Kickball
Use the basic rules of softball and baseball: four bases to run, three chances to kick the ball and three outs to an inning.
The pitcher rolls the ball to the kicker. Bouncing, other than the little bounces that you get when the ball rolls over grass, is not allowed. If the ball rolls over home plate and is not kicked, that is a strike. If the ball is kicked but goes foul, that is a strike.
The fielder can catch the ball and tag the runner, or step on the base, or throw the ball at the runner to make the out. The ball should not be thrown at the runner’s head. If the ball is thrown at the runner and misses, the runner may advance only one additional base. A kicked ball that is caught in the air is an out.
The team that is in the field should space themselves out according to the numbers of players. They will, of course, move in for the smaller players and out for the stronger players.
Capture The Flag
The group is divided into two teams. Each team has its own territory with a boundary designated between the two. Each team must also designate a spot to serve as a jail (such as a tree). Decide on the size of the designated safety zone around the flag, and where to place each team’s flag. Once placed, the flags cannot be moved, although they can be guarded. Those guarding their own flag may not enter the safety zone around the flag unless in pursuit of an opposing team member.
Once the flag is placed, team members are assigned to guard their own flag or to enter enemy territory to try to capture the other team’s flag. Any player in enemy territory can be caught (by tagging them) and put in jail. Prisoners can be released by being tagged by a teammate, but only one prisoner can be rescued at a time.
A team wins the game by capturing the other team’s flag and bearing it back to their home territory. If a flag is seized but is recaptured before reaching the opponents’ territory, the flag is set up where it was recaptured. If a game must be ended before a flag is captured, the team with the most prisoners wins.
Nature Scavenger Hunt
One way to run a nature scavenger hunt is to hand out an egg carton and a list of the twelve following natural items to collect.
something soft
something spiky
something blue
something red
something strong
something beautiful
something fragile
something yummy
something smooth
something from an animal
something dead
something dry
Daisy in the Dell
The daisy picker walks around tapping each player in turn, saying “Daisy in the dell, I don’t pick you” until finally saying “Daisy in the dell, I do pick you.” The child that is picked chases and tries to tag the daisy picker , while the daisy picker tries to return to the empty spot. If the Daisy picker succeeds, the person that was picked is now the daisy picker and the process begins again. If the person picked succeeds in tagging the daisy picker they may return to stand in their previous spot and the daisy picker resumes the process.
Duck, Duck, Animal!
A group of players stand in a circle, facing inward, while another player, “it” walks around tapping each player in turn, calling each a “duck” until finally picking someone as an animal other than a duck. “It” then chooses a t form of movement that goes along with the animal chosen (such as hopping for a rabbit or kangaroo) .
The “animal” chases and tries to tag “it” , while “it” tries to return to and stand where the “animal” had been standing. If “it” succeeds, the “animal” is now the “it” and the process begins again. If the “animal” succeeds in tagging “it”, the “animal” may return to stand in the previous spot and “it” resumes the process.
Duck, Duck, Goose!
Duck, Duck, Goose! (1)
A group of players sit in a circle, facing inward, while another player, “it” walks around tapping each player in turn, calling each a “duck” until finally picking one to be a “Goose”. The “goose” then rises and chases and tries to tag “it” , while “it” tries to return to and sit where the “goose” had been sitting. If “it” succeeds, the “goose” is now the “it” and the process begins again. If the “goose” succeeds in tagging “it”, the “goose” may return to sit in the previous spot and “it” resumes the process.
Duck, Duck, Goose! (2)
A group of players stand in a circle, facing inward, while another player, “it” walks around tapping each player in turn, calling each a “duck” until finally picking one to be a “Goose”.
When the “goose” is picked, “it” runs in one direction of his or her choice around the circle, while the “goose” runs in the other direction. The first person who gets to the vacant space rejoins the circle, while the other person becomes “it”.