sunday - Hindu YUVA

Shakha Khel
SUNDAY
Sher Bhakri
There are two versions of this game. In the first version, all s’sevaks except one s’sevak being the sher
and another s’sevak being the bakari will stand in a circle, holding the adjacent s’sevaks hand. The Sher
will be outside the circle, whilst the bakari will be inside the circle. When kuru is given, the Sher will
try to catch the Bakari. The s’sevaks on the circle will use their arms to stop the sher from proceeding,
but allowing the bakari to move in and out of the circle. Note, the s’sevaks on the circle are not allowed
to move from their spot, or use their legs to stop the sher. The game will continue until bakari gets
caught, otherwise the roles will be changed if after some certain time, the bakari never gets caught.
Sudharshan Chakra
All s’sevaks except one will get together to form a circle. They will hold adjacent s’sevaks hands. One
of those s'sevaks will be identified. Now the s'sevak not part of the circle will have to try to catch the
s'sevak that was identified. The chakra has to try to go in the same direction and speed as the person
outside the circle. If the person catches the other person he wins. Also if the chakra breaks he wins.
Madal Kabadi
1 person touch as many pple in 1 breath returning to center after each touched person.
Agnikund
There will be a small circle which will act as the agni kund, and gathered around in a circle will be the
s’sevaks holding adjacent s’sevaks hands. When kuru is given, the s’sevaks will try to pull/push each
other into the agni kund. Those s’sevaks who step in the kund will be out of the game, or the pair of
s’sevaks who broke the link will be both out of the game. The game will continue until one s’sevak
survives from stepping in the kund, and he will be the winner.
Airplane game
in mandal, everyone gets number and 1 person in the middle and shikshak calls out numbers. Those #'s chase
middle person but chaser must run in straight line.
Dodgeball
in mandal, get pple in center out with a ball
Rakshasas
in mandal, 1 person is chosen to be the rakshas and if he winks at someone they die. Those who r alive must
figure out who is rakshas
MONDAY
Mandal Kho
Everyone weill be standing in a big circle. There will be a chaser and a chasee. The chasee has to stand
in front of anyone in the circle and say kho. Then that person will be the chasee. The game will
continue until stabhha or when the catcher catches the chasee. After the catcher catches the chasee the
rolse will be reversed and the cather becomes the chasee and the chasee become the catcher.
Mirror Kho
Variation of Mandal Kho. The chasee has to do some physical stunts (ex. Jumping jacks, clapping) and
the cather has to copy them.
Tank-Yuddh
2 teams. Each team will form a mandal locking hands. The teams will then charge toward each other
trying to knock the other team down.
Ram-Ravan
The two teams named Raam and Ravaana will each be standing in separate lines so that players on both
teams are next to each other. When the order Raam is given the Raam s’sevaks will attempt to run to
the edge of the boundary as soon as possible. At the same time the Ravaan s’sevaks will try and catch
the Raam s’sevaks. Similarly when the Raavan order is given, the Raavan s’sevaks will run and the
Raam s’sevaks will attempt to catch them. S’sevaks caught will be out. If the order Raja is given then
nobody should move, those that do move will be out. The team with the most number of s’sevaks
remaining will win.
Bhasmasur
All s’sevaks will be inside the area. When kuru is given the s’sevaks will using their right hand only try
to touch it on other s’sevaks head. They will use their left arm to defend themselves. Those s’sevaks
who gets touched on their head or the s’sevaks own right hand touches his head or any s’sevaks steps
outside the area will be out of the game.
Chor Sipayee
Initially, all s’sevaks except the chor and the sipayee will stand in a grid formation, facing the same
way so that there is a s’sevak at every horizontal and vertical interaction. The s’sevaks will also have
their arms in a horizontal position, thereby forming a number of ‘channels’. These channels are the
only forms of travel for both the chor and sipayee. They are not allowed to go under the arms of the
s’sevaks. When kuru is given, the sipayee will try to catch the chor, and at the same time the shikshak
will shout out three different orders, ‘Dakshina Vrut, Vama Vrut or Ardha Vrut’ to the s’sevaks, so the
channels keep changing.
Tuesday
Haiti Ki Soond
All sevaks will be spread out, and will make an elephant trunk with their arms by extending their left
arm, then putting their right elbow ontop their left elbow, and then hold their neck with their left arm,
and keep their right arm extended. When kuru is given, the sevaks will try to grab off another sevaks
hand off their neck, while protecting their own hand from being removed. The last sevak with their
hand on their neck wins.
Langdi
All sevask will be inside a boundry, and one or more sevask will be catcher(s), while the rest of the
sevask are going to be running. When kuru is given, the catcher(s) will hop on one leg while trying to
catch the other sevaks. If they drop their leg, they lose. If sevaks step out of the boundary, they are out.
The goal is to be the last sevak remaining.
Vish Amrut
There will be a catcher, or a set of catchers, and the rest of the sevaks are running. When kuru is given,
the catchers will catch people by touching their head and saying “vish”, which means poison. The
person caught will kneel down and cannot move until another sevak touches their head and says
“amrut”, which means nectar. The object of this game is for the catchers to get everyone out.
Chess
The object of this game is to jump and tag other people out until on sevak remains. All sevaks will be
spread out a reasonable distance from each other. When kuru is given, the sevaks will jump toward
each other one after the other. When a sevak jumped and is next to another sevak, without moving and
bending his body, he must try to tag out another sevak, if he does so, he gets another jump. A sevak can
only turn in the air, not on the ground.
Bharata Kutra Asthi
chaser is blindfolded and asks "bhratha kutra asthi"; chasee replies "atra asthi" and thru the sound
should chase and catch him
Kashmir Kiska Hai
Island Game
There will be a small boundary representing an island that all the sevaks will be inside. When kuru is
give, the sevaks will push each other out until one remains.
WEDNESDAY
Kramakh Badal
The aim of this game is for the s’sevak in the centre of the circle to grab one of the vacant spots when
two s’sevaks are changing placesInitially, one s’sevak will be in the centre of the circle, whilst the rest
of the s’sevaks will be on the circle, and each will have a number. When the shikshak shouts out two
numbers the s’sevaks with those numbers will quickly change places. When they changing places the
s’sevak in the centre will try to grab one of the vacant positions. The s’sevak who is left without a place
to go will end up in the middle of the circle, and he will wait for the shikshak to shout out another two
numbers.
Dand ghumane valon ko pakado
One s’sevak will be in the centre of a circle rotating a horizontal dand. The other s’sevaks will initially
be on the edge of the circle, but then must try to catch the s’sevak in the middle without being hit by the
rotating Dand
Prisoner Kabaddhi
There will be two teams. Team B will be inside a boundary, while one after the other, members of team
A will go inside the boundary, saying “kabaddhi” as many times without cutting their breath, and try to
tag out members of Team B. If he loses his breath before going back to his team, then whoever he
caught comes back into the boundary. While all this is going on, a member of team A will be on the
opposite side of the boundary from the rest of team A. The goal of Team A is to get him back to their
team safely, and the goal of Team B is to tag him out when he runs. The area the “prisoner” stands is a
safe zone, where no one can tag him, and hen the “prisoner” leaves the area he was standing in and
runs, he cannot go back to that area and must run to his team.
Me Shivaji Hoon
There will be one catcher, who will be represented as Afzal Khan, Shivaji’s enemy. There will be one
sevak designated as Shiva ji in the beginning of the game. When kuru is given, the catcher will try to
catch the runner, and any of the other sevaks running around can run in between the catcher and the
runner and declare “Me Shivaji Hoon”, and he will become the new runner. The object of the game is
for the catcher to catch the runner.
Khukkut Yuddha
All the s’sevaks will be standing within a circle. Each s’sevak will be standing on their left leg only.
The right leg should be bent in such a manner to enable the right hand to hold the ankle of the right leg
and the left hand will support the elbow of the right hand. The s’sevaks must then fight using their
shoulders and their bodies in an attempt to cause each other to lose their grips on their elbows and
ankles, or to push each other out of the circle. The last remaining s’sevak wins
Team Kabaddhi Langdhi
There will be two teams. Team B will be inside a boundary, while one after the other, members of team
A will go inside the boundary, saying “kabaddhi” as many times without cutting their breath, and try to
tag out members of Team B. The Object of Team A is to tag out all of Team B
THURSDAY
Deevar Yuddha
Two teams will be formed and each team will link together their hands. They will then stand back to
back. When the whistle is blown both teams will push hard to push the opposing team out of the area or
break the chain and thereby the Deevar.
Cabbage Patch
There will be two teams. Team A will sit/ lie down and link their arms and legs so that they are as tight
and strong as possible. When kuru is given, Team B will come and try to pull them apart from each
other, and after this is accomplished, the teams will switch roles. Time will be recorded for how long
each team takes to pull the other team apart, and then team with the least time wins.
Aahvahan
Two teams will be gathered in adjacent rectangular areas. One at a time the s’sevaks from each team in
turn shall enter the opponents areas and attempt to touch a member of the opposing team before
returning. Only those s’sevaks who are touched can attempt to stop the catcher from returning to his
area. Points are scored for either a successful touch and return, or for preventing s’sevaks from
returning to their areas. The team with the most points win.
Makhan Chor
There will be two teams, stationed in lines opposite of each other. Each member of each team will have
a number, from the person to the left on the time counting from 1, next person 2, and so on. When a
number is called, members of both teams with the corresponding numbers will come to the middle and
try to take the object before the other person and make it back to the team before the opponent catches
him. The team with the most points wins.
Relay Races
There will be two teams standing in lines parallel to each other, the first person holding a baton or other
object. When kuru is given, the first two team members will run to an object in the distance, circle
around it, and come back to give the baton to the next team member to run. The team that races all its
members first wins. Variations can be made to the styles of running in the game.
Dhamaroo Relay Game
There will be two teams. Team A will form a line, while Team B will form a circle on the opposite side
of the area. When kuru is given, members of Team A will run around the circle formed my Team B,
while Team B will be passing around a dand or another object. When all members of Team A finished
running, Team B will count how many times the dand passed the person who held it in the beginning of
the game. Team roles will then switch, and whoever passed the dand more times wins the game.
Chain Lock/ Unlock
There will be two teams forming lines parallel to each other and holding hands. When kuru is given,
the person on the left of the line will start moving under the link formed by the last link formed by the
two people on the end of his line, and this will continue until every person on the line has his hands
crossed, then the line will start to unravel to its original position, and whichever team completes this
task first wins.
FRIDAY
Sankhya
Everybody will be standing in a circle facing right. When kuru is given, they will start running. The
shikshak will call out a number, and everyone must join a group that makes a number. Whoever is not
in a group is out.
Dollars and Change Game
There will be 4 body positions that represent a monetary unit, sitting on the floor represents 25 cents,
standing and touching your ankles represents 50 cents, standing straight represents 1 dollar, and
standing straight and holding your hands up in the sky represents 2 dollars. Everyone will be standing
in a circle facing right, and when kuru is given, everyone will start running. The shikshak will call out
an amount of money (ex. $3.25), and sevaks will have to do body positions and add up to the said
amount.
Sher/ Buckri/ Haiti Game
There will be three sevaks standing outside a circle composed of the remaining sevaks. These sevaks
will remain stationary and act as a “fence”. The three sevaks standing outside of the circle will have the
roles of sher (lion), buckri (sheep), and Haiti (elephant). The elephant’s job is to catch the lion, the
lion’s job is to catch the sheep, and the sheep’s job is to catch the elephant. When kuru is given, these
three will chase each other, and whoever remains last wins.
Team Dodgeball
There will be two teams. Team A will make a big circle, and Team B will be inside of it. When kuru is
given, Team A will try to tag out Team B by throwing balls at them. When Team B is all tagged out,
team roles will switch.
Suicide Chain Game
There will be two teams forming lines. When kuru is given, the first members of both teams will run,
touch a certain point, run back and grab his teammates hand, forming a “link”, and run back and touch
that point, while holding this teammates hand, and then go back to his line, and then the second
teammate will grab the next teammate from the line, thus forming a chain. The team who can make a
chain out of his team the first wins.
Mafia
everyone will be sitting in a mandal. The shikshak of the game is the 'bhagwan'. Everyone will close
their eyes. The shikshak will tap 4 people 4 times. Thsoe 4 people will be the mafia. The shikshak will
then tap 2 people 2 times. Those people will be the doctor. The shikshak will then tap 1 person 1 time.
That person will be the detective.
The game:
The bhagwan will say something like it is now night time and everyone has gone to sleep. The new
mafia come and raid the town. This is the cue for the mafia to open their eyes. Together the 4 people in
the mafia will point to 2 people.
The bhagwan will then say something like the ambulance is coming. This is the cue for the doctors to
open their eyes. They will point to 2 people.
The bhagwan will then say like it is morning and the whole town wakes up. The bhagwan will then say
something like "last night the mafia came and this person and this person were attacked"
*If the doctors saved both those people the bhagwan will continue and say " Luckily our doctors were
able to save both"
*If the doctors saved one the bhagwan would say "Our doctors saved this person but not this person"
*or the bhagwan would say "our doctors could not save either and they both died"
Then the detective would have a chance on guessing a mafia member. ONE member. If that person is
the mafia they would say yes and be out. If the person is not the mafia they would still be out. Also
whoever died would be out.
This game continues until all 4 members of the mafia are found....or if both doctors died
Maha Khel
SUNDAY
Kho-Kho
Kho-kho is like reverse tag on ecstasy. “It” (blue in the cartoon) runs around a line of other players,
who squat in runners-start positions, alternating the directions they face. One of these players is chasing
“It” at any given time. The rules: “It” can run in either direction,while staying within a boundary. The
chasers on the other hand, can only run in one direction (anti-clockwise at the moment in the picture).
Their advantage: the current chaser can tag a squatter on the back with the word kho and have him take
up the chase, and the new chaser has an opportunity to switch directions, but only once for his sprint,
until the next kho (in the picture, a kho is in progress between the yellow dot and green dot guys in the
picture). Effectively, chasers chase in a line-crossing relay. I grew up playing it as a one-versus-many
game. When “It” is eventually caught (as is inevitable), the tagger becomes the new “It” and you play
till you are exhausted. In more organized forms, it is played as a team sport, with one team sending a
sequence of “It” runners and then taking their turn at being the chaser team.
One dynamic is worth mentioning. A just tagged chaser will try to defer his direction decision as much
as possible (a few yards before he runs out of bounds). Much of the elegantly-minimal level of strategic
thinking in the game hinges on your choice of direction on being kho’ed.
MONDAY
Cricket-Soccer-Baseball
X
X
X
0
4 teams are formed, so 2 games will be going on simultaneously. 3 cones (X=cone) are placed in a row
with the first two about 5 feet away from each other and the third about 15 feet away from the second.
The first team will form a line between the first pair of cones and one at a time, they will kick the ball
being bowled (rolled) to them until they are out. Every time they kick the ball, they MUST run to the
third cone at least once and each time they do so, they earn a point for their team. The second team has
1 person who will be pitching (bowling/rolling) the ball and stands where the 0 is. Everyone else will
spread out and field. Their job is to get the ball back to the pitcher as fast as possible. As soon as the
pitcher gets the ball, he’ll bowl it immediately towards the first two cones. Someone on the first team
is out if the ball passes between the first two cones, so they will try to kick the ball far enough so that
they can run to the third cone and make it back in time to stand between the first two. They are also out
if someone catches the ball before it hits the ground. Pitchers can rotate as the game goes on. The
teams switch after everyone on the first team gets a chance to kick. The team with the most over all
points wins. 1 match should take about 20-25 minutes. After this time, the 2 winning teams and the 2
losing teams will play each other.
TUESDAY
Kabbadi
Kabbadi is a territorial defense game. Sides alternate in sending an invader (Red team in the picture
below) into enemy territory. The invader must touch (’tag’) as many opponents as possible and escape
back into his territory. If he succeeds in getting back, everybody he tagged is out. If the opponent team
manages to tackle and pin him in their territory, he is out. The catch: the invader must carry out his
entire raid while holding his breath. As evidence of holding his breath, the invader must chant
something rhythmic out aloud very rapidly. The usual is the word kabbadi. The game has alternating
raids going on in rapid succession, with barely a pause to take a breath. Eventually attrition of tagged or
pinned players leaves one person standing, and his team is then the winner.
Kabbadi can be brutally violent, more so than Rugby or American Football even, in some ways. It is a
full-contact wrestling sport (often played in sandy courts, much like traditional Indian akhada
wrestling). It also involves very rapid teamwork on the defending team’s side, since they must avoid
getting tagged until they’ve created a formation (a linked semi-circular ring of defenders circling warily
around the attacker, attempting to get between him and the center line, is a common formation). Once
they see an opportunity, they tackle. The raider, on the other hand, tends to dart around to avoid getting
hemmed in, while trying to pick off the defenders one by one, often using long-range touch-kicks. This
is a very different sort of tackling element than in American Football or Rugby.
WEDNESDAY
Ultimate Frisbee
1. The Field -- A rectangular shape with end zones at each end. A regulation field is 70 yards by
40 yards, with end zones 25 yards deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective end
zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven
players per team.
3. Scoring -- Each time the offense completes a pass in the defense's end zone, the offense scores
a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a
teammate. Players may not run with the disc. The person with the disc ("thrower") has ten
seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall
count.
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block,
interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and
during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts
possession, the play resumes as if the possession was retained. If the player committing the foul
disagrees with the foul call, the play is redone.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their
own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is
encouraged, but never at the expense of respect between players, adherence to the rules, and the
basic joy of play.
THURSDAY
Lagori
Called saat-pathar (seven stones), pittu and several other names, Lagori is the most complex popular
children’s game in India, and is rather like Dodgeball on steroids. A pile of 7 stones is arranged in the
center of the court. The defending team has its players taking turns attempting to knock down the pile
with a tennis ball, from a throwing crease line. While there are variations, the version I played had each
person getting three chances. If you knock down the pile, but somebody in the opposing team catches
the ball, your entire team is out and play switches sides. But if you knock it down and they don’t catch
it, then the real game begins. The defending team, which brought down the pile now goes about trying
to stack it back up, while the attacking team attempts to hit the rebuilders with the tennis ball. The
dynamic is very weird, as the rebuilders dart around near the scattered pile, trying to rebuild, and
repeatedly scattering as the opposing team takes shots at them. Both attackers and rebuilders tend to
coordinate in emergent ways. There are no formal leaders. If the rebuilders manage to restack all 7,
they win. If the attackers manage to hit every one of the rebuilders with the tennis ball before the
restacking is complete, they win. Then they get their turn at attempting creative destruction.
The point to note about Lagori strategy is that you should attempt to disrupt the stack of 7 as little as
possible. Preferably, just the top stone being knocked relatively close by, with a glancing blow from the
ball. That will mean your rebuilding will be trivial. Blast all 7 all over the place with a powerful direct
hit, and you are in for trouble rebuilding.
FRIDAY
Capture The Flag
The goal of the game is to be the first team to steal the flag from the other team's territory. Each team
protects their flag by tagging out opposing players who are in their territory. Tagged players go to "jail"
and are out of play 'til freed by a team-mate.
Each team has a territory, which are separated by the free-zone, and within each territory there is the
jail and a safety-zone containing the team's flag.
The Safety-zone and the flag:
The flag is kept in the safety zone until stolen and may not be hidden, either in the safety-zone or on the
field of play. While at least one foot is in the opposing team's safety-zone, that player is safe from
being tagged. Player's are not allowed in their own safety zone unless it is empty. The flag must be
visible when carried. It can be thrown from player to player, but if a player is tagged while holding it,
the flag is returned immediately to the safety-zone by the tagging player.
Jail:
When tagged, players must go directly to jail, and when freed, must go directly back to their home
territory before returning to play. Players in jail may form a chain such that only one jailed player
needs to be tagged for them all to go free. The player who frees the jailed team-mates can continue to
play, and is still at risk of being tagged out.