Herding goats is tough business and matters are met with even more complications when there is a thief about.
1. At two points of a handkerchief, two knots are made to resemble the horns on a goats head. Straws are drawn by the players to see who gets to be the thief in the game. He then walks away and look for a place to hide out while the other players in the game stand in a circle around the goat.
2. A Sheppard is chosen among the players and this is kept secret from the thief. The thief can now be instructed to come back begin searching for the goat.
3. The joined hands of the players will be opened so that the thief may enter the circle, capture the goat while exiting through the same entry point and taking this stolen livestock back to his hideout.
4. The aware Sheppard will be in full pursuit once the thief has grabbed his goat. The roles of the Sheppard and thief are switched, should the thief be captured. The thief can attempt to reveal the identity of the Sheppard by lunging at the goat to get a reaction.
This is a non-competitive version of volleyball where everyone’s sole objective is to have a good time and not worry about winning.
1. A rectangular sixty by thirty foot court is divided in half by a net placed at a height of one player’s hand extending above his head. The game is played with an even number of players on each side.
2. Players draw to see which team goes first and a player from the serving team serves the ball with an overhand slapping motion from one of the far corners of his side of the court into the opposing player’s side
3. Without catching the ball, player’s on the other side need to return the ball to the other side of the court by either slapping the ball from an overhand position or using a closed fist. You also have the option of passing it to another player on your side before returning it.
4. When the receiving team cannot return the ball the team that serves, a point is awarded to the serving team. If the serving team cannot serve the ball properly, the receiving team takes control of the serve.
If you can imagine combining the two games of soccer and bowling you end up with game this game.
1. Two teams are formed with each having one player assigned as goalie. The playing field is seventy feet long by seventy wide with a white line dividing it in half. Drawn in the center of the field, is a fifteen foot diameter circle.
2. Both goalies stand in the circle along with the ball and the pins as the players of both teams pass the ball amongst their teammates while the other players attempt to steal it from them. Players from both teams attempt to knock down the pins with the ball.
3. The goalies are forbidden from making physical contact with one another while trying to catch the balls thrown by the other team and keeping the pins from being knocked over.
4. A point is scored for every pin that is knocked over and the first team to score ten points is the winner. There is a goalie change after every two points scored.
If you can get the ball to your teammates in the other circle without being intercepted, you can be a champion at this game.
1. Two teams with an equal number of players are formed and straws are drawn by the two team captains to decide who goes first. Teams are divided by a space of about forty feet and then circles are drawn around themselves.
2. The opposing team’s players spread out on the field between the two drawn circles in an attempt to block the players of the first team from passing the ball from circle to circle where their teammates are situated.
3. The team on the inside cannot leave the circles and the players on the outside cannot enter the circle and so accuracy is a must with this game.
4. If the team inside the circles is successful in making a pass to the other circle the two points are scored. If the team outside the circles should intercept a pass they score one point. The teams switch positions after ten points have been scored.
You can be a winner in this game if you cross the finish line first, while jumping rope in the agreed upon manner.
1. A race course is established approximately sixty-five feet in length however, depending on age of the players, this length can be varied.
2. A decision is made by the players at the starting line as to what style of jumping will be done during the race, for example feet together, one forward leap at a time or stepping forward with one foot at a time.
3. Someone not participating in the race will say; “Ready, set, go!” As the players make their way towards the finish line, they must make sure only to jump in the agreed upon style and not drop their rope otherwise they will have to go back and start at the beginning.
4. The player who crosses the finish line first is the decided winner as long as they jumped in the agreed upon manner.
You must be nimble of mind and body in order to be successful at this game. One player calls out a letter and all others in the game must react.
1. The player chosen as “It” is decided by all participants drawing straws and the short straw wins. A circle is formed by the others in the game approximately six feet from “It.” Each player will then draw a circle around their feet with a piece of chalk.
2. The player known as “It” will begin to call out letters once everyone has drawn their circles. If “It” for instance, should call out the letter B, All players with this letter in their name will switch circles with other players whose names also contain the letter B.
3. The player that is without a circle after the letter has been called becomes the new “It” since “It” will also be attempting to jump into a chalk drawn circle.
4. If the word “Alphabet” is called out instead of a single word, all players in the game must find a new place to stand and the player left standing without a circle becomes the new “It.”
This is a very entertaining handkerchief game, where when different numbers of teammates are involved thing can get challenging.
1. Numbers are called out and a handkerchief is held by the chosen game leader. The numbers are assigned to the players of the two newly formed teams.
2. Three lines are drawn seven feet apart in parallel as the leader of the game holding the handkerchief stands at one end of the center line.
3. One to five numbers will be called by the game leader and the players who match those numbers must collect the handkerchief and deliver it to his team.
4. If only one number is said by the game leader, the player with that number will run. Should there be two numbers, one player has to piggyback the other and if there is a third, a seat will be used. If there is a fourth number then a throne. With a fifth, a proper carrier will be used.
5. Should you and your teammates arrive with the handkerchief before the other team you will eliminate the opposing players.
You must try to make the other players part of your team and avoid being made part of theirs.
1. Teams of an equal number of players are formed and then a playing area is made using a piece of chalk to draw a line on the floor to dividing the court in half.
2. The two teams line up on opposite sides of the line and when starting play, attempt to capture the players from the other team and move them over to their side.
3. Players from one team attempt to pull players from the other team across the line and make them part of their team, however in an attempt to pull a player across, they step both feet over the line, they become part of the other team.
4. Two players can team-up to capture a player from the other side but excessive force should not be used. A winning team is decided when one side has only one player left.
“Trios” is a game of tag, where you can save yourself by forming alliances with other players.
1. Straws are drawn by all the players to see who gets to be “It.” Once “It” has been chosen, he will count to ten allowing the other players time to run away.
2. After he counts to ten, “It” chases the other players and tries to tag them. If a new player is tagged they become the new it.
3. Players being chased can save themselves by forming an alliance with two others by grabbing each other and saying; “Trios” and cannot be tagged
4. Players can only form a trio once for each “It” that is selected and this is only done for a brief period when “It” is near them.
This version of soccer is played by three teams’ attempting to score goals by kicking the ball outside the circle of players.
1. Sponge rubber balls are used in place of soccer balls and a circle is formed with two-thirds of the players forming the circle with the other one-third inside the circle.
2. The ball is put on the floor by the players in the center and they begin to pass it to each other in an attempt to score a goal by kicking the ball outside the circle guarded by the opposing players.
3. All players who make up the outside perimeter of the circle attempt to stop the inside team from scoring by blocking the ball without using their hands. Points are only scored if the ball is kicked out of the circle below knee level.
4. After ten attempts, teams switch positions and the game continues until a pre-determined number of rounds have been played and goals are added up to determine the winner.