Edit Delete - Last Modified By: JSA at 2/11/2014 4:52:45 PM
= Passing
in a circle (I person in the middle)
= Zig
zag relay with ball and hand off
=
Chain Tag
‘It chases the free players within a clearly defined space. When a player is tagged they join hands with ‘It’ and with their hands joined they continue to chase the free players. As more players are tagged they join on forming a chain. The chain must stay intact. Only the players on the ends of the chain can tag with their free hand. The game continues until all the free players are caught or until the leader calls a halt.
§ Dog
and the Bone
Equipment – Ball
The
participants, divided into 2 equal groups sit in two lines 3 metres apart
facing each other. They number off down
the line, beginning at the right hand side of each team. The bone (ball) is placed on the ground
between the 2 groups. The leader calls
out a number. Participants with this
number on both sides dash forward and try to snatch the bone and get back to
their spot without being tagged by their opponent.
§ Shadow
Tag
A set
area is established in which to play the game, and a catcher is selected to
chase the others. A player is caught
when the catcher steps on the shadow of that player.
§ Zig
and Zag Circle Race
Two teams of equal numbers form a circle, with each team making up half of the circle. Players stand 1 metre apart, and each team’s players are then numbered. When the leader calls out a number, the two players that have that number run aournd the circle weaving in and out of the players until they reach their original places. The one who arrives home first scores a point for that team.
§ Kangaroos
and Wallabies
Children
form 2 lines, 3 metres apart facing each other.
Each has a home line 20 metres further back. One line is called Kangaroos and the other
line is called Wallabies. The leader
calls out either Kanagaroo or Wallaby and that line turns and races for home,
with the other in hot pursuit. Those
caught join the other line.
§ Dodge
and Mark
Participants get into pairs, one is the attack the other is the defence. At a given signal, the attackers must try to get free and the defenders must follow them closely and try to keep within an arm’s distance, so that when the whistle blows they can touch their opponents. The participants then reverse the position, so that both get a turn in covering their opponent.
§ Ship
/ Shore / Shank
3 parallel lines are marked out 10 metres between each. The three lines are named Ship, Shore, Shank. All participants line up on the middle line. The instructors call out either ‘Ship, Shore or Shank’ and participants have to sprint to the correctly named line. If they hesitate, go to the wrong line, or are the last participant to arrive at the correct line, they are all ‘out’. Game continues until there is one person left.
§ Octopus
All participants line up at one end of a marked out square (approx 20 x 20 metres) with one person in the middle who is ‘It’. On ‘go’ the participants attempt to get to the opposite line without being tagged by ‘It’. Once tagged, the participant have to remain in the position where they were tagged and are only allowed to move their arms to attempt to tag other runners. Continue until everyone is tagged.
§ Partner
Tag
Participants are divided into pairs, and numbered one and two, then spread out individually in a clearly defined space. On go every number one is ‘it’ and they chase the number twos around in an attempt to catch them. On the whistle everyone must stop where they are and jump in the air twice, then twos chase ones. Players who catch their partner before the whistle blows automatically change over.
§ Prisoner
Tag
Participants
divide into two groups in a confined area.
A large circle is drawn in the centre which becomes prison. One group is given 20 seconds to scatter
after this the other group chases them.
If a participant is tagged on the escaping side, the participant is
escorted back to prison. The participant
who is caught must remain there until released by one of their group by tagging
the outstretched hand. Both groups take
turn in chasing.
§ Crows
and Cranes
Two teams face each other in lines about 1 metre apart. One team is the crows, the other the cranes. A line is drawn 5 metres behind each team, to mark that team’s safety zone. The leader stands at one end and calls out crrrrrr…ows or crrrrr…anes. The team whos name is called dashes for its safety zone where they may not be tagged. The other team attempts to tag as many of them as possible before they reach safety.