![]() |
||||||||||
|
|
Stuck in the mud Rules One person is IT and they have to run after the other people and try and touch or tig them. If you are tigged by IT then you have to stand still where you are without moving and with your arms stretched out to the side. IT then tries to tig the other players.
If you are stuck, the other players can release you by touching you on the head or running under your outstretched arms and/or legs. If a lot of people are playing, it is better if more than one person is IT. Grandmother's footsteps This game is also called Sly fox, Peep behind the curtain or Black pudding. One player is IT and stands at base (a wall or line). IT must have their back to the other players who stand in a line facing IT about 10 metres away. The toddlers activity players try to sneak up on IT and touch their back without IT turning around and seeing them move. Before IT can ever turn round, they must count to 10 or say a rhyme such as “L-O-N-D-O-N spells London” or “One, two, three, four, five jam tarts”. They can say this quietly, under their breath, so the other players can’t hear and don’t know when IT is about to turn round. When IT turns round, the other players must “freeze”. If IT spots any player moving, they have to go back to the start again. Capture the flag Rules This toddlers activity game is also known as Flag raiding, Scotch and English or French and English. First divide into two teams and split the playing space into two halves, with one area for each team. Then choose a base in each area. Next, each player needs a “flag” such as a hat, glove or scarf. Everyone should go and put their flag in the other team’s base and then return to theirs. Each team has to try and get their flags back from the other team’s area without being touched or caught by a player from that team. If you get a flag without being touched you take it back to your base. If you are touched by a member of the other team then you are taken prisoner and must stand still by the other team’s base until you are rescued. Prisoners can only be rescued by a member of their own team touching them but they can’t be caught themselves. Any prisoners must be rescued before any more flags can be retrieved. Don't step on the cracks! Rules What you need Madness Rules 1. Choose some one to be a sleeping person. They have to pretend to be asleep. Relievo Rules First of all divide into two even sized teams. Decide which team is going to hide first and decide on a place to be base or home. The hiders go to hide (within an agreed area) while the other team, who are the seekers, count. When the seekers have counted, they set off to find the people in the hiding team, leaving one person in charge of the base. When a hider is found they are taken to the base where they have to stay as a prisoner. The other hiders can then try and release the prisoner by running into the base, touching them on the head and shouting “Relievo!” But, if they get tigged by the seeker guarding the base (or any other seeker), they become a prisoner too and have to remain in the base Follow Mother to market Rules This toddlers activity game is also known as Don’t follow Mother to market or Basket. Choose one person to be mother and one to be the shopkeeper. Everyone else should be children. The shopkeeper should stand at the other end of the playground. Mother tells the children she is going to the shops and that the children must stay at home and not follow her. The children have to follow Mother, but freeze every time she turns to check on them. When Mother gets to the market, she asks the shopkeeper for sweets for the children. Then she turns to chase the children and anyone she catches becomes the next Mother! In and out of the dusty bluebells Rules Everyone stands in a circle, holding hands and raising their arms to make a series of arches. One person is IT and skips in and out of the arches. At the same time, the circle sings: They then skip in and out of the arches together while the circle sings, with the person behind holding on to the leader’s waist. The chain gets longer and longer until there are not enough people to form the circle. Five stones Rules This toddlers activity game is also known a Knuckle stones, Jacks or Dibs. Five stones is an ancient game of skill involving throwing and catching small clay, plastic or metal five stones or jacks. There are lots of ways to play. This game is called Onesies. First crouch down. Place four of the stones on the ground and throw the fifth one in the air. Quickly pick up one of the stones on the ground and catch the one in the air with the same hand. Put the caught stone to one side, throw up the stone again and try and pick up the next stone. Carry on until you have picked up all four stones. A hard, flat ground surface A set of five jacks (stones, dice or pack of jacks) Clapping games Rules If two people are playing, they should stand a little way apart, facing each other and clap each other’s hands in time to a song, chant or rhyme. You can make the clapping pattern up as you go along and try different actions, such as patting your shoulders, hands or thighs. You can try clapping with one or two hands at a time, hitting the backs of hands, palms or double claps. Try and get faster and faster, both singing and clapping. Carry on for as long as possible without making a mistake. Tug of war Rules Tug of war is a toddlers activity game of strength and teamwork played all over the world by children and adults. First, divide into two even teams. Mark a line on the ground and place the rope across that line with the middle on it. The two teams should then pick up one end of the rope, leaving a clear space in the middle about one metre long. Once the two teams are ready, the person in charge can shout “Ready, steady, Go!” Both teams should then start to pull the rope as hard as they can, trying to pull it and the other team over the centre line. What you need An open space (best on a soft surface e.g. grass) A long, strong rope and something like a handkerchief to tie to the rope to mark the middle Old Mother Hubbard Rules In Old Mother Hubbard toddlers activity, one person is Mother Hubbard and the rest are the children. Old Mother Hubbard goes to the cupboard and the children ask her what is in there. She can answer anything e.g. butter. When she says BONES, the others must run away back to base. Twosies, Threesies and Foursies Rules Twosies is the same as toddlers activity Onesies except you have to pick up two stones at a time. In Threesies, you pick up three on the first throw, and one on the second. In Foursies, you pick up all four stones in one go. When playing any of these you can use a throw to move stones closer together with your hand to make them easier to pick up. But if you are playing with friends, you will lose your turn if you fail to pick up or catch a stone. Items to catch like small balls or stones Cherry pit Rules Cherry pit is a very old toddlers activity game described by William Shakespeare in his play Twelfth Night. In this game, you try to knock marbles into a hole in the ground. A small, shallow hole (about a ruler length across) is dug in the middle of a larger circle. Each player places a number of marbles around the centre hole. You start by flicking your shooter marble from anywhere outside the larger ring, trying to knock the other marbles into the hole. If you knock a marble in and your shooter remains inside the large ring, you win that marble and have another go. If your shooter goes into the hole, you must give up a number of marbles and place them around the hole to buy it back. The player with the most marbles when all the marbles have been knocked into the hole wins. Block Rules Block is a similar toddlers activity game to Hide and seek. In Block, the home or base is called the Block. The seeker counts and the others hide as normal. The seeker then starts to look for those hiding. When they spot someone in their hiding place, they call out their name and say where they are. The seeker and person hiding have to race back to the Block. If the seeker wins, they should “Block-one-two-three!” and the hider has to remain at the Block. If the hider wins and shouts “Block-one-two-three!” anyone who has already been caught is set free and the seeker has to hide their eyes and count again. No rope tug of war Rules Tug of war can also be played without a rope. Each player holds the waist of the player in front of them in their team. The two leaders of the two teams reach out and hold hands or wrists tightly. On the start signal, each team then tries to pull the other team over a centre line. If a leader lets go his team loses. Two teams Using Hopscotch markers Rules You can also play Hopscotch with a marker. This toddlers activity is sometimes called a potsy or peever. It could be a flat stone, a piece of rope or wood or a small flat tin such as a shoe polish tin. The first player stands back from the Hopscotch grid and tries to throw their marker into square number one. If they fail the next player has a go. If they manage to land the marker exactly in the square they can start. Missing out the square with their marker in, they hop to the end and back. When they reach the square with their marker in they pick it up and carry on to the end. If they can do this without making a mistake, then they can try and throw their marker into square number two and carry on in the same way. When the player makes a mistake, it is the next person’s turn. The first person to complete the gird is the winner. Skipping games Rules You can skip on your own or with a long rope to skip in a group. If you are in a group, one person skips and two others turn the rope. Two players stand some way apart and turn the rope (they are the enders). They need to turn the rope so that it goes high enough to go over the jumper and so that it just hits the ground so the jumper can step or jump over it. The jumper then stands in the middle of the turning rope and steps or jumps over the rope as it turns. Once you have got a good jumping rhythm going, the jumper can try doing different actions while they skip or the enders can vary the speed that they turn the rope. If the jumper fails to jump the rope they should swap places with one of the enders or you can take turns so everyone gets a go at jumping. There are lots of traditional chants and rhymes you can sing to accompany your skipping, or you can make up your own. See the message board for ideas.
|
![]()
![]() | ||||||||