games
fo play \ndoors and oufdoo'^S
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BOONE'S
1.0
Games for
Children by Ronald
F.
Keeler
STANDARD PUBLISHING \!B
Cincinnati,
Ohio
2900
©
The
MCMLXVII
STANDARD PUBLISHING Cincinnati,
Ohio
Printed in U.S.A.
Company
DEDICATION To
Elisabeth A.
White
wonderful encouragement she has given to so many young people for the
PREFACE Too
often the younger children have been
neglected or overlooked in the planning of a recreational
game
program
of
the
church.
These
suggestions are geared for the younger
although
child,
many
of
them
also
will
be
enjoyed by older children and the young in heart.
The games
good
for
preschool children are marked with an
as-
that
are
especially
terisk. I
believe
that
good games they to play the
if
children learn to play
will be
game
of
much
better
equipped
life.
— Ronald
F.
Keeler
TABLE OF CONTENTS 7
Cushion Pass Daisy Petal Guess
23
Animal Guess Answers
7
Dill! Dill!
24
Ante Over! Ball Roll Balloon Carry Balloon Kick Balloon Tag
7
Drop the Handkerchief Duck on a Rock
24 25
10
Egg Hunt Envelope Guess The Fall of Jericho Fan the Feather Farmer in the Dell Feather Hunt
11
Fish
PAGE
8 8
9 9
Bases
10
Beanbag Toss Bear Hunt Bell Hunt
10
Bible
March
Biblical
11
Numbers
11
Bird, Beast, or Fish
12
Birds
12
Cage
12
Black Sheep Blindman's Bell Bounce Ball Bounce Ball Run
13
Box Roll Box Toss
14
Birds in the
13 13
14
23
24
25 26 26 27 27
Pond
27
Flag Hunt Floating Candles Follow the Leader
28 28 28
Forward March Fruit Bowl Race Get Your Neighbor Ghosts Going to Housekeeping Have You Ever Seen a Lassie?.
28 29 29
30 30 .
30
30
16
Heart Hunt Hide the Thimble High Water Hiss and Clap
16
Hit the Mark
32
16
32
17
Hoop Relay Hot Potato
Cat Cat and Mouse Cat and Rat
17
"I'm a
Categories
Cereal Guess Chair March The Chicken
Hunt
34
18
Little Dutch Band
35
Circle Race
19
35
Clap and Sing Clock Hunt
19
19
London Bridge Magnet Relay Mailbox
20
Map Hunt
36
20
Menagerie Music Guess Musical Bounce Necklaces Newspaper Ski Race Newspaper Tearing
.'
15
.
Breaking the Chain Bring Them In Bubble Blow Bully in the Ring Button, Button
15
Hawk
Clothespin Rainbow
Hunt
Color Cover Color Hunt Color Match Corn and Bean Relay Cross
Tag
Crossing the Red Sea
Cow, Bowwow"
31 31
32
32
33
17
Imitation
33
17
18
Indoor Hopscotch Kiddy Car and Trike
34
18
The
34
18
Listen
21 21 21
22 22
King's
Trade
33
36 36 37
37 37 37
38 38
Noah's Ark Hunt Nose Hunt Nuts and Bolts Nuts in May Occupations Orange and Lemon Roll Orange or Lemon
38
Serpent's Tail
39
Shoe Hunt
39
Spider
40
51
42
Spin the Bottle Spool Bible Hunt Spool Hunt Spool Roll Square Foot of Ground Squirrel Hunt Squirrel in the Tree
43
Statues
54
43
Steps
43
Still Pond!
Play Band Poison Hassock Poor Pussy Potato Bowling
44 44
Story Action Story -Object
44
String Lift
55
45
String Puppets
56
Hunt
45
56
47
Talent Test Team Rainbow Thimble Guess This Is the Church Three Things Hunt
47
Tiptoe
47
To Whom Would You
48
59
Our Cook Doesn't Like
Peas.
Paper Plate Toss Pass the Orange Pebble Toss Picture
Price
41 41 .
.
42 42
Hunt
Picture Story
40
Hunt
Puss in Boots
46
Puss in the Corner
46
Quiet Advance Races Across the Rainbow Trail Red Light
46
Room
50 51
Web
51
52 52
52 53
53
54 54
No More
Moving!
.
.
54 55
Hunt
55
57 57
58 58 58
Give
It?.
59
Round Hunt Run Sheep, Run Sack Hunt
49
Tracks Treasure Dig Tree Quiz Upset the Fruit Basket
49
Water Roll
61
50
Wickets
61
Seed Pass
50
Suggested Activities
62
Red Light, Green Light Ring Around a Rosy Ring on a String
48
49
59 60 60
ANIMAL GUESS Let each child draw an animal that was in Noah's ark. what animal each is.
Later, let the others try to guess
Variation
Have
the children
draw other
objects, such as flowers
and
trees.
Let the children illustrate stories that are read or told.
ANSWERS Place a pile of books on the table, and give each player
paper and a pencil. Give each person ten questions to answer, and let him find the answers in the books provided. The first to get all ten correct answers is the winner. a sheet of
Variation
Let the players divide into teams, and then let each team make up ten questions that can be answered from informa-
on the
tion available in the books that are
You may
ask a single question at a time
uals points for being the
first
one
table.
and give
to correctly
individ-
answer any
question.
ANTE OVER! Teams
stand on either side of a small building.
A
soft
rubber ball, such as a tennis ball, is needed. One person calls out, "Ante over!" and tosses the ball over the roof. If the other side succeeds in catching the ball, the team
members
conceal the ball and run around the building to try to capture the other players. tag the others.
hitting
He
Only the one who has the
them with the
Players are safe
ball.
to the other side of the building. all
are
larger
on one
number
ball can
has the option of tagging the players or
side,
or
if
of players
is
it
The game
when
they run
continues until
ends sooner, the side with the
the winner. 7
BALL ROLL Each player has a
of similar
ball
size.
To
player rolls his ball on the floor or on the grass
Then hit
each player in turn
the other balls.
If
begin, if
tries to roll his ball so that
he
hits
each
outdoors. it
will
other balls in succession he
scores as follows:
Hit one ball
—
-5
points
Hit two balls— 10 points
— 25 points — 50 points — 100 points additional ball — 100
Hit three balls Hit four balls Hit
five
Each
balls
points
So long as a player continues to hit other
on rolling
He may
his ball.
has hit every other ball once. a ball twice, his turn
is
balls,
he keeps
not hit any ball twice until he If a
player unintentionally hits
ended.
Variation
Place a stake in the ground at the far end of a lawn, and
require each player to hit the stake before he
may
hit
the
balls of the other players.
You may decide times the player
that after a player's ball has been hit five
is
eliminated from the game.
BALLOON CARRY* A
pile of inflated balloons
turn each child
one
is
tries to carry as
trip across the
placed on a table.
many
Then
in
balloons as he can on
room. Balloons that are dropped may not
be picked up, and those that burst before the child reaches the other side
do not count.
Variation
For an older group
fill
balloons with water and
let
the
children try to carry them in a race. This, of course, must be tried outdoors.
* This game and others throughout the book marked with asterisks are especially good for preschool children.
BALLOON KICK* Each of four contestants tries room and back without having turn
the starting point
to
winner.
If
a balloon bursts,
to kick a it
balloon across the
The
burst.
first
one
with the balloon intact the contestant
to reis
the
automatically
is
out of the race. Variation
This may be a team contest, and one person may kick the may bring it back across the
balloon one way, and another
room.
You may
how many
see
times a contestant can kick the
balloon back and forth across the
room
till
it
bursts.
BALLOON TAG Give each child an inflated balloon for him to place underneath his chin. One person is chosen to be It. At a given signal the one who is It tries to tag someone else. In order to tag another person, the one who is It must touch someone else's balloon with his own held under his chin. If a balloon bursts, the one who owns it is eliminated from the game. Anyone who is tagged begins to chase the others. Variation
The
balloon
may be
carried under an
arm
instead of under
the chin.
The
balloons
may
be carried in the hands.
BASES up
Set
bases like a baseball diamond.
The
he stands inside the bases.
object
One person is
It,
is
and
for the players to
run around the four bases without being tagged. No one may when he is standing on a base, and many players may be at one base as long as they can touch a part of it. Whoever is tagged becomes a helper of the one who is It. Runners do not have to stay in the base lines as in baseball, but they must advance to the next base once they make the be tagged
attempt.
The
first
one to reach home
is
the winner.
Variation
Runners may go
either
way around
the bases as long as
they keep going in the same direction around the circuit.
BEAN BAG TOSS* Use a small cloth bag
filled
with beans, sawdust, or corn.
The children form two lines that stand opposite each The bag is tossed rapidly back and forth down the Whoever
other. lines.
misses must go to the foot of the line.
Variation
Use with
a quiz.
The
player must catch the bag and an-
swer the question immediately as he tosses
it
back to the
leader.
Use the bags
in relays.
The bag must be
front to the back of a line, it
to
passed from the and then the runner must take
another group across the room.
BEAR HUNT* The Bear
hides and the others look for him.
When
he
found, the players shout, "Look out for the bear!" and
run for the goal where they will be safe. Whoever becomes the Bear for the next game.
is
is
all
caught
Variation
With 10
a large
group you may have two or more
bears.
HUNT*
BELL
throughout an area. Let each and then go on to hunt for more. You may give a special prize for the one who
Hide
of varied sizes
bells
child
who
finds
the largest
finds a bell give
it
a gentle tap
and the smallest
bells.
Variation If
you
live in
church
may want
town, you
Hike from one
a bell hike.
bells, fire bells,
MARCH*
BIBLE
The
your group on There may be
or school bells.
Let each child march Soldiers."
to take
bell to another.
to
the
tune,
"Onward, Christian
children should carry their Bibles
if
they have
them. Otherwise the leader will carry the Bible. Encourage singing the
hymn
while the children march.
Variation
the children can
If
other, or
if
march down
a stairway
and up an-
they can follow a varied path, this will add in-
terest to the activity.
BIBLICAL
NUMBERS
Let the children try to refer to Biblical truths in terms of numbers, such as in the following examples:
One God, two Testaments the ark, three disciples that
four Gospels,
God worked acle
five wise
and
or two animals that went into were with Jesus in the garden,
five foolish virgins, six
days that
at the time of creation, seven loaves of the mir-
of the feeding of the four
thousand, eight that were
who did not return thank Jesus, ten Commandments, eleven faithful disciples, twelve disciples, thirteen present at the last supper, twenty
saved in Noah's ark, nine lepers healed to
pieces of silver for thirty
pieces
of
which Joseph was sold into slavery, and for which Jesus was betrayed by
silver
Judas.
II
OR
BIRD, BEAST,
One
is
It
in
He
the center.
FISH
points to a player and says,
"Bird, Beast, or Fish!" then designates one of the categories for the response
and counts
to ten. If the
person questioned
answers correctly before the count ends, the one
moves on to someone becomes It.
Otherwise the person
else.
who who
is
It
fails
Variation
You may
use
"Earth, Air,
or Water"
same
Beast, or Fish" to designate the
instead
of
"Bird,
categories.
BIRDS Place
masking to
the
name
tape,
and place the
be the leader.
bird, the
one
bird on
of a different
When
each chair with
chairs in a circle.
sitting in that chair
must clap
his hands.
the leader says "Fly!" all must change places
name. Anyone must pay a forfeit.
bird's
One is chosen name of a
the leader calls out the
who
fails
to
and take
When a
new
respond when he should
Variation
Names of animals may be used instead of birds. You may use names of animals and birds and use calls instead
their
of the clapping.
BIRDS IN THE
CAGE*
Place several empty tin cans at one end of the room, their open ends facing the children. Each can represents a cage, and the children will attempt to roll balls into the cans so that each can has a "bird." Only one ball may be allowed in any can. Golf balls or table tennis balls are excellent. Use tennis balls for the larger cans. Variation
For an older group, use a golf putter and a golf ball and
have the persons can. 12
try to
putt a ball into an empty tennis ball
BLACK SHEEP One
is
It
and he
is
secretly designated to to give the right
shepherd
One
the shepherd.
be the Black Sheep.
of the players
He
answers to any questions asked him.
tries to locate
is
does not have
The
the Black Sheep by asking questions
members of the group. When the Black Sheep is found, he becomes the shepherd and another Black Sheep is designated by the leader. of
One method
of determining the Black Sheep
every player take a slip of paper from a hat. the Black Sheep
would have
is
to
The one
that information written
have to
on
be his
paper. Variation
The
sheep hide from the shepherd. Whenever the shepherd
cries out,
"Come
sheep!"
all
the sheep
Baa!" except for the Black Sheep
must
who
cry out, "Baa!
says nothing.
The
shepherd scores a point for each sheep he catches before it reaches the home "den," and he scores ten points for the Black Sheep.
BLINDMAN'S BELL* Blindfold a player in the center of a other player to carry a bell inside the as
the player
moves about.
When
is
Place a let
Choose anis rung
bell
player
blindfolded and an-
chosen to be the bell carrier.
BOUNCE then
is
The
blindfolded
the
captures the other player, that person
other
circle.
circle.
box or wastebasket
at
BALL* one end of the room, and
the children try to bounce rubber balls so that they
will land inside
the container. Use tennis, table tennis, or
any other bouncing
balls.
Variation
Tap
inflated balloons in the air so that they land inside
the container.
Make paper
airplanes and throw
them
so that they land
inside the container. 13
BOUNCE The
children stand in a
BALL
circle.
RUN
The one who
is
It
stands
and holds a rubber ball. When the game begins, It tosses the ball to someone who is standing in the circle, who begins to bounce the ball and count each bounce as It rims around the outside of the circle. The number of bounces made while It is going around the circle is the score for the individual. If the player drops the ball, he has no score for the round. The one who bounced the ball becomes in the center
the next to toss the ball to another player.
may be done on an individual or team basis. If done on an individual basis, each player should have a turn before anyone has a second try. If this is done on a team basis, the team members alternate with the bouncing and the running. At no time should both the bouncer and the runner be from the same team. Every player should compete before Scoring
it
is
the
game
is
ended.
Variation
Instead of bouncing a ball you may have the player something into the air and catch it.
toss
BOX ROLL* Cut arches will floor.
in
box or shoe box
a cereal
go into the box when the box
The
smaller arches
may
is
so that marbles
lying
on
a table or
be marked with a greater value
of points than the larger ones.
Different colors of marbles should be used to distinguish one player's from another's. Each player should have at least five marbles to roll for a turn. Variation
You may shoot checkers on
a table instead of rolling the
marbles.
You may have
arches on both sides of the box so that the
marbles can pass through
if
they are rolled just right.
Then
through would score extra points. Those that would remain in the box would score less. those marbles
14
that
roll
BOX TOSS* Make holes of various shapes in one Then lay the box on its side, and let the
side of a cereal box.
children toss buttons
or marbles at the holes in an effort to place
them
inside.
Each contestant should be given a different color in order to distinguish his points from his opponent's. Each contestant should start with at least five buttons or marbles. The winner of a match would be the best out of five rounds. Determine the distance a player should stand from the box by the ages of the group participating.
Variation
You may stand the box up rather than have it lying down. Players may toss small paper airplanes, pebbles, or pop bottle caps at the box.
BREAKING THE CHAIN Five players stand in the center of a circle formed by the other players who have hands joined. Those in the center try
to
try to
When
break through the chain. capture them. Those
go inside the
circle for the
who
they do, the others
succeed in catching the
five
next round.
Variation
You may
set
up
a point system.
for each person captured.
scores five points;
The
The first
chasers score five points
runner
the second, ten points;
be captured
and the fifth, twenty-five would be the winning score for the
points;
the fourth, twenty points;
points.
Fifty
points
to
the third, fifteen
game. 15
BRING THEM IN* the children hide except
All
who
leader
The
pretends that he
is
the
leader explains that the class
boy and the
girl to
boy and a
a
teacher.
and
asks the
too small,
is
and the
girl
Sunday-school
go out and find others
to join the class.
Whenever a child is found, he is brought to the leader, and the child who brought that one in scores a point. The new meinber may then go out to hunt for the other children. This continues until everyone is found. The child who found the most for the class is the winner. The boy and the girl with the lowest scores may be chosen to be the members of the small Bible-school class for another game.
BUBBLE
BLOW
Let the children blow soap bubbles to see whose bubble will travel the farthest. Or see whose bubble will keep from bursting for the longest length of time. the most bubbles in the air at the
Or
see
who can have
same time.
Variation line between two chairs and select two teams. amount of time each team tries to see how many bubbles can be blown over the line to the opposite side. The teams try to cross the room to the opposite side. They may move forward only while they have a bubble floating
Extend a
In a given
in the air.
BULLY IN THE RING
The is
children form a circle, with hands joined.
the Bully
is
in the center.
The
One who
Bully keeps running against
the arms of those in the circle and looking for a chance to
When
escape.
captures
him
he succeeds, the others chase him. Whoever is
the next Bully.
Variation
Use rope. 16
a rope to
The
Bully
form the is
circle.
in the center.
The He
players hold tries to
on
to the
tag those
who
are a part of the circle. If
Bully is
anyone drops the rope, then the
may
able to escape, and he
is
caught becomes the Bidly.
anyone
If
Whoever
chase anyone. is
tagged before the
Bully breaks out, that person becomes the Bully.
BUTTON, BUTTON* The children sit laps. The one who
their
hands folded
their
in
a
circle,
is
It
has a button, and he pretends to
in
hands of one of the seated players. Sometime button into someone's hands, and when he is finished he says, "Button, button, who has the button?" The one who guesses who has the button is place
in the
it
during
this action It places the
next to be
It.
Variation
Use
bean or nut instead of
a
a button.
CAT* One
is
It
others creep
and sits blindfolded on a chair. One by one the up behind the one who is It and cry, "Meow!"
The one who
is It
takes the place of
tries to
guess
who
it is.
Whoever
is
guessed
It.
Variation
Other animals or birds may be imitated instead of
a
cat.
CAT AND MOUSE All except the Cat
and the Mouse are seated
opposite each other. Both the Cat and the folded.
They
tries to
capture the Mouse before
start at
in
Mouse
two rows are blind-
opposite ends of the rows, and the Cat it
reaches the other end.
CAT AND RAT hands joined. The Cat is outside, the tries to keep the Cat from catching the Rat by helping the Rat and by hindering the Cat as they move inside and outside the circle.
Form
Rat
a circle with
inside.
The
circle
17
CATEGORIES Announce a category, such as trees, and then let the children see how many different kinds of trees they are able to name. This may be on an individual or team basis, and it may be oral or written.
Other categories may be used, such animals,
fish,
as flowers, vegetables,
birds, rivers, automobiles,
and
states.
CEREAL GUESS Blindfold a child and then of cereal. Let
him
try
let
him
taste five different
kinds
to identify each one.
Variation
you can obtain cereal in the form of letters of the alphaand let him try to spell a word from the letters he picks out from the pile. For any older group, you may use alphabet macaroni. If
bet, blindfold a child
CHAIR MARCH* Each child
selects the chair that
the music starts, all the children
is
his place to
sit.
march around the
When
the music stops suddenly, everyone runs to
chair.
The
AVlien chairs.
sit on his one who gets to his chair must sit on his chair for the next game. This continues until every chair is
last
filled.
Variation
Let the children participate for each round of the game.
THE CHICKEN One
is
the Hen.
The Hawk
The hen
answers,
Next the
Hawk Hawk
Then
the
18
says,
'Tour and twenty. Shoo! Shoo! Shoo!" says, "That's too many. I'll take a few."
tries
to catch the chickens
The
before they can
one caught becomes the the next game, and the Hawk becomes the Hen.
return to their coop. for
HAWK
The others line up behind "How many chicks have you?"
chosen to be the Hawk.
first
Hawk
Variation
The Hen may catch The game
a chicken.
the
Hawk
after the
continues until the
Hawk has caught Hawk is caught.
CIRCLE RACE two teams of four each and place crepe paper on them to distinguish them. The teams run around the outside of the circle three times, and each time a player passes a member of the opposite team he scores a point for Select
sashes
his team.
Variation
Plot out a racing course for this event and permit more than two teams to compete at a time.
CLAP
AND SING*
Let the children clap their hands as they sing some of the choruses that lend themselves very well to this sort of thing. Variation
Clap out the rhythm of a song without singing any of the words or using musical accompaniment.
CLOCK HUNT* Hide
clocks in a given area,
and then
let
the children try
They must not move anything, but they should listen for any ticking they may detect anywhere in the designated area. Clocks may be placed inside boxes or behind to find them.
objects,
but their ticking should be evident. 19
Variation
A
single clock
alarm may be
may be
set,
hidden, and
especially
if
all
the hunt
is
try to find
children must find the clock before the alarm goes score a point for each
alarm
to
go
minute
left
before
The
it.
outdoors, and the
it
is
off.
They
time for the
off.
CLOTHESPIN RAINBOW HUNT* Mark
clothespins with crayons so that you have the colors
pins may be marked with other colors. must find the clothespins in the order of the colors of the rainbow in order for them to count. If you have enough pins, you may let the players try to find a double rainbow. Some of the pins should be hard to find, but all of the rainbow.
Some
Players or teams
should be partially in
sight.
Variation let each team hide the pins the opposing team but be sure to define the areas in which the pins
You may is
to find,
are to be hidden.
COLOR COVER Place several small colored cardboard disks in a given area; then let the players toss paper plates in an effort to cover the
colored disks. Players score according to the colors covered. A disk must be completely covered by a paper plate to count.
Suggested score:
Red
—5 —
Blue
1
— 10 points —25 points
points
Yellow
point
Green
Variation
This may be a team game with each side standing behind a designated line. Each team would have a disk for each player and a paper plate for tossing. The object would be for a team to cover the disks of the opposing players. Whenever a disk is covered, that player is eliminated from the game. However, everyone gets his first toss, even though he may have been eliminated by a previous toss on the first round. 20
COLOR HUNT* Name
and have everyone
a color
many
try to find that color in
You may go around
a circle and have each one point out something that has not been conas
places as he can.
sidered previously. Variation
Give each team a different
color,
and then
let
the children
explore an area to locate that color wherever they can find
it.
Allow a certain number of minutes for the hunt. Give each group two colors, or if you have only two groups give them each three colors.
COLOR MATCH Each player must have
six slips of paper,
a different color of the rainbow:
blue,
and
violet.
the children
may
You may
each representing
red, orange, yellow, green,
use slips of construction paper, or
color slips of white paper.
The children hold the slips of paper behind their backs where they cannot be seen. Then one child challenges another to match three colors that he holds in front of him. The one who accepts the challenge produces three slips of paper that he has not seen. The one who issued the challenge scores a point for each color he holds that
is not matched by his opponent. Each contestant should have a score card to record his challenges and his cumulative score.
Variation
You may choose sides and score by teams. Also you may team up in front of the other and have each team decide upon three colors that they will show at a given signal. line each
Each team
scores for colors that are not duplicated.
CORN AND BEAN
RELAY
Place a bowl of beans and a bowl of corn at one end of
At a given signal the bowl of beans and brings back a line runs to the bowl of corn and
the room. Divide the group into teams. first
one in
single bean.
line runs to the
The
next in
21
brings back a single grain of corn.
The
next brings back two
The team members and the corn, and each time the number is increased. If anyone fails to bring back the correct amount or the right seed, he is penalized a point. The team beans, the next one two grains of corn. alternate between the beans
that
finishes
with the
first
least
amount
of penalty
is
the
game
if
you
winner. Variation
You may add
additional kinds of seeds to the
wish.
You may have
the players carry the beans in
their left
hands, the corn in their right hands.
CROSS TAG The one who
is
It
player cuts between
It
chases another player, but
if
and the person being chased,
another It
must
chase the newcomer.
Variation
To play poison tag, one must hold his hand on the place where he was tagged when he becomes It. To play squat tag, players squat to keep from being tagged by It. Shadow steps
tag can be played in sunlight or moonlight. If It
on a person's shadow, that person becomes
It.
CROSSING THE RED SEA* Mark
off
an area representing the Red
Then
Sea.
let
the
children try to push blocks or dominoes so that they slide safely across the
way the
Red
Sea area. Only those that go
across count for the player.
Red
Sea area are
Those
that
all
the
remain within
lost.
Variation
You may make this a tag game, and let the children try Red Sea without being tagged or captured by an
to cross the
Egyptian. 22
CUSHION PASS Everyone is seated in a circle. There are four vacant chairs and two cushions that may be passed around. One person is It in the center. At a given signal the one who is It tries to occupy a vacant they
may
chair.
The
players
may move
place a cushion there. If
It
to the chair or
succeeds in finding a
vacant chair, he chooses someone else to be
It.
Variation
You may decide
may move
that players in the circle
only
the right.
to
cannot find a place, you may permit him to pass!" and everyone changes positions
If It
call out,
"Cushions circle,
the
in
but the cushions remain on the chairs where they have
been placed previously.
Let the
DAISY PETAL GUESS children try to guess the number
of petals that
on a daisy that the leader shows to the group. Do not let anyone handle the flower during the guessing. Anyone who are
guesses the exact scores a point
if
number he
is
is
the winner. Otherwise a person
within
five of the
exact number, and
a person scores a point for guessing correctly that the
ber of a
is
odd or even, whichever the tie,
the one
who
is
case
may
num-
be. In the event
nearer the correct
number
is
the
winner.
Variation
Guess the number of grains of wheat that can be held in a thimble.
Guess the number of marbles that are in a
jar.
23
DILL! All stand at one the center. across
to
When
the
end of he
calls
a marked-oft
out, "Dill!
opposite side.
catch the others.
The
first
DILL!
Whoever
one caught
area.
is
is
One
is
It
in
must run tagged must help
Dill!"
It
all
for the next
game.
Variation
Let those who are to tag the others stand with their backs toward the starting line. They may chase a person only after that person has passed them.
DROP THE HANDKERCHIEF* The
players form a circle,
and one person
outside of the circle carrying a handkerchief.
passes
When
on the
the hand-
is dropped, the one who is nearest it must chase the one who dropped it. If the chased person is caught, he must go into the center of the circle. Also any person who fails to see the handkerchief behind him until the one who has dropped it has made a complete circle must go into the circle. Those in the center watch for an opportunity to retrieve a handkerchief once it has been dropped so that they can re-
kerchief
turn to the
circle.
Variation
Use different colored handkerchiefs. A red handkerchief woidd mean to ignore it, and a blue handkerchief would
mean
to
run
in
the
opposite counterclockwise direction.
DUCK ON A ROCK Each player as
his
"duck."
selects a
rock about the
The one who
is
It
size of his
places his
fist
to serve
"duck" on
larger rock to serve as a target for the others to
hit.
a
The
players stand at a distance about twelve to twenty feet from the "duck," and each in turn throws his knock the "duck" off the rock. Whoever the "duck" off the rock may retrieve his caught. The others may be caught once
24
rock in an effort to succeeds in hitting
rock without being they have touched
The one who
their rocks. his
"duck"
in position
is
when Whoever is tagged must rock before he may tag anyone.
may
It
is
on the
place his rock on the larger
tag a player only
rock.
Variation
Vou may
game indoors by using
play this
clothespins or
beanbags.
EGG HUNT* Hide colored eggs out-of-doors. Some of the eggs may be numbered, and certain numbers may be worth special prizes. Variation
You may use candy wrapped in cellophane instead of eggs, may hide colored milk bottle caps instead of either candy or eggs. The caps may be colored or numbered to repor you
resent candy or special prizes.
You may want auction for prizes listed
to
list
later.
prices
The
bids
on eggs, and then hold an would be made by the prizes
on the eggs found.
ENVELOPE GUESS Place
objects
sealed
in
enveloj^es.
the
Pass
envelopes
around the circle, one at a time, and then have each person put on a sheet of paper what he thinks is in the envelopes. Later check the list, and the one who has the most correct answers
is
the winner.
Suggested fingernail ruler,
items
file,
to
be
used:
postage stamp,
paper clip, comb,
eraser, chain, a marble, string of beads,
pencil, crayon,
seeds, toothpick,
nail,
thimble, postcard, ribbon, yarn,
match, button, checker, pebbles, and clover
blossoms. Variation
Place
the
velopes and
envelopes around let
the players
the
room.
move around
Number to
the
en-
examine the
envelopes.
Blindfold each player as he examines the envelopes. 25
THE FALL OF JERICHO* Form two
The
circles of children,
one
circle inside
the other.
inner circle represents the city of Jericho, and the outer
who
to conquer the city. from the leader, the members of the inner circle say, "Joshua," and the youngsters who are in the outer circle begin to march around the inner circle. They may sing or recite the words from the Negro spiritual, "Joshua Fit the Battle ob Jericho": circle the Israelites
At
a given
try
signal
"Joshua fit the battle ob Jericho, Jericho, Jericho; Joshua fit the battle ob Jericho, And de walls came tumblin' down!"
When circuit,
the
members
of the outer circle have
they shout, "Jericho!"
"Joshua!" and the outer
The
completed the
inner circle again
says,
continues marching around
circle
the inner circle as before. This is repeated until the outer group marches around the inner circle seven times. When they shout, "Jericho!" those in the inner circle must fall down to represent the falling of the city of Jericho.
The cles,
children change positions and another game is played.
in the inner
and outer
cir-
FAN THE FEATHER Give each child a fan and a feather and fan the feather so that
it
moves
room. Instead of feathers you
to
may
let
him
try
to
the other side of the use small bits of tissue
paper. Variation
Make an obstacle course so that the feather has to go around or through objects, such as hearts cut out of a newspaper that are hung from the ceiling. 26
FARMER The
players
farmer.
form
The farmer
IN
a circle,
THE DELL* and one
is
chosen to be the
stands in the center of the circle as
all
join in singing:
The farmer The farmer
in the dell, in the dell.
Heigh-ho the derry-o, The farmer in the dell.
The farmer The farmer
takes a wife, takes a wife,
Heigh-ho the derry-o, The farmer takes a wife.
Next, the wife takes a child, the child takes a nurse, the nurse takes a dog, the dog takes a
cat,
the cat takes a rat,
the rat takes the cheese, the cheese takes the money,
money's left alone. The one farmer for the next game.
who
is
the
and the
money becomes
the
FEATHER HUNT Place several feathers in a given area. Let
the
children
hunt for the feathers, and when someone finds one he must blow it in the air and keep blowing it until he reaches the place where the leader is located. A player scores a point for each feather he blows home. Variation
A container may be placed for each team, and each feather must be blown so that it lands in the container. Tissue paper or milkweed or other wild flower fluff may be used if feathers are not available.
FISH
POND*
Provide poles with strings attached and fish
let
behind a curtain. They may catch cutout
be traded later for
prizes, or they
may
the children fish
that
may
catch sacks contain-
ing various goodies. 27
Variation
Place a magnet at the end of each string, and
ermen
many
try to catch as
catches the most
nails as they can.
let
the
fish-
The one who
the winner.
is
FLAG HUNT Make pennants
construction paper and toothpicks. Each team hides ten of these in a given area. All must be in view. The signal is given and the hunt is on. The team to find its ten pennants first is the winner. of
Variation
You may number them
and require
the pennants
a
team
to find
numbering.
in the order of
FLOATING CANDLES Make
floating candles by melting
walnut
shells
and by placing
crayons for color
if
wax
strings in
into
them
empty English for wicks.
Add
desired.
FOLLOW THE LEADER* The is
up
children line
at the
head of the
in single
line.
file
and follow the one who is good out-of-doors
This especially
where there are a large number of around. Otherwise the leader
trees
may make
to
go through or
special motions, or
he may vary his step on the way. Variation Select
two leaders and
either group.
and
The
let
the children
leaders will
their followers will
do
move
become
a part of
in different directions
different things.
FORWARD MARCH The
children form a line facing the front of the room.
They should be standing about midway between and the back.
When
Soldiers," everyone steps
28
the front
"Onward, Christian forward one step. When "Old Folks
the pianist plays
at
Home"
is
played, everyone steps backward one step.
When
"O Susanna!" everyone stands still. Anyone who makes the wrong move must step backward one step. The first to reach the front of the room are the the pianist plays
winners.
Variation
You may have
the children
stead of one. Also you pianist, or
may
move two
steps at a time in-
choose other selections for the
you may use another instrument in place of a piano.
FRUIT
BOWL RACE*
Divide the group into two teams and line them up at one side of the room. Place two fruit baskets at the opposite side of the
such as lemons, oranges,
bells.
When first
balls,
potatoes,
the leader calls out an object, a
team runs across
The
and oband child from each
room, and place inside each a variety of
jects,
to the basket
fruit
blocks,
and brings back the
object.
to return scores a point for his team.
Variation
Let each child return the object to the basket after bringing
it
back
to his
team.
GET YOUR NEIGHBOR* Line the children up in two rows opposite each other at either side of the room. Next send a child from one side to select a neighbor to bring back with hirti. Then let a child from the other side go over and select a neighbor. Keep alternating the selection of neighbors until everyone has participated a
number
of times in this activity.
Variation
Let each child
select
two neighbors
at a time.
29
GHOSTS Ask half of the group to go out of the room. One at a time comes into the room wrapped up in a sheet so that no part of him can be seen. Each must make the sound of a ghost, "W-h-o-o-o-o-o-o-!" and those in the room try to guess who it is. The team scores a point for each one guessed correctly. Then the teams change places and the others try to guess
who
the ghosts are.
GOING TO HOUSEKEEPING The
sit in a circle, and each one in turn selects an item that would be found in a house. Later each one tells what he is going to do with his object, such as "I am going to sweep my house with my broom." The others must follow the same pattern with their objects by saying "I am going to sweep my house with my bed," "I am going to sweep my house with my lamp," "I am going to sweep my house with
my
children
rug," etc.
HAVE YOU EVER SEEN A
LASSIE?
and form a circle. One is It in the center. The group sings, and as they sing "this way" and "that way," the one in the center provides action for the Players join hands
The leader may salute, he may reach his hands upward, he may jump up and down, etc. The word "laddie" is used when a boy is in the center. others to imitate.
Have you ever seen a lassie, a lassie, a lassie, Have you ever seen a lassie go this way and that? Go this way and that way, go this way and that way? Have you ever seen a lassie go this way and that? Tune: "O, du Lieber Augustin"
HEART HUNT Cut hearts of different sizes from sheets of newspapers, the same number from each sheet. Hide the hearts in a particular area, and then give a sheet of newspaper to each contestant or group of contestants. 30
At a given signal each one hunts for a heart. When he has found one, he takes it to his sheet of newspaper and checks to see whether or not it fits one of the cutout openings. If it does, he keeps the heart and begins to look for another one.
If
where he found heart
and
it,
fit,
he returns
at a
to find the hearts that
time.
The
first
the spot
to
it
he searches for another.
may be picked up
group is
does not
it
Only one
individual or
belong to a sheet of newspaper
the winner.
Variation
Cutouts of different shapes may be made in the sheets of newspaper. Also you may ask the children to color the cutouts after they discover they fit their sheet of newspaper.
HIDE THE THIMBLE*
A
child
is
chosen to hide a thimble or other object while The object must be partially
the others are out of the room.
When
in sight.
when
the others enter the
room and begin hunting
hidden object, the one who hid
for the
they are warm, hot, or cold.
object hides
it
it
tells
the hunters
The one who
finds
the
for the next search.
Variation
one to see the hidden object sits down while the on hunting till all have found it. Three objects may be hidden, and a person must find two out of three to become the next one to hide the objects.
The
first
others keep
HIGH WATER
Two
hold a rope
cross over is
it
at different levels,
without touching
it.
and the others
Whoever touches
try to
the rope
eliminated.
Variation
Instead of holding the rope in the
back and forth on the
air,
it
may be snaked
floor.
31
AND CLAP
HISS
One
The
goes out of the room.
him
they want
room and clap when he the
to kneel
others decide which person
Wlien the one returns to when he is wrong and
before.
kneels, the others hiss
kneels before the right person.
Variation
Vou may decide on other and shaking hands.
actions, such as bowing, saluting,
HIT THE Place a tenpin or can for a
room, and then
MARK* mark
at the other
end of the
the children try to roll a ball to hit
let
Use the distance that
it.
best for the age group.
is
Variation
The
children
down, such
may
prefer something that can be knocked tenpins, pieces of wood, or
several
as
piles
of
blocks.
HOOP
RELAY
Use barrel hoops or bicycle through the hoops to win.
The team must go
tires.
Variation
Two persons rim across the room inside a bicycle two teammates run back.
tire,
and
HOT POTATO Make
a
"Hot Potato" by
sock into a knot.
One
tying a large handkerchief or a
person
is
It.
The
players
toss
the
"potato" around in an effort to keep from being tagged by It
when
the
"potato"
tagged becomes last
32
It.
one who touched
is
the
If it
in
their
"potato"
may be
possession. falls
tagged.
to
Whoever
the
floor,
is
the
Variation
Use other
such
objects,
as
balloons,
boxing gloves, and
small cushions.
"I'M
A COW,
BOWWOW"
The children form a circle and one is chosen to be It in the center. The one who is It stands in front of another player and says something like the following: "I'm a horse. Meow! Meow!" Before It counts to ten, the player he is facing should reply in a a
manner opposite
to the original:
"I'm
cat. Neigh! Neigh!" Other examples:
— — — Baa!" "I'm
"I'm a dog. Caw! Caw!" "I'm a crow. Bowwow!" "I'm a pig. Hee-haw!" "I'm a donkey. Oink! Oink!"
"I'm a duck. Baa!
a sheep.
Quack! Quack!"
Variation
Sounds of objects may be used instead of animals. For exmay say, "I'm a church bell. Honk! Honk!" And the reply then would be, "I'm an automobile horn. Ding! Dong!" ample, you
IMITATION* Each child imitates the action or the sound of something The others try to guess what it is. Then all may join in an attempt to imitate the sound or action once it has familiar.
been guessed. Variation
The all is
leader
may
designate what
is
to
be imitated, and then
of the children will attempt to determine
which imitation
best.
INDOOR HOPSCOTCH Fasten newspapers or pieces of cardboard together with tape,
and then mark your
checkers,
mark
or bottle
lines
with crayon. Use rubber heels, Use crayons to
caps for your markers.
initials in the spaces.
33
AND
KIDDY CAR
TRIKE*
Let each child ride a kiddy car across the room, and then let
him
ride a tricycle back. Give everyone an opportunity to
ride both ways. Variation
Let each child carry a
flag or a
balloon as he rides.
Place a hassock in the center of the
have
will
to ride
around
it
room
to cross the
so that each child
room.
THE KING'S TRADE Everyone chooses an action that he can do that will rep-
One
resent a particular profession.
At
a signal
of their professions.
tions
the
actions,
imitated,
When do
to
from the King
the
stop
all
but
is
chosen to be the King.
begin to go through the mo-
all
When
the King imitates one of one whose action is being do what the King was doing.
the
and he begins to King goes back to
his original motions,
all
start
their trades again.
Variation
You may do
the same thing with the
LISTEN
humming
of songs.
HUNT*
Test the ears of your group by having them mention the various sounds they hear on a hike or in the they are. try
You may have someone make sounds
room where
that the others
to identify.
Suggested sounds: sandpaper on wood, a spoon tapping a pie plate, a pencil tapping a glass, a floor,
and
penny
falling to the
fingertips tapping a desk top.
Variation
You may have
the children mention the sounds they like and those they like least. You may give them a sound quiz, such as the following:
best,
a siren, a whistle, a bell, a screeching, a scream, a a
34
boom, and
a bang.
honking,
DUTCH BAND
LITTLE
Each person including the leader of the band, chooses a The band begins to play, but
different musical instrument.
when
the leader imitates another instrument, the person
has that instrument must imitate
Once an instrument
is
passed on to someone
imitated
it
the is
who
instrument.
leader's
kept by the imitator or
else.
Variation
Whoever
fails
to play the
proper instrument has a point
scored against him. Three scores against a person and the
person pays a forfeit or
is
out of the activity.
LONDON Two
players
are
chosen
to
BRIDGE* be captains of teams.
chooses an object in the same category so players
makes
may make
a choice
that
the
Each other
between them. They may choose
of cars, desserts, animals, vacation trips, etc.
The two form a bridge by joining their hands and holding them above their heads. Then the others form a single line and march through the bridge as all sing: "London bridge is falling down, falling down, falling down; London bridge is falling down, my fair lady." The bridge finally falls at the end of the song, and the one trapped makes a choice between the two objects. All those who choose the same object make up the captain's team for any contests that are held later. Variation
Let
When
the
players
continue to march
through the bridge.
a player has been trapped three times, he
is
eliminated
from the game. 35
MAGNET
RELAY*
Each team has a magnet. The players must run across the room and pick up a nail from a pile of nails and bring it back clinging to the magnet. Variation
Use
by a magnet,
a variety of objects that can be carried
such as pins, tacks, and paper
clips.
MAILBOX Place mailboxes in different places, and designate on the
outside of each which mail should be placed inside. Distribute
addressed envelopes to the players, and letter at
The
a time.
first
let
them mail one
player to finish correctly
is
the
winner.
Variation
Reverse the process by giving each group a
up from
that are to be picked
may be brought back
at a
the mailboxes.
list
of letters
Only one
letter
time.
MAP HUNT Distribute road
maps
of a state or region
to
individuals
or teams.
Then
The
one to locate a particular town or city scores a one should check the map key to find the location
first
point.
No
call
out the names of places to be located.
of any place.
You may
ask the older children
to
find out
the mileage
between two points on the map. Again no one should consult the mileage chart that may be found on the map. Variation
You may include lakes
and
valleys.
36
rivers, or
the location of bodies of water, such as
land formations, such as mountains and
MENAGERIE Each person is given the name of an animal or a bird. When the Keeper in the center mentions a bird or an animal, the one who has that name must stand where he is, give the sound, and then sit down. If the Keeper sounds the warning, "The lion is out of his cage!" all must exchange places. Variation
Place the names on the chairs, and then whenever a per-
son
sits
at a different place
he takes a different name.
MUSIC GUESS* Play ten songs or choruses that the children are likely to
know, and
them guess what they
let
are.
Variation
Let each child
hum
a tune for the others to guess.
MUSICAL BOUNCE* While someone plays the room.
The
last
When
a
piano the children march around
the music stops, everyone
one down
is
continues until there
sits
on the
eliminated from the game. is
but one person
floor.
The game
left.
Variation
The
"Going to Jerusalem," is played with removed each time so that a player is always eliminated when he is unable to find an empty chair. chairs,
original version,
and
a chair
is
NECKLACES See
who
make
can
soms, daisies,
or
the longest necklace out of clover blos-
any other material available in a given
length of time. Variation
Let a group see
how
long a chain they can
make out
of
grass.
37
'
NEWSPAPER
SKI
RACE
Tie newspapers around the shoes of the contestants and them race across the room and back.
let
Variation
You may
tie
paper sacks instead of newspapers around the
shoes.
Place sheets of newspaper on the floor to form islands.
jump from one to another to cross Whoever does not step on a newspaper is
children must
and back.
the
The room
out of the
contest.
NEWSPAPER TEARING The
leader
names an
object, such as a bear,
and then each
child tries to tear out of a newspaper a likeness of the ani-
The
five, and Another object is mentioned, and the same procedure is followed. The one with the highest number of points at the end of the game
mal.
best
one
is
given ten points, the second best
the honorable mentions one point each.
is
the winner.
Objects that
may be
used: box,
fish,
tiger, tree,
moon,
star,
train engine, car, horse, bicycle, football, doll, hatchet, basket,
owl, rabbit, etc.
Variation
Freehand drawings may be made of the objects instead of tearing.
NOAH'S ARK HUNT Hide pictures of animals and birds that would have been on Noah's ark. Do not hide any in pairs. Let the children try to find pairs of the animals and birds. They may trade with others in order to make a pair.
you do not have pictures, you may write the names of animals and birds on slips of cardboard and hide them inIf
stead.
Children or as teams. 38
may hunt
for the pictures or
names
as individuals
Variation
Hide only enough pictures of animals so that there will be one for each person in the group. When a ^person finds the picture of an animal or bird, he gives the call, and the two who have the same picture try to get together. The first pair to get together
is
the winner.
NOSE HUNT* Go on
and
a hike
let
the children look for flowers or herbs
or other plants that give off a distinctive odor. to report a different
The
first
one
odor scores a point.
Variation
Indoors use blotters with perfumes or saucers with
spices.
NUTS AND BOLTS Each player holds a nut and a bolt in his hands. He may them to either hand for any contest. For individual
shift
contests a player
may
ask another to challenge him.
To
chal-
hand opponent holds a nut in his left hand, and left hand if he believes his opponent holds
lenge a player, the contestant places a nut in his right if
he thinks his
the bolt in his
one in
when
his right, so that the items will
they are shown.
The one who
his challenger fails to guess correctly
is
be in opposite hands challenged scores
what he holds
if
in either
hand.
For a team contest the teams form lines and approach Then at a given signal the hands are opened.
each other.
The team matched.
that
The
is
challenged scores for each hand that
is
not
teams alternate between being challengers and
the ones challenged. 39
Variation
The teams may leave
their
duplicate
choose to hold but one item at a time or hands empty. The challengers win when thev
their
opponent's choice.
NUTS
IN
MAY
Choose two teams and designate a line between them. Each team should have a captain. As the song below is sung to the tune, "Here We Go Round the Mulberry Bush," two players who have been named try to pull each other across the line.
Whoever
is
pulled across the line joins that team.
Group:
First
Here we go gathering Nuts in May, nuts in Here we go gathering At six o'clock in the
nuts in May,
May, nuts in May, morning.
Second Group:
Whom
you gather
will
for nuts in
May,
etc.
Group:
First
Roy
We'll gather
for nuts in
May,
etc.
Second Group:
Whom
will
you send
to fetch
him away,
etc.
Group:
First
We'll send
Guy
to fetch
him away,
etc.
OCCUPATIONS Two
teams are chosen, and each decides upon some occupation that can be acted out. One team approaches the other with the following conversation:
"Here we come."
"Where from?"
"New
Orleans."
"What's your trade?"
"Lemonade." "Show us some." 40
Whenever the occupation is guessed, the team that has been acting out the occupation runs back toward their goal. Whoever is captured must go to the other side. The game continues until all are captured by the one side. Otherwise the larger side
is
the winner.
ORANGE AND LEMON
ROLL*
For the smaller children it will provide interest to have sit opposite a partner and roll oranges or lemons or
them balls
back and forth between them.
Variation
Use
a variety of objects, such as table tennis balls, potatoes,
volleyballs,
and
basketballs.
ORANGE OR LEMON* One
person
is
It.
He
and an orange and each one tries
holds a lemon in one hand behind
his back,
in the other.
line,
to guess in
orange
is
being held.
If
The
children stand in a
which hand the lemon or
a child guesses correctly, he scores
becomes part of the Lemon Group if he said "lemon" and the fruit was the orange, or he becomes part of the Orange Group if he said "orange" and it was a lemon. Later the two groups should sing separately. a point. If he misses, he
Variation
You may use individual forfeits, who miss sing or whistle a song. You may also begin with two
such as having the ones equal groups,
Group and an Orange Group. Each team would
a
Lemon
try to score
the most points. 41
OUR COOK DOESN'T Announce
"Our cook
that
mention something that you plan letter
and then Nothing is acYou may do the same like
peas"
to give her.
ceptable that contains the letter P.
with the
PEAS
LIKE
doesn't
T, using tea instead of peas.
PAPER PLATE TOSS Each player should have a heavy paper plate with his name on it. A throwing line is designated, and the players line up single file behind the person chosen to throw first. The first player throws his plate as far as he can. Each one in turn then tries to throw his plate so that it will touch the first plate thrown when it lands. Those whose plates touch the first plate thrown score a point. If no plate touches the plate thrown, then the nearest plate scores a point for
first
owner.
its
The
second person in line throws his plate
first
for
the
next contest. This procedure continues until every contestant first. The one with the end of the contest is the
has had his chance to throw his plate
number
highest
of points at the
winner. Variation
The
first
one
tosses his
plate as far as he can,
and then
the others try to toss their plates so that their plates touch the
first
when
touch the
first
they land. plate
is
Whoever
fails
to
have his plate
eliminated from the next contest.
contest continues until everyone but the
first
tosser
is
The elim-
inated.
PASS THE ORANGE* The
children line
One
room.
child
is
up
in
two rows
at opposite sides of the
given an orange, which he carries across
the room and hands to the child at the front of the line. That child carries the orange back across the room. Each
child
who
line.
This
pated. 42
has carried the orange goes to the back of the activity
continues until every child has partici-
Variation
Make
this a relay
with an older group. You
may
also alter-
nate a lemon and an orange.
PEBBLE TOSS Toss ten pebbles with the a
distance of twelve feet.
must use
his right
If
left
hand
a
person
into a No. 10 can at is
a
left-hander,
he
hand.
Variation
Toss pebbles at a bull's-eye laid out on the ground. Toss paper plates for distance, or toss them into a wastebasket.
Toss milk bottle caps at empty flowerpots, or on a board similar to shuffleboard. Cut hoops from an oatmeal box and toss them
them
toss
for scores
at the legs
of an overturned chair.
PICTURE HUNT* Place pictures that illustrate Bible stories in different loca-
room. Mention a Bible story and see
tions in the first
one
who
the
is
to locate the picture that illustrates that particular
story.
Variation
Assign
stories
viewed the illustrates
to
the
children,
story, let the others
and
after
try to find
they
have
re-
the picture that
it.
Let the children look at the pictures, and then
as
you make
a tour of them, let the children recall the story illustrated.
Hide the pictures and illustrates
let
the children find the picture that
the story mentioned.
PICTURE STORY
HUNT
Let the children look through magazines for pictures that
seem
to tell a story.
Then
let
them suggest what the
story
may
be.
43
Variation
Let the children display the pictures
Then
they
have found.
them decide which is the most interesting, the most attractive, the most exciting, the most quiet, the most colorlet
ful, etc.
PLAY BAND* Let each child provide himself with some rhythm-making such as a stick to beat against a bottle, a pan, or a
outfit,
Then
board.
let
the children beat out the
rhythm
of
some
simple tunes. Variation
You may wish addition of
make
to
bells, kazoos,
rhythm band with the
a regular
cymbals, and other suitable instru-
ments.
POISON HASSOCK All
form a
circle
around
a hassock.
The group
in a clockwise direction, trying to force
to
touch the hassock.
Whoever touches
moving group poisoned and is
members it
is
starts
of the
eliminated from the game. Variation
You may cushions,
use tenpins, small rugs, sheets of newspaper,
etc.,
tires,
for the poison.
POOR PUSSY One
child
is
Pussy.
The
others are seated in a circle. Pussy
moves around the circle, meowing and trying to make the others laugh. Each child in turn pats Pussy on the head and says, "Poor Pussy! Poor Pussy!" Whoever laughs becomes Pussy. Variation
You may add
a Puppy and have the children refer to him Poor Puppy. No one must get the two animals confused. Whoever does becomes Pussy or Puppy. as
44
POTATO BOWLING Divide the group into teams. Each player has a potato.
The the
team
first
members
roll
and then an efgroup of potatoes. The second team scores their potatoes across the lawn,
of the other
fort to hit the first
team
a point for every potato hit.
cedure.
The game may
roll their potatoes in
Then
the teams reverse the pro-
consist of five or ten rounds.
Variation
You may You may
use croquet balls instead of potatoes.
round that a team This could be double the points earned in the following round.
manages
give extra points for each
to hit every potato.
PRICE
HUNT
number of prices for grocery items around a given area. Then as you read a grocery list the children look for the price you mention. The one who is first to find the price Hide
a
and bring Items and
it
to
you scores a point for himself or his team. from a circular or ad for a
prices can be secured
local grocery store.
Variation
may be able to hide pictures you have cut out of advertisements. In that case there would be one score for the picture and another In addition to the prices, you
of the items that
for the price.
45
PUSS IN BOOTS* One child sits on a chair with his hands over his eyes, his back toward the others. Another child puts on an oversized pair of boots and starts walking as quietly as he can toward the one seated in the chair.
the boots, he stands
dren see
who
When
the child in the chair hears
up and the place
is
marked.
The
chil-
can get the farthest in the boots without being
heard.
Variation
Other slippers,
articles of dress
may be
and high-heeled
shoes.
used, such as galoshes, beach
PUSS IN THE CORNER Each child except the one who is It finds a corner or chair for his home. The one who is It is Pussy, and he tries to find himself a corner. The others exchange places when Pussy isn't
watching, and the Pussy
The
spots.
who
child
is
left
tries to get one of the vacant without a corner then becomes
Pussy.
Variation
Trees are especially good for "corners" when
this
game
is
played outdoors.
You may
place sheets of newspaper on the floor to repre-
sent the corners.
QUIET ADVANCE* One person
is
blindfolded and
turned toward the others
The
who
on
a chair with his back
the room.
up and touch the chair where without being detected. Whenever It hears some-
others attempt to sneak
It is sitting
one, that person
someone
must return
to
finally reaches the chair
takes the place of the
one who
iliililiiiii
46
sits
are seated across
is
the starting point.
^Vhen
without being detected, he It.
iiiiiiiiiiiiiiiiiiiiiirTTrrT
ROOM
RACES ACROSS THE
Let a child run across the room while tossing a ball up in the air and catching
it.
If
the ball
is
dropped, the child
is
eliminated.
Bounce the
a table tennis ball
room and
on the
floor as
you run across
back.
Balance a paper cup on the head while going across the
room and
back.
Carry a magazine on the head while going across the room
and back. Toss two balls from hand to hand while going across the room and back. Hop on the right foot, step with the left foot, as one crosses the room and back. Kick a balloon and toss a ball in the air and catch it while going across the room and back. Lay twenty beans in a line while crossing the room, and pick them up on the way back. Take two steps forward, then one back, and repeat the action while crossing the room and coming back.
RAINBOW Use crepe paper of the colors
TRAIL*
rainbow to lay a trail. bows until they find the orange bows. After the orange has run out, they look for the yellow, and so on through the green, blue, and finally the violet. Then let the group hunt for the Pot of Gold which may contain some surprise refreshments, such as candy or First
of the
the children follow the red
peanuts.
Variation
You may drop to the ones
who
the
bows along the way and give points Gold count
find the bows. Let the Pot of
twenty-five points.
RED LIGHT This
who
is
is
It
a form of the familiar hide-and-go-seek. The one counts to ten and then calls out, "Red light!" If
47
he
anyone moving
sees
after
he has said "Red Light," that The counting con-
person must return to the starting point. tinues until everyone
is
out of sight.
Then
game proceeds
the
as in hide-and-go-seek.
Variation
The one who
is
It
may have
the option of caHing out
"Red light!" In that case the players may continue to run. Only when the one who is It counts to ten and calls out "Red light!" must the players stop run"Green hght!"
as well as
ning.
RED LIGHT, GREEN LIGHT* Place red cloth and green cloth over flashlights to provide red and green light.
The
children take a step forward
and they stand still when the light Anyone who moves at the wrong time must go back the light
is
green,
when red.
is
to the
starting point.
Variation
Let the children go as far as they can while the light green, but
if
they
move while
the light
is
red they must
is
re-
turn to the starting point.
RING AROUND A ROSY* The as
children join hands, form a circle, and
move around
they recite together the following lines in singsong fash-
ion:
Ring around
A
The
The
whom
last
last
one down
one who squats
he likes
a rosy,
full of posy,
is
is
It!
supposed
to
tell
the others
best.
Variation
You may
ask the one
favorite dessert, car,
48
who
is
last
game, or hobby.
to
respond
to give his
ON A
RING
STRING
Place several rings on a string and
held by a circle of players.
The
others
move
the rings back
tries to find
ever
is
it is
so that in
It
and forth with
someone who has
caught becomes
tie
child
move around
so that the rings can is It
One
it
can be
the center. their
hands
The one who his hand. Who-
the circle. a ring in
It.
Variation
Use other
objects, such as washers, nuts,
and buttons.
ROUND HUNT* Hide
a variety of objects
that are round, such as balls,
marbles, paper plates, oranges, potatoes, balls of yarn, and
cardboard
disks.
point for each
Give two points for each sphere found, one flat
piece.
Variation
Give special points for the largest and smallest object in each category. Let each person note every circular object he can find
in-
doors or outdoors, such as the face of a clock, the moon, and the sun.
RUN SHEEP, RUN Place a stick so that
it
building. Select
someone
and the others
hide.
have hidden.
leans against a tree or the wall of a to
be
Then
It
It.
It
starts
counts to one hundred
looking for those
who
any of the others can run to the goal without being tagged, he grabs the stick and throws it as far as he can, at the same time yelling, "Run Sheep, Run!" That gives the others a better chance to hide, for It must retrieve the stick before he may continue hunting. The first one caught is It for the next game. If
49
SACK HUNT* mask over the head
Place a sack let
in the
box
hunt
of each child,
and then
hidden room. They may consist of pairs of animals, cutouts,
the children
for a variety of objects that are
tops, pictures, clothespins, etc.
Variation
Divide the group into teams, and
let
them work together
the hunt.
in
Number hunt them
the objects to be found,
and have the children
in a definite order.
SEED PASS Give each player in a circle a spoon. Start a butter bean one direction and a pea in another. The seeds must be passed aroimd the circle in opposite directions. Whoever drops a seed is eliminated from the game, and he must turn in his spoon. Continue playing the game until only one person in
is
left.
Variation
Add jects,
to the
such
number
as nuts,
of seeds,
and include
also other ob-
marbles, and jackstones.
"^
SERPENT'S TAIL The children line up with their hands on the shoulders of the one ahead to form a serpent. One is It. He tries to catch the tail of the serpent while the others try to keep him away. The catcher becomes the head of the serpent when he catches the tail, and the one who is at the tail end of the serpent becomes the next catcher. Variation
You may have two the
50
tail
of the other.
serpents,
and each head
tries
to catch
SHOE HUNT* Hide shoes
in a given area, then let the children hunt Give one point for each shoe found, five points The shoes should be hidden with a part show-
for the shoes. for each pair. ing.
Variation
Place objects in the toes of shoes.
The
object
would be
to
find the objects rather than to bring back the shoes.
Try to find different sizes of same size, only one shoe counts.
SPIDER Each child been wound child tries to of
it
Avhich
is
shoes.
If
two shoes are the
WEB
given the end of a piece of string that has
in and out among wind up the string
may
a
of obstacles.
series
in
an
effort to find the
Each end
lead to a prize.
Variation
A
group
may
of children
try to find the
other end of
ments or another game
it.
follow the same string as they
The
string
may
lead to refresh-
area.
SPIN THE BOTTLE* Use a milk bottle or a pop bottle. The children sit in a circle and someone asks a question, such as "Who is going for an airplane trip?" and spins the bottle. Whoever the bottle points to when it stops is supposed to be the answer to the question.
Suggested questions: to school next
summer?
Who Who
likes butter? likes
Who
sour pickles?
wants
Who
to
go
has the
largest big toe?
51
SPOOL
HUNT
BIBLE
Place letters on the sides of spools and hide the spools in a
given area.
The
children look for spools that have letters
that can be used to spell out
books. Each group
tries to get
names of Bible characters or the most names.
Variation
Use blocks, anagrams, or cardboard
letters instead of spools.
SPOOL HUNT* Hide spools
in a
room
or outdoors in a given area.
spools should be partially in sight.
each child
try to find as
many
When
the
The
hunt begins
let
spools as he can.
Variation
Paste pictures of animals or objects spools,
and
You may
just the spools.
five
sides
of
the
assign values for the different an-
imals or objects, such as a lion
robin
on the
the children hunt for the objects rather than
let
is
worth ten points and a
points.
Divide the group into teams. Each team
tries to
build the
highest tower from the spools that are found.
SPOOL ROLL* Let the children try to of a chair or
up.
roll
their spools
through obstacles, such
They may
also race
boards or ironing boards. longest distance
them down
The
child
between the legs that you set
as books,
inclines
made
whose spool
of table
travels the
would be the winner.
Variation
Let the children wind string around the spools, just
like
and send the spools off in the same manner by unwinding the string quickly. Again the child whose spool trava
els
52
top,
the farthest
is
the winner.
SQUARE FOOT OF GROUND This
is
best for a small group.
Each player marks
off
a
square foot of grassy plot by using string and toothpicks.
Next each player explores
his plot of
ground
carefully, not-
ing any unusual activity or growing plants. Later,
let
each
one report what he found on his plot of ground. You may have the children count the number of ants seen, other insects, worms, and the variety of growing things found there.
Try
to find a plot of grass that will
provide a variety
of things to study. Variation
Select a plot of
on
it,
and
let
ground that has
little
the children dig into the
if
anything growing
groimd
to see
what
interesting things they can uncover or observe.
SQUIRREL HUNT* Hide
wooded area. Divide the group and score the hunt as follows:
a variety of nuts in a
into teams
— — — Almond — 10 points Brazil nut— 10 points Coconut — 25 points
Peanut 1 point Hazelnut 2 points English walnut 5 points
Variation
Let the group hunt for only one kind of nut at a time.
Appoint
member
a
leader for each group,
and have each team
take the nuts to the leader.
Let the children hide their nuts after they have found
them, and then the nuts
among
let
the others try to find them. Later, divide
the players. 53
SQUIRREL IN THE TREE by joining hands. One
Form
circles of three
in the center of each circle,
game
of
tag.
When
one who
and two are
the one
who
is
person stands
selected to start a
being chased enters a
must leave and try to avoid the chaser. Whoever is caught becomes the chaser, and the former chaser tries to escape. When a runner enters a circle, the circle, the
members
is
inside
of the circle should shift so that everyone gets a
chance to run.
STATUES Each child in turn is swung. When he is let go, he forms a statue and holds that position until the statues are judged. If anyone moves from his position, he is eliminated from the contest.
STEPS
One
person
is
It.
While
It
counts to
five
the others start
run toward a distant mark. At the end of the count. It turns his head. If he catches anyone still in the act of moving, that person must return to the goal and start over. The object is to reach the distant mark and return to the starting goal. The first one back to the goal becomes It for the next game. to
Variation
Give the one who is It the option of counting either to or ten, but he must count loud enough so that everyone can hear him. five
STILL
One
is
POND!
NO MORE MOVING!
blindfolded in the center of a
move around
the circle until
No more
the one
circle.
who
is
The It
others
calls
out,
moving!" Then the one in the center points to a person in the circle and asks him to bray like a donkey, crow like a rooster, grunt like a pig, etc. If he guesses who the performer is, he exchanges places with him "Still
in
54
pond!
the circle.
STORY ACTION* story let the children supply the
As you read a the action.
Try
to select a story that
filled
is
sound and
with sounds and
action.
Variation
In some cases perhaps the children can act out the entire story or at least parts of
it.
STORY-OBJECT HUNT* Hide objects that will be mentioned in a story you plan to As soon as the object is mentioned in your reading, let the children hunt until they locate that object. Then continue
read.
read until another object
to
for
many
of
the
objects
is
may
mentioned. You
use toys
needed, such as animals and ma-
chinery. Variation
Let the children look for the objects
them suggest a be a good way
and then let This would
first,
story that deals with the objects.
review a Bible story or lesson.
to
STRING
LIFT
nails, and washers to the ends and place them inside a container so that
Attach spikes, clothespins, of pieces of string
they cannot be seen by the children.
Each child
in
turn takes hold of a piece of string and
starts lifting.
As soon
as
he
to guess
what
it
he
correct
ject,
tries
the container, scores
a
point.
and
if
he can is
is.
feel
the weight of the ob-
He
pulls the object
in
Points are scored only
his
from
identification
when
he
identifications
are correct. Objects are replaced after they are lifted
from the
container. Variation
You may hang other and
objects
bolts, spools, crayons,
and
from the
strings,
such as nuts
erasers.
55
If first
you use crayons, you may have each child try to be the rainbow from the con-
to pull all of the colors of the
tainer.
STRING PUPPETS* Cut out figures of persons and objects and mount them on cardboard. Then fasten strings to the cutouts and make a small loop at the end so that a finger can easily be slipped through it. Use the string puppets to act out dramas taken from the Bible or from other sources. Variation
Let the children
make up
their
own drama
that they act
out with the string puppets.
TALENT TEST Select judges
and then have each person compete in each Ribbons may later be presented
of the following activities. to
the top winners. 1.
Sing a song.
2.
Tell a joke.
3.
Imitate an individual.
4.
Give a bird imitation.
5.
Imitate an animal.
6.
Call hogs.
7.
Whistle.
8.
Give a speech with gestures. Read new material from a newspaper.
9.
10.
Estimate the length of a minute.
Variation
You may tures, or
56
ask for recitations of nursery rhymes with ges-
you may ask for pantomimes.
TEAM RAINBOW Place a sheet of paper
and divide the group
on
a table at
one end of the room, box contain-
into teams. Also provide a
ing six crayons representing the colors of the rainbow.
The
box of crayons should be covered and held by someone in such a way that the person reaching into not see which color he
Each team
is
it
for a crayon can
selecting.
in turn sends a representative to the table.
He
reaches in the box for a crayon and makes a mark on the sheet of paper under his team name. The object is for each team to get the colors of the rainbow. The team that succeeds in doing so first is the winner.
Variation
This may be done on an individual basis by passing the box under a table and having each child mark on his own piece of paper.
THIMBLE GUESS Place something inside a thimble, and to guess
what
it
is.
let
the children try
Later, let the children take turns in plac-
ing a small object inside the thimble.
Suggested items that
may be
used: seeds, postage stamps,
tacks, thread, crayon, grass, paper, water, bead, screw, pebble,
cotton, clover, etc.
Variation
Hide the thimble with something inside it. Then let the what is inside the thimble by finding without the others knowing about it. The first to report
players try to find out it
to the leader
is
the winner. 57
— THIS
IS
THE CHURCH
All place their hands so that the
other and
Then
their
are
fingers
are against each
inside
their
hands.
the leader recites:
This
is
the church,
And this is Open the door And see all
The
thumbs
dovetailed
the steeple; the people.
leader forms the steeple by raising his thurribs to a
vertical position.
When
the hands are opened, the eight ends
of the fingers provide the people.
You can hold
a simple church service by having the peo-
ple sing, stand for prayer, recite Scripture,
can pretend the people are going
home by
etc.
Finally you
letting the fingers
walk across the tabletop. Encourage the children to participate in the service by following the finger exercise and also by joining in the singing and in the recitation of the Scripture.
THREE THINGS HUNT Gi\e each player the names of three things he is to These may be objects, cutouts, drawings, or pictures. first one to find his three objects is the winner. Suggestions: dog, tree, candle
drum, marble, spool
—
—
find.
The
child, candy, piece of pie
eraser, postage stamp, red pencil
— purse,
doll, car.
Variation
Divide the group into teams, and give each team three things to hide in a given area. the objects another
Then
each team
tries to find
team has hidden.
TIPTOE* Each child tries to tiptoe to the other side of the room and back so that no one can hear him.
58
Variation
Let the children skip, hop, walk backwards, and run across the
room and
back.
WHOM WOULD YOU
TO One person The one who
is is
chosen to be It
names an
The
It.
GIVE
IT?*
others
sit
in a circle.
object, such as a dog,
and then
he asks someone in the circle the question, "To whom would you give it?" The one questioned must answer before It counts to ten. the person questioned does not answer in time, or
If
repeats a previous answer, then he becomes
if
he
It.
Variation
You may
write the objects
oft slips
of paper
and have each
person in turn draw them from a hat.
TRACKS* Cut out footprints of a trail to
different sizes
to a different set of footprints.
end end
and place them along
be followed by a team. Each group will be assigned
of their trail
is
the winner.
The
A
first
prize
group
may be
to
come
to the
located at the
of the trail.
Variation
Use
real footprints
if
you have sand or snow that can be
used.
Let some of the footprints go backwards to
more
difficult for the
make
the trail
older children.
TREASURE DIG* Hide then Prizes
let
a variety of objects in a sandpile or
sawdust heap;
the children dig with spoons to uncover the objects.
may be awarded
are marbles,
wooden
if
you wish. Suggested objects
blocks,
and
to
hide
balls.
59
Variation
Have
You may
is
let
treasure
the
pile
be the
to be found.
use milk bottle caps to indicate other objects
be awarded to the one
to
and
treasure hunt,
a
place where the treasure
who
finds the particular cap.
TREE QUIZ Use tape
to fasten
questions to
swers to the questions on other a piece of
trees.
trees.
Also tape the an-
Give each participant
paper and a pencil, and when the signal
is
given
the players attempt to find the right answers to the ques-
let
may be given to the first one finished and also one who has the most correct answers. Either number
tions. Citations
to the
the trees or the questions.
Variation
Instead of questions
place
on
trees
pictures
of
persons,
trademarks, or makes of cars to be identified.
UPSET THE FRUIT BASKET All are seated in a circle, ter.
Each person
is
and one person is name of some
given the
It
in the cen-
fruit,
such
as
apples, bananas, oranges, or strawberries. AV^hen It calls out
persons must exchange places one of the vacated chairs. When It calls out, "Upset the fruit basket," all must exchange chairs. the
and
names It
of
tries
two
fruits, those
to get
Variation
Instead of fruit you items,
60
names
may
use other names, such as grocery
of people, states, rivers,
and
countries.
WATER ROLL* Make
a race
track
by blacking a six-inch wide strip of
newspaper with a lighted candle moved back and forth under it. Place the blackened side up and make several dips in it as you form an incline. Next each player takes an eyedropper and lets a drop of water roll down the track. The drop that travels the greatest distance is the winner. Be sure that adults prepare the track for this activity, for a lighted candle could be a fire hazard in the hands of chil-
dren.
WICKETS Use equipment from provise by using odds six feet apart,
but about
The
and
five feet
a croquet set for
and ends.
Set
this
up two
game
or im-
wickets about
a third wicket in the center of the two,
farther back of them.
children then stand about twenty feet from the front
wickets and try to roll the balls through the wickets. Five
points are scored wickets,
when
and ten points
a
ball
is
rolled
for rolling a ball
through the front through the wicket
in the back.
Wickets may be set up on either side of a lawn or playing and teams may be chosen to compete. Each player would have one ball to roll for a round. An equal number of rounds would be allowed each team. You may set fifty or one hundred points for the game, or let the winner be the team with the largest number of points at the end of a field,
designated playing period. 61
SUGGESTED 1.
2. 3.
ACTIVITIES
Go on
a flower gathering hike. Sponsor a bird feeder for a shut-in. Make scrapbooks for an orphanage or hospital.
5.
Take a tour of the local church. Become Grandma and Grandpa sitters.
6.
Learn some Bible
7.
Share story papers with other children.
4.
8.
Invite
9.
Talk Talk
10. 11.
someone
verses.
for dinner.
policeman about traffic safety. to a fireman about fire prevention. Let the minister give the children an opportunity questions about the church. to a
14.
Take Have Look
15.
Search for four-leaf clovers.
12. 13.
a ride into the country. a picnic in the park.
for unusual rocks.
16.
Plan a surprise party for a shut-in.
17.
21.
Learn more about some missionary. Put birdhouses in the yard of a shut-in. Organize a story hour for after school. Plan to sit in church as a class. Go hiking with Mother or Dad.
22.
Save
23. 24.
Have Make
25.
Clean up the classroom
26.
Try
27.
Remember
28.
Plan a "Be in
18. 19.
20.
money
for a special project.
a kite flying contest. a leaf collection.
to eliminate hazards
29. Visit a
at
church.
at
home.
"Thank you." Good Spirits" campaign.
to say
greenhouse.
31.
Show home movies of a vacation Make a picture collection.
32.
Write
33.
Read
30.
letters
to five persons.
a good book.
34.
Run
35.
Clean the yard
36.
Have
37.
Catch
62
errands for the neighbors. at the church.
a turtle race. fireflies.
trip.
to ask
38.
Make
a butterfly collection.
napkins.
39. Collect
40.
Plan to have a garden.
41.
Start a
stamp
42.
Go on
a bird hike.
43.
Make
44.
Organize
collection.
a collection of poetry. a
group
for playing games.
46.
museum. Make some picture
47.
Go
48.
Exchange games with
49.
Make
50.
Plan a surprise party for parents.
45. Visit a
puzzles
and exchange them.
camping. class
members.
a picture collection of animals
a birthday Bible text
51. Select
and
birds.
beginning with the
letter
of one's initial. 52.
Organize a pleasure singing group.
53. Collect used clothing to be given to the needy. 54.
Show some
55. Visit a
films or slides.
farm.
56.
Go on
57.
Plan a coasting party.
58. 59.
Have a corn roast. Have an old-fashioned
60.
Plant a flower garden near the church.
61.
Have
a short train ride.
taffy
pull.
a food shower for a needy family.
62. Listen to
some good
records.
63.
Plan a puppet show.
64.
Make soap carvings to illustrate a Bible story. Have a party with a neighboring Bible-school class. Have Scripture finding contests. Sponsor a hobby show for children. Read the Bible.
65. 66.
67. 68. 69. 70.
Gather books for shut-ins. Read the newspaper for someone who can't read very well.
71.
Prepare baskets of fruit for some shut-ins.
72.
Go
73.
Organize a game of baseball. Plan a swimming or wading party.
74.
ice-skating.
63
75.
76.
Go
for a boat ride. Plan to have a ride with a horse and wagon.
77. Collect picture postcards. 78.
Make
79.
Sponsor a pet show.
a collection of postmarks.
80.
Have
81.
Let the librarian
a dress-up parade. tell
about the books in your library
you should read. 82. Visit 83.
a state park.
Have
a picnic in a
wooded
area.
84. Visit a dairy farm. 85.
Send
86.
Collect used stamps for missionaries.
87.
Make a class roll of snapshots of your group. Learn a new prayer. Learn a new Bible verse every week. Be able to tell a Bible story from memory.
88. 89. 90.
gifts to
91. Listen 92.
Make
93.
Keep
94.
Make
to
a a a
a
missionary children.
missionary.
scrapbook of clippings interesting to children. list
list
you read. you can run for others in your
of all the books of errands
area. 95.
96.
List things you can do around your own home Give a potted plant to a shut-in.
to help.
97. Visit a zoo. 98.
Decorate wagons,
99.
Plan a campfire.
tricycles,
100. Visit a local factory to see
64
and
bicycles
for
something made.
a parade.
have fun with these
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chal-
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A real library of principles Bible teaching through games.
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