10 & over
Rules: 1. Player must stop in place when tagged by player that is "it"
2. A player can only move again when tagged by other player that is not "it"
3. No pushing or tackling
Equipment: None
Space/Location: Outside
Age: 10 & over
Rules: 1. Player must stop in place when tagged by player that is "it"
2. A player can only move again when tagged by other player that is not "it"
3. No pushing or tackling
Equipment: None
Space/Location: Outside
12. Blind Man's Bluff
Description: One player, designated to be the Blind Man, wears a blindfold and spins in middle of the area for 3 times while the rest of the players search of a good hiding place. When finished spinning, The blind man can yells "Red light" and all the players must freeze in place for 10 sec. It's now up to Blind Man to use his keen sense of hearing to track down the players, who may dodge Blind Man without moving their feet or deceive the Blind Man by making misleading noises. After 10 seconds of Red light, Players can yells "Green Light" and the players are able to move and hide. The Blind Man has to wait at least 5 seconds to yells "Red light" again, after a "Green Light". Once It discovers a player, The player loose, and the player becomes the Blind Man.
Age: 12 & over
Rules: 1. Blind must spin three times
2. All players must freeze for ten seconds in place when blind says, "Red Light"
3. If blind man touches another player, then players switch places in game.
Equipment: Blind Fold
Space/Location: Inside or Outside
Age: 12 & over
Rules: 1. Blind must spin three times
2. All players must freeze for ten seconds in place when blind says, "Red Light"
3. If blind man touches another player, then players switch places in game.
Equipment: Blind Fold
Space/Location: Inside or Outside
13. Hang-Man
Description: One players must think a word or phase and using a writing utensils on the appropriate writing surface, that player must lines for how many letters in word. Include spaces in between words if it's a phase. All other players taking turns saying letters to make the word of phase. If there is a word said and not a part of word or phase then the player must make a line for each mistaken letter until the player successfully and by connecting lines to make a drawing of a man being hanged. All other players lose if that happens.
Age: 10 & over
Rules: 1. Player making word or phase must make lines and space exactly to number letters or words
2. Player making word or phase must make a complete hang man drawing to win
3. All other players get three chances to make a full guess on what word or phase it is.
4. Player making word or phase must writing down all mistaken words
Equipment: Writing utensil and appropriate writing surface (ex. pencil and paper or dry erase maker and white board)
Space/Location: Inside or Outside depending on equipment
Age: 10 & over
Rules: 1. Player making word or phase must make lines and space exactly to number letters or words
2. Player making word or phase must make a complete hang man drawing to win
3. All other players get three chances to make a full guess on what word or phase it is.
4. Player making word or phase must writing down all mistaken words
Equipment: Writing utensil and appropriate writing surface (ex. pencil and paper or dry erase maker and white board)
Space/Location: Inside or Outside depending on equipment
14. Steal the Bacon
Description: All player will split into two teams creating a lines so that one team is facing the other team, having equal number of players on both teams. Each player on a team will given a number. Both teams must have all players with the same numbers but on opposite sides. One players will call out a number or more than one number that was assigned to players on opposite teams. Both those players must try to grab the "bacon" (any object placed in middle of both teams lines). If a player picks up object, then that player must make it back to his/her team without opposing player tagging him/her.
Age: 10 & over
Rules: 1. No pushing or tackling
2. Both players assigned with same number must steal the bacon
3. No two of the same numbers on same team
4. Players can only be tagged if player grabs bacon
Equipment: any object (ex. bottle, ball, shoe and etc...)
Space/Location: Outside
Age: 10 & over
Rules: 1. No pushing or tackling
2. Both players assigned with same number must steal the bacon
3. No two of the same numbers on same team
4. Players can only be tagged if player grabs bacon
Equipment: any object (ex. bottle, ball, shoe and etc...)
Space/Location: Outside
15. Musical Chairs
Description: All player wild walk in a circle around an inner circle of chairs that one less the number of players. Any type of music will be played awhile players are walking around chairs, once the music stops all players must sit in one of the chairs and if your the player didn't get to sit in a chair then that players is out. Music starts and again and one chair is removed and so on and so on until there is one player in one chair.
Age: 10 & over
Rules: 1. All player must continue to walk around chairs until music stops.
2. Once music stops, if not sitting in chair, then player is out.
3. Must remove one chair once music starts again
Equipment: Chairs and Audio Device
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. All player must continue to walk around chairs until music stops.
2. Once music stops, if not sitting in chair, then player is out.
3. Must remove one chair once music starts again
Equipment: Chairs and Audio Device
Space/Location: Inside or Outside
16. Follow the leader
Description: All players get into a circle facing inwards and one player is picked to start. The player makes a movement of some kind (ex. hopping on one foot two times). All other players in the circle must repeat this movement. The next clock wise or counter clock wise player in the circle then makes the first movement, and adds a movement of their own. All other players in the circle must then repeat both movements. This continues until someone makes a mistake or forgets a movement. That person is then out. The game continues until there is a winner.
Age: 10 & over
Rules: 1. Player is out if player forgets or messes up movements.
2. All players must repeat all previous movements to continue
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. Player is out if player forgets or messes up movements.
2. All players must repeat all previous movements to continue
Equipment: None
Space/Location: Inside or Outside
17. Simon Says
Description: One player is picked to be Simon. Player says "Simon says" and will say and do an action and the other players must copy action. If player does not say "Simon says" and player(s) do the action then player(s) are out of the game. The last player who remains standing wins and gets to be the next Simon.
Age: 10 & over
Rules: 1. All other players must copy action if player says 'Simon says" (action) and does action.
2. Player(s) are not if copy action when Player does not say "Simon says"
3. Player as Simon cannot do action if he/she does not say "Simon says"
Equipment: None
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. All other players must copy action if player says 'Simon says" (action) and does action.
2. Player(s) are not if copy action when Player does not say "Simon says"
3. Player as Simon cannot do action if he/she does not say "Simon says"
Equipment: None
Space/Location: Inside or Outside
18. Pass the chicken
Description: All players stand in circle facing inwards. One player is given an passable object (ex. Stuffed animal or shoe) and then player is asked to answer a question and starts to pass object to player either left or right of him/her. The player must answer question before the object makes its way to each player clock wise or counter clock wise and if the object makes it way around back to that player then he/her will have to answer another question and pass it again. If player manages to answer question before object gets back to him/her then which ever player has the object during answer, must do the same thing, answer question and pass before object gets back to him/her.
Age: 10 & over
Rules: 1. Object must make its way clock wise or counter clock wise passed by each player
2. Player must answer question before getting object passed back to him/her
3. If question is answered, which ever player is holding the object at that time must answer question.
Equipment: Object that passable
Space/Location: Inside or Outside
Age: 10 & over
Rules: 1. Object must make its way clock wise or counter clock wise passed by each player
2. Player must answer question before getting object passed back to him/her
3. If question is answered, which ever player is holding the object at that time must answer question.
Equipment: Object that passable
Space/Location: Inside or Outside
19. Magic Carpet
Description: All players stand on a carpet, then player must flip carpet on its other side while staying on carpet.
Age: 10 & over
Rules: 1. All player must remain on carpet
2. All player must completely flip carpet on is other side.
Equipment: Carpet large enough to fit all player
Space/Location: Inside
Age: 10 & over
Rules: 1. All player must remain on carpet
2. All player must completely flip carpet on is other side.
Equipment: Carpet large enough to fit all player
Space/Location: Inside
20. Finger Sticks
Description: All player face each other and have both hands out and two fingers out, one for each hand. Each player will take turns adding fingers to opposing player. If player touches another players hand with one finger then that must move one finger out along with other fingers. If 1 hand- finger touches another 1 hand-finger then that hand becomes 2 hand-finger. If a player reaches five fingers on a hand then that hand is out. To eliminate player booth hands need to be out.
Age: 12 & over
Rules: 1. If player hand reaches five fingers then hand is out
2. Player is out if both hands are out
3. Can split even number of finger with one hand. (ex. 4 fingers hand becoming 2 hands 2 fingers)
Equipment: None
Space/Location: Inside or Outside
Age: 12 & over
Rules: 1. If player hand reaches five fingers then hand is out
2. Player is out if both hands are out
3. Can split even number of finger with one hand. (ex. 4 fingers hand becoming 2 hands 2 fingers)
Equipment: None
Space/Location: Inside or Outside
21. I Spy
Description: One player must choose an object around them that all other players can see but player say "I spy something that is", the player then says a word the describes that object then other players must guess what object it is.
Age 10 & over
Rules: 1. Object must be something that all players can see
2. Must say "I spy......" before describing object
Equipment: None
Space/Location: Inside or Outside
Age 10 & over
Rules: 1. Object must be something that all players can see
2. Must say "I spy......" before describing object
Equipment: None
Space/Location: Inside or Outside
22. G-O-D
Description: All players get into a circle facing inwards. One player starts by juggling a hacky sack with his/her legs and can pass it to other players. Once the hacky sack is juggling (hit) three times without hitting the floor by at least two different players then any player can grab hacky sack while being juggled or in midair. Once a player has juggled hacky sack all other players can run away from him/her cause that player can't move once he or she has hacky sack but that player must throw hacky sack at other player in attempt to hit them. If a player is hit that player gains a G then if hit again O then again D. spelling GOD. If a player gets GOD then that player is out.
Age: 16 & over
Rules: 1. Hacky sack must be juggled three time without touching ground by at least two different players to be able to be grabbed and thrown.
2. Once a player has been hit three times spelling GOD that player is out.
3. Players are not allowed to run until hacky sack is juggled and caught.
Equipment: Hacky Sack
Space/Location: Outside
Age: 16 & over
Rules: 1. Hacky sack must be juggled three time without touching ground by at least two different players to be able to be grabbed and thrown.
2. Once a player has been hit three times spelling GOD that player is out.
3. Players are not allowed to run until hacky sack is juggled and caught.
Equipment: Hacky Sack
Space/Location: Outside
23. H-o-r-s-e
Description: All player take turns shooting a basket ball in attempt to make a shot. Shots can be taken form anywhere on basket ball court. If players miss shots then next player can attempt any shot he or she chooses. If player makes shot then all other player must copy shot and if a player misses that shot then that player gets a letter starting with H then O,R,S and finally E. Once a player reaches E, spelling HORSE then that player is out. Once all others player attempt a players shot then the same player can attempt another shot, if shot it made then other player copy shot and if miss nest player can attempt a shot and so on and so on until one player is left.
Age: 14 & over
Rules: 1. If player makes a shot all other players must copy that shot, once all players attempt it then the same player the made the shot gets another shot any where on court.
2. If player misses a copy shot that player gains a letter until HORSE
3. If player reaches E, spelling HORSE that player is out.
Equipment: Basket Ball, Basket ball Hoop/Court
Space/Location: Outside
Age: 14 & over
Rules: 1. If player makes a shot all other players must copy that shot, once all players attempt it then the same player the made the shot gets another shot any where on court.
2. If player misses a copy shot that player gains a letter until HORSE
3. If player reaches E, spelling HORSE that player is out.
Equipment: Basket Ball, Basket ball Hoop/Court
Space/Location: Outside
24. 21
Description: All players try to make a basket ball shot. If a player makes a players makes it that player gains two points and gets to shoot free throw shots to gain addition points, one points for each free throw shot made. If player miss a free throw shot then any player can grab ball to make a regular two point shot to continue to make free throw shots. Once a player has made it to 20 points then that player must make a regular two point shot and make a free throw shot to make 21. if the player misses his free throw shot after getting to 20 points, that players points go back 5 points.
Age: 14 & over
Rules: 1. Player must make a 2 point shot any where on court to throw free throw shots
2. If player misses his/her free throw shot after having 20 points players goes down 5 points
3. All free throw shot made are 1 point each, adding to regular 2 point shot
Equipment: Basket Ball, Basket Ball Hoop/Court
Space/Location: Outside
Age: 14 & over
Rules: 1. Player must make a 2 point shot any where on court to throw free throw shots
2. If player misses his/her free throw shot after having 20 points players goes down 5 points
3. All free throw shot made are 1 point each, adding to regular 2 point shot
Equipment: Basket Ball, Basket Ball Hoop/Court
Space/Location: Outside
25. Uno
Description: To start a hand, six cards are dealt out to each player, and the top card of the deck is flipped over and set aside to begin the discard pile. The player to the dealer's left plays first, unless the first card on the discard pile is an action or Wild card (skip, draw 2, Reverse, wild, wild draw four). On a player's turn, he/she must do one of the following, play a card matching the discard in color, number or symbol, play a Wild card, or a playable Wild Draw Four card, or draw the top card of the deck. A player who plays his/her next-to-last card must call "Uno" as a warning to the other players. The first player to get rid of his/her last card ("going out") wins.
Age: 7 & over
Rules: 1. player may draw a card from the deck even if that player has a playable card
2. If a player chooses to draw a card and the drawn card is playable, the player has the option of either keeping it or playing it immediately (as part of that turn)
3. If a player chooses to draw, the player may not play any card (other than the drawn card, if playable) on that turn.
4. A player may play a Wild card at any time (even if that player has other playable cards)
5. A player may play a Wild Draw Four card only if that player has no cards matching the current color (the player may have cards of a different color matching the current number or symbol or a Wild card). A player who plays a Wild Draw Four may be challenged by the next player in sequence.
6. If the entire deck is used during play, the top discard is set aside and the rest of the pile is shuffled to create a new deck. Play then proceeds normally
7. It is illegal to trade cards of any sort with another player.
8. In a two-player game, the Reverse has the same effect as a Skip, allowing the player who discards it to take another turn.
9. Maximum of four cards can be put down
Equipment: Full Deck of Uno cards
Space/Location: Inside or Outside
Age: 7 & over
Rules: 1. player may draw a card from the deck even if that player has a playable card
2. If a player chooses to draw a card and the drawn card is playable, the player has the option of either keeping it or playing it immediately (as part of that turn)
3. If a player chooses to draw, the player may not play any card (other than the drawn card, if playable) on that turn.
4. A player may play a Wild card at any time (even if that player has other playable cards)
5. A player may play a Wild Draw Four card only if that player has no cards matching the current color (the player may have cards of a different color matching the current number or symbol or a Wild card). A player who plays a Wild Draw Four may be challenged by the next player in sequence.
6. If the entire deck is used during play, the top discard is set aside and the rest of the pile is shuffled to create a new deck. Play then proceeds normally
7. It is illegal to trade cards of any sort with another player.
8. In a two-player game, the Reverse has the same effect as a Skip, allowing the player who discards it to take another turn.
9. Maximum of four cards can be put down
Equipment: Full Deck of Uno cards
Space/Location: Inside or Outside
26. Black Jack (21)
Description: The player or players are dealt a two-card hand and add together the value of their cards. Face cards (kings, queens, and jacks) are counted as ten points. A player and the dealer can count a Ace as 1 point or 11 points. All other cards are counted as the numeric value shown on the card. After receiving their first two cards, players have the option of getting a "hit", or taking an additional card. In a given round, the player or the dealer wins by having a score of 21 or by having the higher score that is less than 21. Scoring higher than 21 (called "busting" or "going bust") results in a loss. A player may win by having any final score equal to or less than 21 if the dealer busts. If a player holds an ace valued as 11, the hand is called "soft", meaning that the player cannot go bust by taking an additional card; 11 plus the value of any other card will always be less than or equal to 21. Otherwise, the hand is "hard".
Age: 18 & over
Rules: 1. Get 21 points on the player's first two cards (called a blackjack), without a dealer blackjack.
2. Reach a final score higher than the dealer without exceeding 21
3. Let the dealer draw additional cards until his or her hand exceeds 21
Equipment: Complete 52 deck of Casino Cards
Space/Location: Inside or outside
Age: 18 & over
Rules: 1. Get 21 points on the player's first two cards (called a blackjack), without a dealer blackjack.
2. Reach a final score higher than the dealer without exceeding 21
3. Let the dealer draw additional cards until his or her hand exceeds 21
Equipment: Complete 52 deck of Casino Cards
Space/Location: Inside or outside
27. Texas Hold'em
Description: In Texas hold 'em, as in all variants of poker, individuals compete for an amount of money or chips contributed by the players themselves (called the pot). Because the cards are dealt randomly and outside the control of the players, each player attempts to control the amount of money in the pot based either on the hand they are holding, or on their prediction as to what their opponents may be holding. The game is divided into a series of hands (deals); at the conclusion of each hand, the pot is typically awarded to one player (an exception in which the pot is divided between two or more is discussed below). A hand may end at the showdown in which case the remaining players compare their hands and the highest hand is awarded the pot; that highest hand is usually held by only one player, but can be held by more in the case of a tie. The other possibility for the conclusion of a hand occurs when all but one player has folded and have thereby abandoned any claim to the pot, in which case the pot is awarded to the player who has not folded. The objective of winning players is not to win every individual hand, but rather to make mathematically and psychologically better decisions regarding when and how much to bet, raise, call--or fold. By making such decisions to place influential bets, one can non-verbally represent/suggest holding/not-holding a certain/possible hand by either betting/not-betting pre-flop, and by venturing small or larger bets/raises at possibly more advantageous times, throughout the stages of the hand being dealt. Ones pattern of betting may encourage opponents to actually talk themselves into betting or into folding (in this complex process, called bluffing), without verbalizing a discouraging/or dishonest word. The winning poker players know how to enhance the opponents' betting and maximize their own expected gain on each round of betting, to thereby increasing their long-term winnings.
Age: 18 & over
Rules: 1. All rounds start with a Small Blind and Big Blind to start bets
2. Must follow poker hands ( pair, 2 pair, 3 of a kind......) to win pot
3. Each round, each player must Check, Call, or Fold.
Equipment: Complete 52 Deck of Casino Cards
Space/Location: Inside or Outside
Age: 18 & over
Rules: 1. All rounds start with a Small Blind and Big Blind to start bets
2. Must follow poker hands ( pair, 2 pair, 3 of a kind......) to win pot
3. Each round, each player must Check, Call, or Fold.
Equipment: Complete 52 Deck of Casino Cards
Space/Location: Inside or Outside
28. War
Description: The deck is divided evenly among the players, giving each a down stack. In unison, each player reveals the top card of their deck – this is a "battle" – and the player with the higher card takes both of the cards played and moves them to their stack. If the two cards played are of equal value, then there is a "war". Both players place the next card (or three) of their pile face down, depending on the variant, and then another card face-up. The owner of the higher face-up card wins the war and adds all six (or ten) cards on the table to the bottom of their deck. If the face-up cards are again equal then the battle repeats with another set of face-down/up cards. This repeats until one player's face-up card is higher than their opponent's.
Age: 7 & over
Rules: 1. Ace is highest card
2. Highest face up card wins battle or war
3. Game continues until one player has all 52 cards
Equipment: Complete 52 Deck of Casino Cards
Space/Location: inside or outside
Age: 7 & over
Rules: 1. Ace is highest card
2. Highest face up card wins battle or war
3. Game continues until one player has all 52 cards
Equipment: Complete 52 Deck of Casino Cards
Space/Location: inside or outside
29. Slapjack
Description: A 52-card deck is divided into face-down stacks as equally as possible between all players. One player removes the top card of his stack and places it face-up on the playing surface within reach of all players. The players take turns doing this in a clockwise manner until a Jack is placed on the pile. At this point, any and all players may attempt to slap the pile with the hand they used to place the card; whoever covers the stack with his hand first takes the pile, shuffles it, and adds it to the bottom of his stack. If another player puts their card over the Jack before it is slapped, the Jack and the cards underneath can't be taken by a player until the next Jack is revealed. When a player has run out of cards, he has one more chance to slap a jack and get back in the game, but if he fails, he is out. Gameplay continues with hands of this sort until one player has acquired all of the cards.
Age: 7 & over
Rules: 1. Player must have his hand on top of jack to claim pile
2. Player is out if he/she runs of cards but gets one more chance to slap a jack to reenter game.
3. Card pile must be within equal reach of all players
Equipment: Complete 52 deck of Casino Cards
Space/Location: inside & outside
Age: 7 & over
Rules: 1. Player must have his hand on top of jack to claim pile
2. Player is out if he/she runs of cards but gets one more chance to slap a jack to reenter game.
3. Card pile must be within equal reach of all players
Equipment: Complete 52 deck of Casino Cards
Space/Location: inside & outside
30. I Love my Neighbor Who.....
Description: All players must stand in circle facing inwards. One player stands in middle of circle and says, "I love my neighbor who...." then he/she can say something they like, a place they have been, or describe a of clothing they are wearing and all other players who have to same thing in common must find to new place in the circle. The last person to find a place in circle, repeats the process.
Age: 10 & over
Rules: 1. Player must say "I love my neighbor who......."
2. All other players must find a new place in circle if player states something in common
3. If last one to find a place in circle then they stand in middle of circle and repeat
Equipment: None
Space/Location: Outside
Age: 10 & over
Rules: 1. Player must say "I love my neighbor who......."
2. All other players must find a new place in circle if player states something in common
3. If last one to find a place in circle then they stand in middle of circle and repeat
Equipment: None
Space/Location: Outside
31. The Human Table
Description: Requires 4 players. 4 chairs are placed next each other to make a square. Each player will sit in each chair so that when they lay back, their upper bodies will be laying on another players lap. Once all players are laid down, the chairs are removed from underneath them. All 4 players must use legs to support each other for as long as they can.
Age: 12 & over
Rules: 1. All players lay back, so they are laying another players lap
2. If a players body other than his feet touch the floor, the game is over.
Equipment: 4 Chairs
Space/Location: Inside or outside
Age: 12 & over
Rules: 1. All players lay back, so they are laying another players lap
2. If a players body other than his feet touch the floor, the game is over.
Equipment: 4 Chairs
Space/Location: Inside or outside
32. Who Am I
Description: All players are given card that they must keep on forehead. The card has a word on it related to a agreed category. All players must ask other players yes or no questions to try to figure what word is on their card.
Age: 10 & over
Rules: 1. All players cannot look at word that's on their own card until they guess right what word is on card.
2. All players must ask Yes or No questions
Equipment: Writing utensil and index cards or post-its
Space/Location: inside or outside
Age: 10 & over
Rules: 1. All players cannot look at word that's on their own card until they guess right what word is on card.
2. All players must ask Yes or No questions
Equipment: Writing utensil and index cards or post-its
Space/Location: inside or outside
33. Marco Polo
Description: One player is chosen as "It". This player closes his/her eyes and tries to find and tag the other players without the use of vision. The player who is "It" shouts "Marco" and the other players must respond by shouting "Polo", which "It" uses to try to locate them. If a player is tagged, then that player becomes "It".
Age: 10 & over
Rules: 1. Player that's "it", must keep eyes closed until he tags another player.
2. The player that's "it", says "Marco", all other players must yell "polo" in response
3. If player that's "it', tags another player then that player becomes "it".
Equipment: None
Space/Location: inside or outside
Age: 10 & over
Rules: 1. Player that's "it", must keep eyes closed until he tags another player.
2. The player that's "it", says "Marco", all other players must yell "polo" in response
3. If player that's "it', tags another player then that player becomes "it".
Equipment: None
Space/Location: inside or outside
34. Hide & Seek
Description: One player is chosen to be "it". That player must close his eyes and count in numerical order until agreed number. All other players must find a hiding spot while "it" player is counting. Once "it" player is done counting all players must stay in hiding spots until "it" player finds other players or "it" player gives up. The first player found loses and becomes it next game and helps current "it" player to find other players.
Age: 5 & over
Rules: 1. "It" player must keep his eyes closed while counting.
2. All other players must stay hiding spot after "it" is done counting until player finds other players or gives up.
3. First player found becomes "it" next game and must help current "it" player find other players.
Equipment: None
Space/Location: Inside or outside
Age: 5 & over
Rules: 1. "It" player must keep his eyes closed while counting.
2. All other players must stay hiding spot after "it" is done counting until player finds other players or gives up.
3. First player found becomes "it" next game and must help current "it" player find other players.
Equipment: None
Space/Location: Inside or outside
35. Red Light, Green Light
Description: One player is chosen to be "it". All other players will stand in a line away from "it" player. "it" player faces line of other players and starts game by yelling, "Green Light". After "It" player yells green light, all other players will run to tag "it" player but if "it" yells 'Red Light", all players must stop moving until "it" player says "green light". If "it" player sees any other player move after he/he says "red light" then that player must return to where line started. If player to make it pass "it" player, then that player wins and becomes "it" next game.
Age: 5 &over
Rules: 1. All player may move when "it" player says "Green light"
2. All players must not move when "it" player says "Red light"
3. If caught moving after "red light" and before "green light" then player must return spot original started at beginning of game.
4. Player must make it passed "it" player to win and become "it" next game.
Equipment: None
Space/Location: Inside or outside
Age: 5 &over
Rules: 1. All player may move when "it" player says "Green light"
2. All players must not move when "it" player says "Red light"
3. If caught moving after "red light" and before "green light" then player must return spot original started at beginning of game.
4. Player must make it passed "it" player to win and become "it" next game.
Equipment: None
Space/Location: Inside or outside