The following games come from the book entitled "Awesome

jt&tti Calgary B~ard
The following games come from the
book entitled "Awesome Asphalt
Activities: Playground Activities For
Tarmac Surfaces"
II
l__Lll!_.~ of Education
©2003 CIRA Ontar
(selected games match the games painted on our tarmac
and are provided for parents interested in playing the
games with their children)
9
7
F
6
North
5
4
3
I
2
South
Thank-you to School Council for supporting this school enhancement!
las unique l
Hopscotch Games
More Fun with Hopscotch
the following seven hopscotch games have a different format than the regular hopscotch pattems.
Each is outlined with a diagram and specific instructions on how to play. All those games can be
applied with chalk or permanent paint onto any paved surface.
'r•:z;;iii\'lt:l;,
riangle Hopscotch
-,f-, ..
~-raw a pattern as shown
~umber
1 0 when hopping.
it'··
below making sure all spaces are "child-friendly."
·
Players must always face
{i;:,
~;,
1) The player hops into #1
and sideways from #1 to #6.
2). The player then hops diagonally forward to #1 0.
3) The player then hops diagonally backwards to # 1 again and out.
Players use a marker to apply the rules used in hopsy or potsy.
Variations:
• Players may rest on 6 or 1 0 at any time.
• If younger players have difficulty hopping diagonally or backwards, they should hop only forward at all
times.
Active Playgrounds
~*
Ladder Hopscotch
raw a pattern like the one shown below making sure all the spaces are "child-friendly."
) Player #1 hops through the ladder and back with a rest at home if needed. Other Players do the
,~ same. If a player misses or errors they are eliminated.
2} Players hop through 2, 4, 6, 8, 1 0, home and back.
/Hom~
3) Players hop though 3, 6, 9, home and back.
10
4) Players hop though 4, 8, home and back.
5) Players hop through 5, 10, and home and back if possible.
9
-
7
l
6
4m
8
Variations:
• Make your ladder with more numbers.
• This game can be played like hopsy or potsy.
5
4
3
2
30
em! 1
1
l
Base line
----- 1 rri - - -
""'
Around
lor Hop Around you need a circular game board like the one pictured below. Be sure all the spaces ar
lchild-friendly." For younger children you may wish to use only the inner circle and numbers 1 - 8.
~-.
\
&ive each player five potsies. Player 1 stands behind the
throwing line and tosses all five potsies onto the pattern
trying to get as many points as possible. If a potsy lands
on a line, the P,oint is scored as the lower of the
numbers it divides. The player then hops on one foot
from Box 1 to Box 16. The player then hops back to
Box 1, trying to pick up the markers without stepping
on lines or missing a square. Players are allowed to
change feet only when they reach Box 16. If successful,
the player receives the points tossed. Game ends when
players reach a predetermined score.
Active Playgrounds
Hopscotch Games
~;,~;:;::;ii,;iWi?t
lv"'ilmber H-opscotch
t~mber Hopscotch has endless possibilities since the added skill of mathematics can be
used. This
fparticular game has 36 squares that use numbers 1 - 32 and four blanks. If you look closely you can find
;~hidden math operations.
'~:
I
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Example: 22 - 14 = 8 or 8 + 14 = 22
6 x 5 = 30 or 30 I 5 = 6
3 x 4 = 1 2 or l 2 I 4 = 3
I
•
•
•
•
•
•
I
I
There are many, many more.
•
Search and find different math operations that turn horizontally, vertically, diagonally, or on 45 degree
turns.
Jump numbers progressively upwards.
Jump numbers progressively backwards.
Jump every other number:
Jump multiples of 2, 3, 4, 5 or 6.
Hopscotch equations they have found or created on their own.
Recite an equation and another player must jump onto the answer:
Note: the blank spaces can be used for players to get from one number to another:
I
24
26
9
6
29
5
19
25
23
15
13
3
30
21
2
32
7
4
28
11
17
12
27
8
1
10
22
Active Playgrounds
20
14
18
16
31
7
~£tHopscotch
~
...ft/
'""
jnail
hopscotch is called "escargot" in France. The amount of numbers used is up to the
~ndividuals creating the game but a minimum of 10 with a home is recommended. Be sure all
·t·
\Paces are "child-friendly." In this game, players need only a piece of chalk or a potsy to mark their
spaces.
1) The player hops through the grid, one hop only to each
space.
2) The player may rest at home with both feet before turning
around and hopping back to the baseline.
3) When a player successfully hops to home and back, that
person's initials are chalked in any space chosen by the
player except home.
4)
From now on, the player may rest on both feet in that space, but no other player is allowed to
hop into it. When players come to any initialed space other than their own, they must hop
over it
5) The game becomes harder as the spaces are initialed. When there is only one player left who
can complete the grid that person is the winner:
Variation:
Play the game just like potsy.
Active Playgrounds
8
~lphabet Hopscotch when made similar to the one seen below creates endless possibilities to integrate
~pelling into an outside game. Players need only to look at the game to play. Find as many words as you
~an with three or more letters. The letters may be connected vertically, horizontally, diagonally or on 45
d~gree turns.
Example: bus, dog, cat rot, him, was, car
I
Note: make all squares "child-friendly" and use either all lower or upper case letters.
Variations:
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Players Can:
• Hop the alphabet using the blank squares to get them from
one letter to the next without stepping on other letters.
• Spell their names by hopping the letters.
• Practice their spelling dictation.
• Hop the vowels.
• Hop the consonants.
• Begin spelling an animal, place or thing and see who in
the group can figure out what is being spelled first.
• Stand on the first letter of their first name.
• Stand on the first letter of their last name.
• Spell the day.
• Spell the month.
b
u
e
n
f
c
d
k
y
Active Playgrounds
s
X
p
t
9
u
0
r
0
t
s
a
w
z
m
v
h
tr
c
q
.
J
I:J>
9
~lator Hopscotch
~atculator
,
Hopscotch is set up much like a real calculator but is designed to make calculations done by
~opping. The math operations are scattered about to make them easily accessible and the five blanks
~nable a player to get from one space to another without hopping in a wrong box.
-~\
Note: make all squares "child-friendly."
Version #1:
Players hop in and out of the squares as they answer operation challenges.
Examples:
• Player # 1 says "What is 6 plus 6?" Player hops from
ON to 1 to 2 to OFF (using the blanks to get from
one space to another)
• "What is 16 divided by 4?" Player hops from ON to
4 to OFF (by using the blanks)
Version #2:
Player #1 hops the equation and player #2 hops the answer:
3
4
6
7
1
2
9
X
0
N
0
OFF
CALCULATOR
Example:
Player #1 hops 5 x 8 (ON to 5 to x to blank to blank to 8 to blank to blank to =to OFF). Player #2 hops
ONto xto 4to Oto =to OFF.
If correct, Player #2 hops the next equation. If wrong, Player #1 scores a point and creates another
equation.
lf there are more than tvvo players simply continue down the list If a player hops the wrong answer or
steps on a line, they lose a point. All players start with five points.
Active Playgrounds
10
· nlor ''Quick.. Hands Four Square
e idea behind a 'Quick' Hands Four Square is that all players have equal opportunrty to be successful.
uick' hands means that all 'taps' of the ball are done in an underhand fashion, much like a tennis player's
derhand swing. In some cases, even using two hands to tap the ball is fine. The object of"Quick" Hands
F~ur Square is to get to square 1 and remain there as long as possible.
The player in square 1 is always the server. Standing in the serving corner; player 1 calls 'ready.' Players in
squares 2, 3, and 4 respond by saying 'serve.' Players in squares 2, 3, and 4 must be standing on an outside
boundary line of their square until the serve is made.
Player 1 lets the ball bounce once and taps it underhand into another square. The player in that square
must tap it after the first bounce into another square and play continues until a violation is made (see Four
Square Violations).
When playing with only four players, the one who committed a fault moves to square 4 and the others
rotate to fill in empty squares. However; if a game has more than four players the one who commits a fault
leaves the court and joins the line of players waiting to get back into the game. A player from the front of
the line moves into square 4 and the other three players move up one square.
"Misses" occur in four square when a player:
•
•
•
•
•
•
•
•
bounces the ball on a line or out of bounds
hits the ball with a fist or overhand
holds the ball
gets hit by the ball
taps the ball before it bounces in their zone
taps the ball so it lands in their own zone
fails to return a ball that lands in their zone
taps the ball more than once
2
3
1
4
Servers Line
-tEntry Arrow
for Substitutes
Active Playgrounds
Four Square Games
ti ;:;~
l!~'
Four Square (Catch)
~4nce most younger children have not yet developed the proper agility and motor skills to play regular
fduick Hands Four Square, adaptations should be made. This version allows the younger player to have
~uccess by substituting catching and tossing instead of serving and tapping. Regular Four Square rules apply,
~~cept that the players catch the ball after one bounce, then underhand toss it into another square. A
bbuncy utility ball should be used and children can change squares frequently with no score being kept.
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'
'
Four Square (Tap)
;
unger children can progress into the area of 'Quick' Hands Four Square once they have mastered the
yevious adaptation. From the 'Catch' Four Square they move to 'Tap' Four Square.
~
t'~stead of tossing the ball into another player's square, the player catches it as before, then lets it bounce
o~ce in his own square, and tap it underhand with one or two hands into another square. Each player
catches, bounces and taps. Instead of calling faults and eliminating players at this stage, simply allow
players to begin again whenever an error is made.
I
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Four Square (Bounce & Catch)
ayers each stand in a square. Play begins with the player in square 1 who bounces the ball, claps knees
,.. d catches it. Player 1 then passes to player 2 who repeats the same thing and so on until all players
~ave completed the action. If a player commits a violation, that player goes to square 4 and the other
~J.ayers move up. Player 1 begins again; only this time claps knees twice before catchingthe ball. The
rJmaining players do the same. Player 1 remains in square 1 and initiates the new sequence as long as he
does not commit a violation. The object of the game is to end up in square 1 and remain there as long
as possible.
Player 1 Variations:
I
l
• Clap three times on knees
• Clap behind your back
• Turn around
Active Playgrounds
13
unior Partner 'Quick.. Hands Four Square
' using partners you are able to double the number of participants in the game.
f.artner 'Quick' Hands Four Square is played by the same basic rules as regular 'quick' hands, with only a few
~odifications. On the serve, all players except the server must be standing on an outside boundary line in
th~ir square. If players in square 1 continue to serve, they take turns. When a violation is made both
players leave and a new set of partners join from the substitute line. Either partner may tap the ball after it
lands in their square.
@
@2
.1
•
®
X
3
®
4x
Servers Line
t
6m
t
t
Entry Arrow
for Substitutes
ilnior Alternate Partner 'Quick' Hands Four Square
is game is played exactly like Partner Quick' Hands Four Square with only one modification. Once a
til' ayer has made a tap their partner must make the next tap in their square. This way partners alternate
~ps.
1&
:::.
t
3
~------------+-----------~ 6m
.1
•
Servers Line
t
Entry Arrow
for Substitutes
Active Playgrounds
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Four Square Games
.;z:;:::<"'::;z\i,,,
)'
. : : 1 .. ·
~entre Square
j~lis game is a variation of Four Square only lines run
6m~
..
~iagonally and there is a large box in the centre. Like
2
lfl
'Quick' Hands Four Square, player 1 serves
dpderhand from behind the serving line. The ball
rri:ust land in the centre square before entering
another player's court. The player allows it to
bounce once in their court before returning it to the
centre square or may quick hands it before it lands in
their court. Either way the ball must always be hit
first into the centre square or it is a violation. All
other four square rules apply. Players can play
regular "Quick" Hands Four Square by using the
diagonal dashes instead of the centre square.
1.5
~
3
1
Serve
Line
4
t Substitute
Line
Variation:
Four person Centre Circle
Substitute
Line~
Serve
Line
Active Playgrounds
15
I three circles should touch and each measure 3
yed like four square player 1 serves from behind
tne serving line by allowing the ball to bounce once
before underhand tapping it into another circle.
Every tapped ball must bounce once before being
tapped again. Play continues until one of the
violations listed on the 4 square page are made.
New players rotate into circle 3 while other players
move up one circle. Players who make a violation
go to the extra players line.
3 metres
XXX
---1
(extra players)
...........~--""""''-,
Dlibble Tag (Junior and Up)
ibble Tag is played with one or more basketballs with one participant chosen to dribble the ball. ThE
her players scatter themselves within the boundaries. On signal, the player with the basketball dribble~
nywhere within the boundaries while attempting to tag another player. The dribbler must be in contro
q'( the ball when the tag is made for it to count. When a tag is successful, the person tagged become:
tH-e new dribbler and the game continues.
X
X
0
X
X
X
Active Playgrounds
X
Free Players
0
Dribble
II
•
•
•
•
Four Square Games
w:~~~Square Team Tag {Junior and Up}
;g•.,
lbu need a small, soft ball like a neti or gator skin ball small
~nough to be held in one hand. Participants are divided into
~o teams of three or four. One team is the "taggers" and are
~ven the ball. A "tagger" is not allowed to move their feet when
they have the ball. "Taggers" must learn to move without the
ball and pass quickly in order to get near enough to tag an
opponent with the ball. As players are tagged they are
eliminated. "Taggers" continue until all opponents are caught and
then roles are reversed.
X
0
0
X
0
P•MtX'\
X
Tag
0
Variations:
• An eliminated player can come back into the game if any tagger drops the ball.
• Using the entire gym, play this game with a group of 20 or more. Start with two or three good passers
and catchers who are wearing pinnies. As players are tagged they put on a pinnie and become a
tagger.
• Add extra balls as the number of taggers increase.
gj,fi'0S?~,
dyguard Tag
~ivide
players into groups of four. One person is the "king", two
~bodyguards", and one a "chaser". The object of the game is for
~re "chaser" to tag the "king" while the "bodyguards" try . to
P£otect him by shifting and moving around the court The "king"
c~n only be tagged if the "chaser" touches his back. Guards must
stand with hands on their hips.
•
•
•
0 King
Active Playgrounds
X Bodyguards
e
Chaser
ersion One
I'\ach zone is 3 m square with a serving line near the back.
"'?.
%
~1·
Using all the rules of 'Quick' Hands Four Square this game is played like tennis. The server lets the bal
bounce once before tapping it underhand into the opponent's court
When a violation is made the non-violator gets to serve. If there is a waiting line, then the violator leave
and a new player steps in.
Variations:
For younger children, or students with eye-hand
coordination difficulty, use larger, slower-moving
utility balls.
• Permit players to catch the ball before bouncing it
into another player's square.
Instead of serving/striking the ball, players catch the
ball before bouncing it into another square.
• For a greater challenge. use smaller balls and/or draw
smaller squares.
6m
t
t
3m
1...--------l----,
Serve Line
__ /
Serve Line
Two Version
The game is played by two opponents. The ball is
projected into the centre circle at each hit. The game
continues until a violation occurs.
Variation:
Eliminate use of the centre circle and use only the
centre line as a net like in tennis.
Active Playgrounds
.J::l'r,y;);;. ';i)i;2'_~
~witch
5
-~~~e is an excellent game for any age.
~?:.
:Pne player (X) stands on each corner of the four
~~uare with the "It" (0) standing in the middle.
Either the teacher or the "It" yells "switch!" The
four corner players must switch corners. The "It"
quickly steals a corner while the other players
search for a new corner: The one player left
without a corner is the new "It". If there are
substitutes, the player without a corner leaves and
the new player becomes the new "It".
t
t
'"
/
•I\
1[\
'-o /
"It"
~
/
,[,
I'\
'V
F\
X Player
0
t
t
XXX
Subs
"It"
Variation:
No one yells switch in this version. The corner players switch on their own while the "It" attempts to
steal a corner when they do. Players may go back to their own corner in this version. Younger children
may refuse to leave their corner in this version. If this happens, go back to yelling
"switch!" again.
1ke Switch 5, this game simply utilizes more
Flayers. Now there are 8 players and one "It".
'·
Variations:
. The teacher or "It" yells "switch!" and all
players must change corners.
. Players
are allowed to switch when they want
.
and the "It" must anticipate and steal a corner.
Use two or three "Its" at one time.
Substitutes are made like in switch 5.
Active Playgrounds
~
lilliE
t "
/
0
"It"
t
~
~
0111(
XPlayer
t
t
/
Q
XXX
Subs
"It"
19
Four Square Sames
. e game is played inside a four square court and begins with three or four players joining hands inside
· e court. A "tagger" is established and calls out "ready... set. .. go" to start the game. The players holding
: nds designate a player to be protected. The "tagger" attempts to touch the protected player by moving
~vickly around the outside of the group. The "tagger" may not reach through or under the players in the
circle. The circle players may change their movements as frequently as desired, but the game is over if
they release hands.
~X~ X
Once the "tagger" is successful, the protected player
who is touched becomes the new "tagger". A new
player is picked to be protected allowing each person an
opportunity to be the "tagger".
If a player is
unsuccessful, it can be extremely frustrating. Always set
a time limit, of about 45 seconds to one minute. The
people waiting to play can chant ·out the time. Rotate
players if the protected player stays protected.
XX X
0
X
Protectors
~X> Protected Player
0
jJf:
/..,.··
-
Tagger
~quare Freeze
,$ur or five players participate at a time, inside the Four Square court One player is the "tagger". Tht
lbject is for the tagger to tag everyone in the court until everyone is frozen. Once a player is taggec
\'ey remain frozen until they are touched by an unfrozen player. To become unfrozen players kneel 01
d~e knee and hold a hand out for a high five. The game continues until the "tagger" is able to freeze a
players.
When everyone is frozen, the next four or five players
move inside the boundaries and a new game is started.
The first player goes to the end of the waiting line or
the last player frozen becomes the new "tagger" and
three to four players rotate into the game.
X
X
0
X
Q
Active Playgrounds
X
Tagger
2'
~----------~------=---~~~----~--~----~~--
u
--
~hapter
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--=~---------
1-1
y'
Six
ourites
l
Children of all ages will love playing)::/ and the Goose, Horse, Bump, and
Tetherball. This chapter offers a vg.v;/
-::tditional activities with adaptations I
' and modifications that can easily/'~
+.o promote increased activtty on \
<(J
\
----------
I
--~----'
I
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,
\
l
Traditionally, in Fo~ and the Go~se the Goose circle is made in freshly fallen snow
and the game is played until the lines are no longer visible. Using paint or chalk to I
. create a circle with a diame~er o~ 24 _to 3? fe~t, you can make a mor~ permanent\
Fox and the Goose. By maktng four dtssecttng lines and a small centre orcle, you are~
\ ready for a whole new wave of playground activities.
______I
I
:. :is game requires 9 players, one at each intersection where the straight
ltes meet the outside circle with one "It" in the centre.
1:
~
.
X Players
•'t
\s in four square switch, the teacher or "If' yells "switch!" and all players
ri\ust change spots. The "It" steals a spot on the switch. The player left
without a spot is the new "It" unless there is a substitute line, in which
case they go to the line and a new "It" steps in.
Variations:
• All players must go at least two spots away from where they start
• Don't yell "switch!" Allow players to switch with other players on their
own.
*This is a good game to play if you have players in wheelchairs as their
partner can push them from spot to spot.
l-1om- I
X
X
X
Substitutes
~ry Centre Circle
~.~
f'ne player stands in the middle and the other eight stand on the
~utside circle, each with their own number. This circle needs to be
~umbered 1-8.
'~ centre player yells "go!" and shuts their eyes. The players walk
The
counter clockwise around the circle until the centre player yells
"stop!" and a number between 1 and 8. The player presently in that
number changes places with the centre person. Repeat
Variations:
-1om~
• Players jog instead of walk
• Players walk/jog clockwise
Active Playgrounds
53
Fox &the Goose
F~uck Goose (Primary)
~~
}his old favourite has all the players (X) sitting in a circle facing in.
f\t" (0) walks around the outside of the circle, stopping here and
~~ere to tap a sitting player on the head and say "duck." This goes
~.n as long as the "It" wishes it to. Suddenly "It" taps a player and
y~!!s "goose!" The tagged player must jump up and race around the
circle in the opposite direction of the "It" to reclaim their space, that
is unless "It" gets there first. The player left without a space is the
"It" for the next round.
r::-.•i7J4tlfi?r;.
'
X
X
•
Fox and the Squarrel (Primary/junior+)
large number of players who are standing an arms length
.ne "fox" 0 holds a small utility ball. The "squirrel"
hd)ds a bean bag.
Q9 opposite
On the signal "go!" both objects are passed around the circle,
clockwise, with the "fox" trying to catch the "squirrel".
Variation:
• Allow the "fox" to change direction at any time. The player
making the change simply yells "change!" The squirrel must also
change direction at the command
• Junior version: When using fewer players the two objects will
have to be passed rather than handed to other players.
&!>ne participant (X) stands in each zone, one in the centre circle
lnd one on the outside. The centre player starts by stepping into
\ny zone. The player in that zone becomes "It" and now must run
d,wt of the circle and chase the player on the outside. If the "It" tags
tne outside player before they can run around the circle back to
their original spot then "It" becomes the outside circle player and
the tagged player goes into the centre. lf"lt" cannot tag the outside
player. then "It" goes into the centre and the outside player remains
outside to be chased next game.
Active Playgrounds
X
l-1om-l
X Player
5'-t
~ .. 0 .. 4L,..~ ·~~-~~
ru-" •"'
u·.: \700~
E ght Person •Quick• Hands (Primary/junior)
rules played in 'Quick' Hand Four Square apply with the following
There are 8 players instead of 4.
2\ Substitutes rotate into zone 8.
3. A ball landing in a player's zone must be played by that player
before the ball bounces a second time.
4. If the tapped ball first lands in the centre circle, then players wait
for the second bounce before playing it.
Variations:
• Allow players to catch the ball and toss it underhand into another
zone.
• Allow players to catch the ball briefly, drop it and tap it into
another zone after one bounce using one or two open hands.
Substitute 1 - - - - - t
Lin_:_._\
Serving
Box
l-1om-
x and Goose (Primary/junior)·
/lf""'!·
~~signate at least two foxes to be "It" and make them easy to see
Jy wearihg a pinnie. Any number of players (up to 8 or 10) can be
X "It"
:ili.
iee. The "Its" start in the centre circle while the players scatter
~ong the lines. All players must stay on the lines as the "Its" try to
ttack down and tag the free players. Tagged players are eliminated.
The game ends when the "Its" are the last free players.
Variation:
The original Fox and Goose game was made on a freshly snow
covered field. Just use your feet to create lines and away you go.
Active Playgrounds
I -+-1om- I
rse is probably the playground's most frequently played
asketball shooting game. Played with one basket, two players
ecide between themselves who will shoot first.
;l
.,.,,
The game begins with the first shooter taking a shot from
anywhere on the court. If the ball goes in, the second shooter
must make it from that same spot. If the second shooter
misses, the letter "H" is assigned. If he makes it, no letter is
given. When the first shooter misses a shot, the second
shooter then gets the chance to make a shot which must be
duplicated. As the players make and miss baskets, the
opportunity of the first shot will pass quite frequently between
the two players. The letters H-0-R-S-E are assigned to players
that miss shots that must be duplicated. The first player that
has H-0-R-S-E spelled against him loses.
Variation:
Use other words; i.e., donkey. pig
;,'-'~~~~~
A:round the World
· is shooting game is played with one basket. The objective is
make baskets from the five spots in a semicircular pattern
,, ound the goal.
Basket
•
'\·
The player chosen to shoot first, shoots from spot 1 (at the
base of the key). If the shot is good they move up to the next
spot. If they miss, the second player then gets a turn at shooting
from spot 1. Play continues with each player shooting from the
spot they last missed from. The first player to successfully make
all five shots wins the game.
•
•
•
Variation:
Players make five shots around the world but then must work
their way back. In all, they would need ten baskets to win.
Active Playgrounds
56
Basketball
~~~yOne
i'Jw~
fenty one combines foul shooting with various basketball shots. The game begins with one player
~ooting from the foul line and the other player acting as a rebounder. The two players alternate foul
~ooting until one ofthem makes a shot. That shot is worth one point. The game has officially begun and
a\! foul shots made from here on in are worth two points. The player who opened the game continues to
snoot 2-point foul shots until they miss. The other player patiently waits for a rebound from a missed foul
shot. When a foul shot is missed the other player must try to make a shot from the spot where they
rebounded the ball. If they make the shot, one point is scored and that player shoots from the foul line
until a miss is made. The game continues until one player reaches 21 exactly. If a player scores 22 they
must begin at zero again. Therefore, a player who has 20 and is at the foul line must miss the foul shot and
hope to score a rebound shot of one point to win.
line up in single file from the foul line (see
agram) with players one and two each with a
sketball. The object of the game is to BUMP out
· er players and be the last one. To be bumped out
the player BEHIND you must make their shot· before
you. Each player's first shot must be a foul shot
Player one shoots a foul shot and player two does the
same right after. If player one makes the shot, they
quickly retrieve the ball and pass it to player three then
go to the back of the line. Now player three is shooting
behind player two trying to bump them out.
When a foul shot is missed, that player has to retrieve
the ball quickly and try to make a lay up before the
player behind them scores.
Basket
~-------=------~~
Foul Line
X
X
X
The cycle continues until one player is left.
Active Playgrounds
57
I
Old Favourites
I
I
.,)f~¢~Nf?~t7:B:~~
Target Toss
yers can toss bean bags, although stones are more unpredictable, and help
. vel the 'skill' playing field. Using a winning score of 50, players take turns
tpssing their three objects and counting their score BACKWARDS from 50. Any
d~ject landing in the centre is worth 5 points. If the object lands on a line then
the score is the lowest number connected to that line; i.e. if it lands on the line
dividing number 4 and number 1 then the player counts 1. To win a player must
reach exactly zero. If they go over then their turn ends and they revert back to
their previous score before that turn.
I
O
Center -15 points
Middle- 10 points
Outer • 5 points
I
!3-5m
Throwing Line
1
hose 2 players to be "it" and 2-8 to be free and allow them to start anywhere
i![l the maze. All players must travel on the lines and no running is allowed (fast
~alking, yes). When an "it" tags a free player, the free player steps out of the
~me. When all players are caught the game is over and positions can be
c~anged.
The two free boxes are safety zones for the free players, but only one player
can be in them at a time and that player can only stay for three seconds.
-5m
tetherball there is a ball attached to a seven foot long rope which is fastened
the top of a nine foot long pole, which in turn is fastened into the ground or
To begin the two players stand inside their respective playing zones. The server
holds the ball and begins by sticking it in the direction chosen. The opponents
task is to strike the ball and force it to go in the opposite direction. The object
of the game is to be the first to successfully wind the rope around the pole first.
You may only hit the ball with your hand or forearm.
Fouls:
• Hitting the ball with any other part of your body.
• Leaving your zone.
• Holding or catching the ball.
• Touching the pole.
• Hitting the rope.
Active Playgrounds
I
58
Old Favourites
c-Tac- Toe or x•s and
o·s
tic-tac-toe design can either be painted on the pavement or marked on with chalk.
\he X's always go first. The object of this brain teaser is to line up 3 of your markings in a row either
~rizontally, vertically, or diagonally (see diagram). Two players can use coloured beanbags and toss them
into the game while alternating throws. You can also use teams of 5 with each player tossing a bean bag.
To make the game more fun don't allow talking. If there are no bean bags, use people instead. One team
can stand with arms at their side while the other team crosses their arms. Again, do not allow talking
during the game.
)~
0
0
0
0
is is a game that does not require equipment and is played with two people. One player begins as the
ader. The players begin standing a handshake apart facing each other with feet shoulder width apart
.ee diagram 1). The two players jump up and land simultaneously with feet in the same position. As
9Ron as they land however; they quickly shuffle their feet into one of the two possible positions (see
diagram 2). If the opponent does not have the same foot forward as the leader; then the leader scores a
point. If the opponent does have the same foot forward, then the opponent takes the lead for the next
jump(see diagram 3). Play best of 3, 5, or 7.
Variation:
Can also be played with teams. Line two teams up as in diagram 3 with an official in the middle to keep
score and to indicate the leader. The first two play and rotate to the back of the line as the next two play
and so on.
<2)
G)
II
112m!------.. ------
~~
~-
(a)
(b)
~~ '~
t ~ '~
.. ------ ----. . ---- ---------
Opponent Fails
to match as in (a) or (b)
Active Playgrounds
(a)
(b)
c~ a~
t, t'
·---- ----------
-------------.
Opponent matches
& wins as in (a) or (b)
59