Fun Recess Games
Soccer Monkey in the Middle
This game is played with soccer skills. Children form a circle of any number of players. One player is in the middle of the circle. Players pass the ball to each other using soccer skills only (no hand touches on the ball), and if the player in the middle intercepts the ball (again, no hands allowed), he/she switches with the last player who touched the ball before the interception. This is a great game to improve passing and dribbling skills in soccer.
Pop Up Tag
The players scatter around the area. Everyone is a tagger. On the “go” any player can tag another player. When tagged, a player sits down and has to remain seated until the one who tagged him/her gets tagged. In which case the first one can get up and play again. The important thing here is to keep watching the player who tags you so you know when to get up again. In this game, players constantly tag each other at the same time. In this case, they play Rock, Paper, Scissors to decide on who has to sit.
Cross Fire
Equipment: 2 foam balls (or any kind of soft/light ball). The game begins with a large circle of players (not holding hands) while the other half goes in the middle of the circle. The circle players are given a light, foam ball, which will be kicked, low, always close to the ground, with the object of tagging the inside players bellow the waist level. Players inside the circle may jump, dodge, duck, etc., not to be hit. A player who is hit, joins the circle and help the others, until only one player is left. Game re-starts with players assuming the opposite role they started at. The ball must not be kicked hard. The goal is that a player in the middle of the circle be touched by a ball not “whacked” by it. The ball is kicked back and forth amongst players standing in a circle without the need to stop it then kick.
Konta Way (A children’s game from Papua New Guinea)
Two very soft foam balls. Groups of 2 to 3 players. Players in the same group hold hands. Groups roam around freely after the balls, with the goal of kicking a ball through one of the other groups, upon which they score a point for it. Balls can only be kicked to score points, but can be blocked by any part of the body to prevent another group from scoring a point on them. A point is scored if the ball goes between two players holding hands; or between one of the player's legs; not, if it goes over their heads. A group may not score a point if it does not have all its players connected by hands or elbows.
Long, Long, Long Jump
Cones or anything to mark spots on the ground, such as a stick or small rock. The group of children line up behind a line or mark. The first player in line performs a “long jump” (jumping with two feet together, landing with two feet together, and freezing at the point of landing. No step prior or after the jump). The next student in line, walks up to the point where the first one landed, stands right beside him/her and performs the same jump. The third in line walks up to where the second one landed and performs a long jump as well; and the activity goes on in this form, until the last student has jumped and the group has reached a certain distance. A cone is placed next to where the last jumper landed to indicate the current distance reached by the class and the game re-starts as the group tries to break its own record each time. A new player can be the one jumping first this time.
Guide and Traveler
Groups of two (one group of 3 if uneven numbers of kids). The couple decides who will start as the travel guide. The guide will make up and imaginary trip for traveler. The guide has to tell the traveler exactly where they are (such as going through rivers, forests, city, space, ocean, scary tunnel, etc.) and what they are going to do there (ride an airplane, horse, bicycle, ship, wrestle gorillas, fly like an eagle, etc., etc.). The guide will provide the traveler with a very imaginative, creative and fun trip, and they both perform the task together. After a few minutes they switch places.
Jump and Catch
A long jump rope and 1 soft ball. A group of four players is preferable. Two players turn the jump rope. One player jumps. The last one (the thrower) stands in front of the one who is jumping and tosses the ball to this player. The jumper will try to catch the ball while jumping. The thrower will throw the ball 5 times, and the jumper is supposed to catch at least 3 out of 5, in which case the group gets 1 point. The jumper is supposed to keep jumping after catching the ball, or at least complete one more jump for the point to be validated. If the jumper catches all 5 throws, the group gets 2 points. After 5 throws they all rotate positions; and someone else will be the jumper. Everyone gets a chance to be the jumper. The thrower waits for one full jump before tossing the ball to the jumper. Rope turners should turn the rope slowly, and wide, so as not to make too difficult for their teammates.
Foot Tag
Foam balls are needed. A few players are given a foam ball. They will try to tag the remaining players by rolling the ball (as in bowling) at their feet, with the goal of hitting a player’s foot (shoe); above the ankle does not count. If tagged, a player takes the ball and becomes a tagger. No tag-backs. Players may jump/dodge, the ball as taggers try to hit their feet.
Brownies and Cookies
Set two lines of cones (or any markers on the ground), about 50 feet apart. Divide the group in two. Groups face each other, with players standing shoulder-to-shoulder. One group is called the Brownies, and the other Cookies. The game begins with one group (let’s say Brownies) turning their backs to the other, with eyes closed. Cookies then begin to sneak up, quietly, tip-toeing behind the brownies. One player among the brownies is the “look out” and is responsible for listening to the approaching cookies. When the “look out” thinks that the cookies are close enough, he/she yells “here come the cookies” – the brownies then, turn around and chase the cookies, trying to tag someone before they can cross their line across the field. The tagged ones join the brownies, and the game continues likewise, with reversing roles. Now the Cookies turn around and the brownies sneak up behind them.
Ameaba Tag
Four students to a group (or 5 maximum if necessary), one person is the tagger. The 3 remaining students hold hands, forming the ameaba (a small circle). The tagger chooses one person in the group to tag. The tagger runs around the group trying to tag the one he chooses, and the remaining players protect that player by trying to maintain their bodies between the tagger and the target person – while always holding hands. Once that player is tagged, they switch places (tagger and tagged). The tagger cannot go through the middle, they must work around the outside of the group.
Throwing Sevens
A basket of foam balls in the middle of the playing area. The game starts with all players performing 7 jumping jacks. After 7 jumping jacks they go the center and invite someone for a challenge of tossing and catching a ball 7 times in a certain way without dropping it. They take turns challenging each other with different tossing and catching ways. For each new challenge, the challenged and the one being challenged have to perform 7 tossing and catching without dropping the ball. If dropping the ball during these 7 tosses, a player goes to another area and perform 7 jumping jacks again. Game proceeds this way. Remember: The player who is challenging another, also has to toss 7 times during the demonstration. Be creative in the ways you toss and catch the call - sitting, lying, kneeling, positions, etc.
Rho-Shan-Bo
Set two lines of cones (or any markers on the ground), about 50 feet apart. Divide the group in two. Groups face each other, with players standing shoulder-to-shoulder. Groups huddle on their end of the playing area and decide on one of the signs for "Rock paper scissors" game. They have to decide quietly, preferably not speaking, just looking at each other while they huddle and placing one hand in the middle to confirm they agreed on the particular sign. Then, they all go together to the center of the field and face the other team (row facing another row) and chant "rock paper scissors shoot." The winning team chases the other. A player tagged before he/she can cross the line of cones at the end of the field, has to join the other team. The game proceeds as above. In case of a tie during RPS, they go back, huddle again and play again.
The Flusher
This is a tagging game. Two players are chosen as taggers (maybe same color shirt);' another player is the "flusher." When a runner is tagged by a tagger, s/he sits, with one arm stretched out – they become little “toilets,” that have to be flushed in order to join in the game again!! The “flusher” is the saver and goes around flushing players who have been tagged, by lightly pushing the stretched out arm down. This player who has been saved gets up and run again. Taggers cannot tag him/her while getting up; they should tag players who are running. Taggers may not tag the flusher. After a few minutes new taggers and a new flusher are chosen.
Guess Who?
One ball is needed for each group. One player sits with head down and eyes covered The other players with the ball, stand the player who is sitting down. The player sitting down, with eyes (not mouth) completely covered, will count to 10 slowly and loudly. Other players are jogging around the sitting player passing the ball to each other as they jog. After the count of 10, standing players stop running and passing the ball. The player sitting down waits for a couple of seconds, and still with eyes shut, will guess who’s holding the ball. If correct, these players switch places. If guessing wrongly, the player sitting down performs 3 push-ups, and repeats the whole process again, until guessing it right.
Soccer Monkey in the Middle
This game is played with soccer skills. Children form a circle of any number of players. One player is in the middle of the circle. Players pass the ball to each other using soccer skills only (no hand touches on the ball), and if the player in the middle intercepts the ball (again, no hands allowed), he/she switches with the last player who touched the ball before the interception. This is a great game to improve passing and dribbling skills in soccer.
Pop Up Tag
The players scatter around the area. Everyone is a tagger. On the “go” any player can tag another player. When tagged, a player sits down and has to remain seated until the one who tagged him/her gets tagged. In which case the first one can get up and play again. The important thing here is to keep watching the player who tags you so you know when to get up again. In this game, players constantly tag each other at the same time. In this case, they play Rock, Paper, Scissors to decide on who has to sit.
Cross Fire
Equipment: 2 foam balls (or any kind of soft/light ball). The game begins with a large circle of players (not holding hands) while the other half goes in the middle of the circle. The circle players are given a light, foam ball, which will be kicked, low, always close to the ground, with the object of tagging the inside players bellow the waist level. Players inside the circle may jump, dodge, duck, etc., not to be hit. A player who is hit, joins the circle and help the others, until only one player is left. Game re-starts with players assuming the opposite role they started at. The ball must not be kicked hard. The goal is that a player in the middle of the circle be touched by a ball not “whacked” by it. The ball is kicked back and forth amongst players standing in a circle without the need to stop it then kick.
Konta Way (A children’s game from Papua New Guinea)
Two very soft foam balls. Groups of 2 to 3 players. Players in the same group hold hands. Groups roam around freely after the balls, with the goal of kicking a ball through one of the other groups, upon which they score a point for it. Balls can only be kicked to score points, but can be blocked by any part of the body to prevent another group from scoring a point on them. A point is scored if the ball goes between two players holding hands; or between one of the player's legs; not, if it goes over their heads. A group may not score a point if it does not have all its players connected by hands or elbows.
Long, Long, Long Jump
Cones or anything to mark spots on the ground, such as a stick or small rock. The group of children line up behind a line or mark. The first player in line performs a “long jump” (jumping with two feet together, landing with two feet together, and freezing at the point of landing. No step prior or after the jump). The next student in line, walks up to the point where the first one landed, stands right beside him/her and performs the same jump. The third in line walks up to where the second one landed and performs a long jump as well; and the activity goes on in this form, until the last student has jumped and the group has reached a certain distance. A cone is placed next to where the last jumper landed to indicate the current distance reached by the class and the game re-starts as the group tries to break its own record each time. A new player can be the one jumping first this time.
Guide and Traveler
Groups of two (one group of 3 if uneven numbers of kids). The couple decides who will start as the travel guide. The guide will make up and imaginary trip for traveler. The guide has to tell the traveler exactly where they are (such as going through rivers, forests, city, space, ocean, scary tunnel, etc.) and what they are going to do there (ride an airplane, horse, bicycle, ship, wrestle gorillas, fly like an eagle, etc., etc.). The guide will provide the traveler with a very imaginative, creative and fun trip, and they both perform the task together. After a few minutes they switch places.
Jump and Catch
A long jump rope and 1 soft ball. A group of four players is preferable. Two players turn the jump rope. One player jumps. The last one (the thrower) stands in front of the one who is jumping and tosses the ball to this player. The jumper will try to catch the ball while jumping. The thrower will throw the ball 5 times, and the jumper is supposed to catch at least 3 out of 5, in which case the group gets 1 point. The jumper is supposed to keep jumping after catching the ball, or at least complete one more jump for the point to be validated. If the jumper catches all 5 throws, the group gets 2 points. After 5 throws they all rotate positions; and someone else will be the jumper. Everyone gets a chance to be the jumper. The thrower waits for one full jump before tossing the ball to the jumper. Rope turners should turn the rope slowly, and wide, so as not to make too difficult for their teammates.
Foot Tag
Foam balls are needed. A few players are given a foam ball. They will try to tag the remaining players by rolling the ball (as in bowling) at their feet, with the goal of hitting a player’s foot (shoe); above the ankle does not count. If tagged, a player takes the ball and becomes a tagger. No tag-backs. Players may jump/dodge, the ball as taggers try to hit their feet.
Brownies and Cookies
Set two lines of cones (or any markers on the ground), about 50 feet apart. Divide the group in two. Groups face each other, with players standing shoulder-to-shoulder. One group is called the Brownies, and the other Cookies. The game begins with one group (let’s say Brownies) turning their backs to the other, with eyes closed. Cookies then begin to sneak up, quietly, tip-toeing behind the brownies. One player among the brownies is the “look out” and is responsible for listening to the approaching cookies. When the “look out” thinks that the cookies are close enough, he/she yells “here come the cookies” – the brownies then, turn around and chase the cookies, trying to tag someone before they can cross their line across the field. The tagged ones join the brownies, and the game continues likewise, with reversing roles. Now the Cookies turn around and the brownies sneak up behind them.
Ameaba Tag
Four students to a group (or 5 maximum if necessary), one person is the tagger. The 3 remaining students hold hands, forming the ameaba (a small circle). The tagger chooses one person in the group to tag. The tagger runs around the group trying to tag the one he chooses, and the remaining players protect that player by trying to maintain their bodies between the tagger and the target person – while always holding hands. Once that player is tagged, they switch places (tagger and tagged). The tagger cannot go through the middle, they must work around the outside of the group.
Throwing Sevens
A basket of foam balls in the middle of the playing area. The game starts with all players performing 7 jumping jacks. After 7 jumping jacks they go the center and invite someone for a challenge of tossing and catching a ball 7 times in a certain way without dropping it. They take turns challenging each other with different tossing and catching ways. For each new challenge, the challenged and the one being challenged have to perform 7 tossing and catching without dropping the ball. If dropping the ball during these 7 tosses, a player goes to another area and perform 7 jumping jacks again. Game proceeds this way. Remember: The player who is challenging another, also has to toss 7 times during the demonstration. Be creative in the ways you toss and catch the call - sitting, lying, kneeling, positions, etc.
Rho-Shan-Bo
Set two lines of cones (or any markers on the ground), about 50 feet apart. Divide the group in two. Groups face each other, with players standing shoulder-to-shoulder. Groups huddle on their end of the playing area and decide on one of the signs for "Rock paper scissors" game. They have to decide quietly, preferably not speaking, just looking at each other while they huddle and placing one hand in the middle to confirm they agreed on the particular sign. Then, they all go together to the center of the field and face the other team (row facing another row) and chant "rock paper scissors shoot." The winning team chases the other. A player tagged before he/she can cross the line of cones at the end of the field, has to join the other team. The game proceeds as above. In case of a tie during RPS, they go back, huddle again and play again.
The Flusher
This is a tagging game. Two players are chosen as taggers (maybe same color shirt);' another player is the "flusher." When a runner is tagged by a tagger, s/he sits, with one arm stretched out – they become little “toilets,” that have to be flushed in order to join in the game again!! The “flusher” is the saver and goes around flushing players who have been tagged, by lightly pushing the stretched out arm down. This player who has been saved gets up and run again. Taggers cannot tag him/her while getting up; they should tag players who are running. Taggers may not tag the flusher. After a few minutes new taggers and a new flusher are chosen.
Guess Who?
One ball is needed for each group. One player sits with head down and eyes covered The other players with the ball, stand the player who is sitting down. The player sitting down, with eyes (not mouth) completely covered, will count to 10 slowly and loudly. Other players are jogging around the sitting player passing the ball to each other as they jog. After the count of 10, standing players stop running and passing the ball. The player sitting down waits for a couple of seconds, and still with eyes shut, will guess who’s holding the ball. If correct, these players switch places. If guessing wrongly, the player sitting down performs 3 push-ups, and repeats the whole process again, until guessing it right.