You are on page 1of 6

Dr.

Spencer Kagan

Silly Sports & Goofy Games


Kagan 1(800)WEECO-OP
www.kaganOnline.com
FREEZE TAG

Players turn traditional tag upside down when the rule is ITs Freeze!
1. Players Spread
Players spread out in the defined area of the playing field.
2. Birthday IT!
The player with the birthday closest to the game day is IT!
3. Hand Up and Tag
IT has one hand above his/her head and attempts to tag someone.
4. IT Freezes
When IT makes a tag, IT freezes. The person tagged puts up a hand and becomes the new
IT.
5. All Frozen But One
When everyone is frozen but one, that person becomes the first IT for the next round.
6. Defrost!
The new IT yells, Defrost! and everyone is free again and they all run to avoid the new IT
as a new round begins.

BUMP TAG

Tag is more fun if no hands are allowed and everyone is wading through thick Jell0-O!
1. Players Spread
Players spread out within the playing field.
2. Hands Back
Hands of all players are behind their backs.
3. Jell-O-O Jell-O- Everywhere
Players are told the entire playing field is waist deep in Jell-O. They can move only in slow
motion as they wade through the thick Jell-O.
4. Everyones IT
Every player is IT and if an IT tags you, you must freeze.
5. Bump Tags
Tags are made by making body contact. Not hands allowed.
6. All Frozen? Play Again!
When everyone is frozen, the last IT calls Free, Free, Everyones Free! The game begins
again as everyone moves in slow motion through the Jell-O trying to freeze everyone else!

BLOB TAG

Blobs get Bigger. And Bigger. Till there is but one Baby Blob.
1. One Baby Blob
One player is selected as Baby Blob. Everyone else is free.
2. Baby Blob Becomes Bigger Blob
When Baby Blob tags a player, they link elbows, becoming part of a Bigger Blob.
3. Bigger Blob
The Blob grows up tagging more and more players until only one is left free.
4. Complete the Cycle
When there is only one person not part of the blob, that player calls, Baby Blob, becoming
the new Baby Blob. Everyone else breaks apart; free to start the game again.

Compiled by Brenda Vallana

HUM TAG

A safe port in a storm is two others to hold hands with and hum!
1. Form Triads
All players get into groups of three.
2. Select ITs
The leader breaks up some of the groups of three to become ITs, so there is about one IT
for each two groups of three. At all times ITs hold one hand above their head so everyone
knows who they are.
3. Want Safety? Hold Hands and Hum!
Players are safe from the ITs if they are in a circle of three, all holding hands and
humming. Want safety: Find two others who are not IT, hold hands in a circle, take a deep
breath, and begin humming. You are safe, but only until someone runs out of air.
4. Run Out of Air? Break and Run!
When anyone in a group of three runs out of air, everyone must break apart and dash to
find two new partners. IT can tag anyone who is not in a group of three and humming.
5. Tagged? Become an IT
If you are tagged by an IT, you become an IT and the IT is free. No tag-backs. If you are
tagged, when you become an IT, you cannot turn around and tag the person who just tagged
you.
6. ITness Transfers
If you are IT and you tag someone, ITness transfers to that player. Care must be taken to
be sure the tagged player knows they are now IT. When an IT tags a player, the IT holds
up that players arm for the count of five, looking into their eyes to be sure they know they
are now IT. After counting to five, and making sure the tagged player knows they are IT
and that they cannot put their hand down until they tag someone else the It is free to seek
two others looking to be safe. The tagged player must keep his/her hand up until he/she
passes the ITness to someone else by making a tag.

RHYTHM CIRCLE

Keep the rhythm but add your name and include someone new!
1. Players Sit
Players sit in a circle, usually on the floor.
2. Rhythm Established
A rhythm is established. For example, all players slap their thighs twice, clap twice, and
snap their fingers twice, first on the left hand and then on the right.
3. Names in Rhythm
Once the rhythm is established, one player calls his own first name on the first snap of the
fingers, and any other persons name on the second snap.
4. Called? Continue the Rhythm
If a player is called, that player continues the pattern, stating his/her own name on the
next first snap and someone elses on the second snap. Players do not call a name twice.
Rhythm circle is finished when all names have been called.
5. Advanced Version
The player whose name is called can change the pattern before calling out the next players
name.

Compiled by Brenda Vallana

BALLOON
BOUNCE

FROZEN
BEANBAG

FIND A
PARTNER

This all-time favorite is guaranteed to bring laughs and high spirits to any group.
1. Form Groups
Players form groups of four.
2. Inflate Balloons
Each group inflates and ties off two balloons, preferably of different colors.
3. Hold Hands
Players hold hands in a circle, holding the balloons in their hands.
4. Balloon Bounce
Players bounce a balloon in the air without letting go of their hands. They use hands, heads,
elbows, feet, or any body part to keep the balloon afloat.
5. Experts? Bounce Two
When the group feels confident, they release the second balloon and try to keep two
balloons in the air at once. If a balloon lands on the ground, players must pick it up and get
it bouncing again without letting go of their hands.
FOR VARIETYFeather Float
A feather is used instead of a balloon. Instead of hitting it, to keep the feather afloat,
everyone blows.
Unfreeze a friend. But only at the risk of becoming frozen in the process!
1. Beanbags Everyone
Every player has a beanbag (or paper plate on their head).
2. Skip to My Lou
The players begin to skip as they sing Skip to My Lou.
3. Bean Bag Drop? Youre Frozen!
If a player drops a beanbag, that player is immediately frozen in whatever position they are
in. They plead for help from unfrozen players.
4. Unfreeze a Friend If you Can
A player can unfreeze someone by crouching down, picking up the beanbag, and placing it
on the frozen friends head = all without dropping his/her own beanbag!
5. Frozen Duos or Trios
It is not uncommon for tow or even three players to become frozen together as one drops
his/her hat attempting to help another. If they are frozen together, in unison they call for
help from someone who is not frozen.
When the leader calls Find your Ping-Pong partner, all players rush around to find their
special Ping-Pong partner and begin playing Ping-Pong without benefit of paddles, table, or
ball!
1. Players Pair
Players find a partner.
2. Baseball Partner
The leader announces, This is your baseball partner. One of you is the pitcher and one is
the batter. Practice pitching and batting. Whenever you find this partner you are to
practice your pitching and batting. Players practice pitching and batting.
3. Part and To a New Partner
The leader asks the partners to shake hands, and find a new partner. This is your ice
skating partner. Hold hands and practice ice skating around the room together.
4. Return to First Partner
Ask everyone in pantomiming skating around as a pair, the leader tells them to quickly find
their baseball partner. After everyone is practicing batting and pitching, the leader has
them find a new partner.

Compiled by Brenda Vallana

PRETZEL,
UNPRETZEL

Puzzles are fun. Human Pretzel Puzzles are even more fun!
1. Pretzel Groups
Players form groups of about a dozen each.
2. Unpretzlers
A pair of players form each group. The Unpretzlers turn their backs on the rest of the
group, the Pretzel Players.
3. Pretzel maker
The Pretzel Players choose one player to be the Pretzel Maker. The Pretzel Maker directs
the Pretzel Players all to hold hands in a circle.
4. Pretzeling
The Pretzel maker directs the Pretzel Players twist about, step over arms to form a human
pretzel.
5. Unpretzeling
When the group is well pretzeled (usually three moves will do it), they all over the
Unpretzelers. The Unpretzelers have not seen how the Pretzel got pretzeled but must
direct the players out of the pretzel while the Pretzel Players continue to hold hands.

FOUR UP

Stand up and be counted but not for long!


1. All Sitting
Begin Four Up with everyone sitting.
2. Anyone Up
Anyone can stand up at any time, but no one can remain standing for more than five seconds
at a time. Any player can stand up as many times as they want.
3. Challenge
Players attempt to have exactly four people standing at all times.
4. Optional Rule
Each player standing must assume the facial expression and/or body language of an emotion
different from the other three.
5. Alternate Version
If it is not convenient for players to sit, play Four Up by having players raise their hands.

BARK-NOSEHOP

Players immediately stop taking themselves (and life) too seriously once they are whistling
while jumping up and down while holding an elb
1. The Scene
Players form a circle, facing inward.
2. Sound-Body Part- Motion
Any player begins by calling out a sound, a body part, and a motion, such as Quack, Knee,
Twirl. All the other players repeatedly quack, hold a knee, and twirl around until any other
player yells Stop! Switch!
3. New Directions
The person who yells Stop! Switch! calls out a new sound, body part, and motion such as,
Hum, Eye, Skip. All the players begin humming while covering an eye and skipping!
4. Sad Run
Sad Run is played exactly like Bark-Nose-Hop except players simply call an emotion and a
movement. Possibilities include: Sad Run, Happy Hop, Angry Skip, Disgusted Walk, Joyful
Tiptoe

Compiled by Brenda Vallana

SPOON
BALLOON

FEATHER IN
THE WIND

TEN COUNT

A balloon on a spoon? You bet. Let it drop and you might lose this relay!
1. Spoons
Each player is provided a spoon. Spoons can be little (teaspoons), big (tablespoons), or very
big (wire coat hangars bent into a circle with a handle). If handicaps are to be used, then
spoons of two sizes are provided and during the relay each time a new player takes off, the
leading team has to switch to the smaller size to even the competition.
2. Marks
Marks to go around (Frisbees, chalk marks, chairs, baseball bases) are set out about 10
paces from the starting line so players can round the mark.
3. Balloon Boxes
Each team has two balloon boxes, say red and blue. A red balloon for each player is placed
in the red box by the start/finish line, and a blue balloon for each player is placed in the
blue box by the mark, about 10 paces out from the start/finish line.
4. Teams Line Up
Teams of four to six players each stand in a line behind a start/finish line.
5. Hands Off. Spoons Only
Players are warned that they must touch the balloons only with their spoons. If a balloon is
ever dropped, the person dropping it must scoop it up with heir spoon, never touching it
with their hands.
6. Scoop and Carry
Each player in turn, scoops up a red balloon from the balloon box at the start/finish line,
carries is in their spoon to the target balloon box, drops the red balloon in, fishes out a blue
balloon using only the spoon, carries the blue balloon back to the start/finish line, and drops
it in that box.
7. Stomp and Pop
The first team with all the blue balloons in the red balloon box and all the red balloons in
the blue balloon box dumps out all the balloons in the box by the start/finish line, and
stomps on them, popping them all.
Running out of air? Let a partner puff. Turn-taking-puffs is one winning strategy in
Feather in the Wind!
1. Triads to the Ready
Players stand in pairs or groups of three.
2. Equipment
Each group is given a feather.
3. Ready, Aim, Blow
At a signal, players in each group all start blowing to keep the feather up. They are not
allowed to touch the feather with their hands or bodies.
4. Winners The group that keeps the feather in the wind the longest wins the round.
Can your group count to ten? It is harder than it sounds!
1. Players Form Groups
Players form groups of about a dozen.
2. The Count Begins
Any player in the group starts off the count, saying One. Any player can say two at any
time. The goal is for the group to count to 10.
3. Tie? Try Again
Any time two players call out a number at the same time, the group must start over.
Although this game sounds easy and does not sound like much fun, players are surprised by
how difficult it is and how much fun it is. Interesting strategies and group dynamics evolve.

Compiled by Brenda Vallana

MONKEY
ELEPHANT
PALM TREE

Form a large circle with one person standing in the middle as IT. The person in the center
first demonstrates positions for people to take when he/she calls out one of the animals or
the palm tree. They

SNOWBALL

When the snowball fight is finished, everyone ends up with a new friend!
1. The Scene
Half the players write their names on a piece of colored paper (blue), and half on a
different color of paper (yellow). They then make crumpled paper snowballs. Divide the
group to form two lines opposite each other. Designate an imaginary line in the middle of
the two groups.
2. The Snowball Fight Begins
At a signal, players have a snowball battle! Each side attempts to make sure that more
snowballs end up on the other side of the line.
3. Battle Over? Make Friends
At a signal the battle is over. Each person then gets one snowball of the color opposite that
which they started with. Those who are now holding one color (blue) find and interview the
player whose name is on their snowball. They are to learn a secret that person usually only
shares with a friend. Afterwards, at a signal, those with the other color (yellow) snowballs
find and interview their new friends.
*** This may also be used as a review session with all participants writing a question on the
paper. Proceed with the Snowball battle, then have individuals answer the questions.

Compiled by:
Brenda Vallana

Compiled by Brenda Vallana

You might also like