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					Spud Base Players: 6 - 18Space: Medium (A Gym or Baseball Field work best)
 Supplies: 1 Playground Ball and 4 Bases
 There is a game named SPUD! that has blessed many 
					playgrounds, backyards and hard tops for the last several 
					decades (if not more) that I remember playing and losing 
					many times as a child. The biggest problem with this game is 
					that children have to sit down once they spell SPUD. 
					Normally this means that the unskilled (like me) were 
					sitting for more than half of the game. This particular 
					version can be played with many various skill levels and age 
					levels simultaneously without anyone having to sit out. Game Play and Setup The four bases are set up in a diamond configuration, 
					just like in Kickball or Baseball. After playing for a 
					while, the facilitator is encouraged to alter the 
					configuration or base order. If working with a younger 
					group, be sure to demonstrate the correct running order (the 
					counter-clockwise baseball convention). I start off with a 
					regular order then switch it up when the kids start getting 
					too comfortable (about 10 minutes into the game). Before the game begins, every player is numbered 
					secretly. The players are asked nicely not to share their 
					number (although it doesn't really hurt the game if the 
					numbers are revealed). A neat way of doing this is having 
					the players choose from a hat - so if during the game they 
					forget what their number is, they can check. I've also heard 
					of facilitators writing the number on the palm of the 
					player's hand. The goal of this game is to score as many runs as 
					possible. Runs are scored with each successful rounding of 
					the bases (or, depending on the base order, each time the 
					player crosses home plate). Scores are kept individually and 
					each player is in charge of remembering their personal run 
					count. If working with a younger group, an extra facilitator 
					could stand near home plate and fill in a Score Card, but 
					normally I find that kids do a good job keeping track. 
					Beyond that, if they forget exactly what their score is, 
					it's better! A player is randomly chosen to be the first "IT." All 
					they need to do is stand in the center of the diamond, throw 
					the playground ball in the air and yell out the first number 
					that comes to their head (that is not their number and is 
					someone else's number). The rest of the players start at 
					home plate and commence rounding the bases as soon as the 
					number is called. The "IT" player first runs to home plate 
					and then begins rounding the bases as well. NOTE: the ball 
					has to be thrown straight up in the air. The number that is called is the number of the next "IT." 
					The new "IT" has the responsibility to leave their path, 
					grab the playground ball and yell "SPUD" at the top of their 
					lungs. The moment that "SPUD" is called, every player must 
					Freeze. If a player continues running when a loud "SPUD" is 
					yelled, they must go back to home plate (without scoring a 
					run). "SPUD" cannot be yelled if the "IT" does not have the 
					ball!At this point, the "IT" can take three (3) giant steps 
					toward any player that is *not* touching a base (bases 
					indicate safety) and roll the ball at that player's feet. If 
					the frozen player is hit by the ball, they lose a run (yes, 
					negatives happen!) and then gets to throw the ball from the 
					center of the diamond starting another round. If no one is 
					hit, or a *safe* player is hit, the "IT" player must then 
					start the next round by throwing the ball from the center of 
					the diamond. No matter who throws the ball (and yells the 
					next number), that player must start a new cycle of base 
					running. This becomes an important strategic point for older 
					groups.
 Notes The way that I like to play is with a standard diamond 
					configuration at first and switch to a Home, Second, First, 
					Third configuration after about 10 or 15 minutes. Larger 
					groups will start to complain if certain numbers are never 
					yelled (although that makes collecting runs easier), so the 
					facilitator should keep track and give subtle hints to the 
					thrower. Because there is so much running, I have the kids 
					get a drink when I feel the game has peaked and follow with 
					a more subdued game. This way there is less comparison of 
					scores. Teaching this in a Physical Education setting is a 
					great way to help younger players learn about base running. 
					Older players could keep an accurate tally of their personal 
					score in a log and attempt to track improvement over several 
					weeks.   
					Cupid Tag Players: 10+ (the more, the better!)Space: Small or Medium (I recommend a half-gym)
 Supplies: 4 cones or any other means of clearly marking the 
					borders
 I was approached around February about making some sort 
					of activity for Valentines Day. I came up with this one very 
					quickly and assumed that the extreme difficulty would 
					backfire. Apparently, I was *incredibly* wrong. This game 
					encourages some bizarre team work and can be very fun to 
					watch (especially since some players will fall in love with 
					the challenge). Game Play and Setup Clearly define a small to medium square as the playing 
					area. Using cones is convenient as the facilitator can alter 
					the size to meet the needs of the game. The concept is simple: Freeze Tag meets Cupid. In a 
					normal game of Freeze Tag, the "IT" runs around the space 
					safely tagging all in sight. Players who are tagged are 
					frozen until they are unfrozen by another unfrozen player. 
					Generally this game can continue for 20 minutes or so, 
					rotating the "IT" every couple of minutes. Cupid's variation involves a small alteration of the tag 
					rule: Cupid must tag two (2) players simultaneously in order 
					to freeze them. Although to the common facilitator this may 
					seem impossible, I have seen some very determined children! An extension of the rules is either eliminating 
					unfreezing (as this would make the game too *easy* for the 
					players) or that a player may only be unfrozen by two (2) 
					players removing Cupid's spell via some interesting 
					incantation ("I hereby declare you enchantment-free!" Notes Sometimes I think this game is better as an impossible 
					challenge - only because there are *argument causing* 
					factors throughout. As a facilitator, I would watch very 
					closely and assert myself as the final word in who is frozen 
					and who isn't. Also, remind the "IT" about proper tagging 
					techniques! Without this reminder, a viable solution would 
					be grabbing someone smaller by the sleeve and not letting go 
					until someone else is within hand-swipe!   
					Sink the 
					Ship Players: 16+ (I'd probably put the cap 
					around 40, depending on the size of the space and amount of 
					balls)Space: Medium to Large four (4) walled space
 Supplies: 1 large heavy ball (one of those gymnastics balls 
					works best) and every soccer, basketball and playground ball 
					that is available (close to the amount of players)
 This 
					game goes way back in my physical education past to third 
					grade at Stratford Academy. Ms. Mee, one of the most 
					inspirational Phys. Ed. teachers I have ever had the 
					opportunity to witness, allowed us to play this "treat" only 
					on special occasions, despite year-round pleas. I still 
					socialize with Stratford Academy friends and one fond memory 
					is this team-friendly and skill friendly game. 
					Game Play and Setup The 
					boundaries of "Sink the Ship" are normally the foul lines 
					around the basketball court. In most gyms, this means that 
					two of the sides are larger than the other two. To make this 
					"fair" I normally have each team switch sides every four 
					rounds. Put all of the balls in the middle of the gym. Put 
					the large heavy ball in the exact center (from now on I'll 
					refer to it as the "Ship"). Divide the group into four (4) 
					equal teams. Sometimes the teams need to be reevaluated to 
					equalize the game, but a clever facilitator (like Ms. Mee) 
					could motivate the game toward a tie. Each group gets one 
					complete side of the gym. During the game, no one is allowed 
					to cross the foul line or cross into any other team's space 
					- regardless of whether they have / need a ball or not. This 
					rule needs to be emphasized, as the game can cause 
					excitement and crossing the boundaries could lead to 
					unnecessary arguments. This game, like most, is based on a 
					simple idea: Sink the "Ship!" This is achieved by having the 
					"Ship" cross any of the foul lines in the gym. Of course, 
					whichever foul line is crossed, that team is penalized by 
					scoring a point (the lowest score *wins*). Before each 
					round, the balls are all put into the center of the court 
					and a signal is given for the players to grab a ball. Each 
					player may only grab one ball (unless there are more balls 
					than players) and cannot throw the ball until the round 
					begins. Once all of the balls are grabbed and the players 
					are back behind their lines, the round can begin.Quite obviously, teams will throw the balls at the "Ship" 
					hoping to keep it far away from their border. Balls must be 
					thrown (instead of waiting for the "Ship" to come close and 
					nudging or punching it with the ball). The facilitator may 
					have to make "ball hog" rules, but since there is no line 
					crossing, regulating who gets the ball is fairly easy. The 
					facilitator also should stand somewhere in the middle to 
					help distribute the momentum-less dead balls. Oh, and no one 
					can ever touch the "Ship." Did I forget to mention that?
 
					Notes I love this game. There 
					are so many levels of micro and macro management at work 
					during the game that teams have to learn to adjust or will 
					not survive. Even with the strongest thrower, a poorly 
					managed team could continuously fail. There needs to be an 
					offense and defense, constantly working together to keep the 
					ball supply up and the "Ship" far away. To keep one team 
					from running away with the win, the facilitator should 
					constantly voice the score in between rounds. A variation 
					that I also enjoy is having only two (2) teams in charge of 
					two of the sides. On a rainy day, this could be varied for 
					over 30 minutes without player fatigue.   
					
					Sharks and Barracudas Players: 8+ (I've 
					played 4 on 4, but can imagine up to 10 on 10... or more!)Space: A Medium Gymnasium (can be adapted to 1/2 a soccer 
					field)
 Supplies: 1 ball for every player (various sizes and types 
					are a big plus)
 Everyone loves "Capture the Flag." When I 
					was really young, "Capture the Flag" meant running through 
					the woods non-stop (sometimes late at night) with a 
					basically unachievable goal. Sounds dangerous? Then it was 
					revised as I got older to playing on a field - which worked 
					much better as a game. Gyms have normally presented a 
					challenge when adapting "Capture the Flag" mostly because of 
					the size. This game combines two successful games ("Capture 
					the Flag" and "Sharks and Minnows") in order to make a very 
					entertaining and challenging gym experience for those of any 
					age. Game Play and Setup 
					The group needs to split into two *basically even* teams. 
					The space is split in half and each team claims their side 
					(the "Shark" side and the "Barracuda" side). At the back of 
					each side, there is a safety zone from the foul line to the 
					wall. Place one (1) ball in this safety zone for each player 
					on the opposite team (for instance, if there are nine (9) 
					Barracudas, then there should be nine (9) balls in the 
					safety area behind the Sharks). The goal of the game is to 
					either: (1) Have all of the balls in the game on a single 
					side; or (2) Capture all of the opposing players. The 
					rules are fairly simple. The center line represents the 
					"tag" line. If a Barracuda steps onto the Shark side, then 
					they can be tagged and consequently go to jail. Conversely, 
					the same happens if a Shark crosses over to the Barracuda's 
					side. If a player is tagged without a ball, they must go to 
					the safety zone behind their opponent (the jail) - Sharks 
					end up behind Barracudas and vice versa. If a player is 
					tagged while holding a ball, they must return the ball and 
					return to their side before resuming play.If a player is in the jail, they must stay in the safety 
					zone until one of their teammates who is *not* in jail 
					successfully swipes a ball.
 Players who are trying to take 
					balls may only take them from the opposing side's safety 
					zone. Players in the safety zone CANNOT be tagged! Players 
					can only hold one ball at a time and may not pass / kick / 
					throw the ball at any time. If a ball is dropped, that ball 
					must be returned to the safety area from which it was taken. 
					Once a ball successfully crosses the halfway line, the 
					player must bring it into their safety zone! The basic 
					idea is that some of the players will try to steal the balls 
					while others play defense. The jobs will change 
					significantly as some are captured or as the loot dwindles. 
					Notes I love introducing new 
					games to a group of kids - especially amid yells of "Wall 
					ball" and "Dodgeball" or other such standard games that are 
					probably played too often by lazy instructors. When I first 
					taught this game to a group of middle schoolers, their 
					reaction was an expected hesitation. They left saying that 
					it was the greatest game ever. Of course, I'll probably 
					never play it again with them - I am fairly strict about my 
					no-repeat attitude with groups I scarcely see - but the 
					effectiveness with all players of varied skill levels was 
					wonderful. In addition, the processing that the team work 
					and strategies provide is excellent for educational 
					facilitating.   
					The Weather 
					Coconut I'm not going to lie and say this is an original idea... 
					because it's not. I visited Camp Yaguuuuuuuuu (?) which is 
					the oldest scout camp in the country and saw this incredibly 
					wonderful item.   There was a stump dangling from a rope on a tripod. The 
					structure was about 4 feet tall and very eye catching, 
					although surrounded by trees and other such nature-related 
					colors. Leaning on the leg of the tripod was a wooden sign 
					that read "Weather Stump" and followed with instructions on 
					how to operate the tool.  I cannot remember all of the instructions, but a simple 
					and clear one was "If the stump is wet, it's raining." 
					Awesome. I always wanted a weather telling device that was 
					accurate - and as far as I can tell this stump was the most 
					accurate thing I had ever seen. "If you cannot see the 
					stump, it's foggy;" "If the stump is on fire, run!"  And etc.  Upon returning to my own camp, I decided to build my very 
					own Weather Stump. The structure was a huge hit, although I 
					thought we could do one better.  All meteorologists know the special weather-predicting 
					abilities of the coconut, but this important information 
					rarely reaches the public. After consulting with many in the 
					weather-field and attending a secret meteorological ceremony 
					in the heart of a volcano (they don't mess around), I was 
					told about the mysteriously wonderful properties of the 
					coconut. The following summer, I rebuilt the weather 
					station, this time substituting a coconut for the stump.  The experiment was a complete success. Not only was the 
					coconut more accurate, but I could tell from the amount of 
					attention it received that everyone could tell how superior 
					a coconut is in predicting forecasts than a stump.  From Board #1:"Do Not Touch
 * If it is moving, it must be windy
 * If it is not moving, there is no wind
 * If it is not there, it was stolen!!!
 * If it is white, it is snowing
 * If it is wet, it is raining
 * If it is going "Tink, Tink, Tink", there must be hail
 * If it is on fire, run!
 * If you cannot see it, it is foggy
 * If it was swallowed by the earth, there is an earthquake"
 From Board #2:"* If it is acting bored, there is no weather
 * If it is casting a shadow, the sun is out
 * If it is involuntarily bobbing up and down, there is a 
					flood
 * If there are steaming rocks raining down upon it, there is 
					a volcanic eruption
 * If it ends up in Oz, there was a tornado"
 Of course, that was our first coconut which had limited 
					meteorological abilities. With our expertise at choosing 
					better weather predictors, that list will not only expand, 
					but also be a more accurate!   
					The New Hotness One day, Bryan came to camp wearing a LiveStrong 
					bracelet. I had never seen one, nor had many of the kids or 
					staff. Somehow he had found out about the fund raiser 
					directly when it started...  Anyway, during our morning announcements, he showed off 
					his new bling, referring to it as the "New Hotness." Since 
					the bit was pretty well received and seemed fairly harmless, 
					I started talking to everyone about the New Hotness.  "Do you have the New Hotness?""Oh snap! Look at his hotness..."
 and so forth.
 This started a ridiculously popular LiveStrong fad at my 
					camp, just months before the rest of the world became 
					enamored with the little yellow rubber bands.  Shortly after, Bryan started a New-New Hotness. He was 
					working under the assumption that fads are short and need to 
					be periodically replaced by something equally silly and 
					simple. So Bryan convinced the campers to wear goggles on 
					their heads all day. My competing Hotness, as I hated the 
					strap digging into my ginormous head, was to wear a winter 
					hat during the summer.  Neither of these New-New Hotnesses were as successful as 
					the LiveStrong bracelets, but they were quickly adapted and 
					created positive murmurs throughout camp. The following 
					years we integrated several other kinds of Hotness, all 
					achieving some level of success. 
					 
 This picture is NOT of the New Hotness, but it's still 
					pretty darn funny. How else do you deal with campers 
					constantly pestering you for the schedule? |