- To get all boys on the mats in the centre of the hall. Equipment Needed
- As many gym mats as you can find.Players
- 4 or more boys (1 person starts off by being "in") How To Play
1. One boy is selected or volunteers to be "in". This boy stands on the mat and has the job of getting another boy on to the mat.
2. The other boys all stand at one end of the hall. Their aim is to get to the other end of the hall without being wrestled on to the mat.
3. Game is started with the boy in the centre calling the name of one of the uncaptured boys. That boy is required to attempt his run within 5 seconds. If he does not run, then the boy in the middle can leave the mat and catch the named boy.
4. Other players cannot run until the named boy starts to run.
5. A successful wrestle to the mat requires the boys back to touch the mats.
6. There are two variations we play. The first one says that once a boy reaches the other end and is safe, then he is not allowed to help other boys that are being wrestled to the mats. If he wants to help, then he must not cross the safe line. The second variation says that even if a boy reaches the safe line, he can still help the other boys by leaving the safe zone.
7. The winner is the one boy that is still not captured.
8. Remember, all boys must have one foot on the mat, while a name is being called, and can't leave the mat until the named boy starts to run.
- To score the most points by throwing the ball into the bucket. Equipment Needed
- 1 soft nerf basketball, 2 buckets, 2 chairs, 1 chair. Players
- 6 or more boys (2 equal sides of at least 3 people) How To Play
1. One boy from each team is the 'goalie'. Each takes a bucket and stands on the chair. The goalie attempts to catch the balls that are thrown to them by the team members. The rest of the team fields.
2. Goalie must not leave the chair. Goalie can move about as much as possible on the chair to catch a ball. Goalie cannot use hands to catch the ball - only the bucket. Goalie must successfully stay on chair once a catch is made; if he falls off as a result of catching a ball, then it is no goal.
3. Game is started with a jump up for the ball by two opposing team members.
4. Players cannot run with the ball at all (similar to netball rules). They have to pass the ball to team members.
5. To stop the opposing teams building a wall around the goalies, we usually put a gym mat in front of the goalie, and players cannot stand on it.
6. After a goal is scored, both teams have a change in goalie, regardless of who scores.
- For two boys to mark a trail for the remainder of the boys to follow, but make it back to base without being caught. Equipment Needed
- Lots of chalk. Players
- 4 or more boys (2 boys are selected as the chalkers) How To Play
1. This game is usually played at night on Parade night. 2 boys are chosen (the chalkers) and are given chalk. They leave the base (in our case the church) and start marking a trail of arrows for the rest of the boys to follow.
2. The chalkers MUST make an arrow mark on the road at least at every second street light. Chalkers are not permitted to give incorrect instructions.
3. Chalkers can lead the boys in a circle, if they can afford the time.
4. The chalkers are usually given 2 minutes or so head start, at which time the rest of the boys are set loose.
5. The chalkers win if they make it back to the base without being tagged.
- For all boys in the middle to be tagged below the knees by a ball. Equipment Needed
- Between 1 and 3 balls.Players
- 4 or more boys How To Play
1. Two throwers are selected and they go to each end of the hall. The rest of the boys stand in the middle of the hall in a chosen area which can be marked with tape.
2. Start off with one ball. The throwers must try and hit the boys below the knees. If a boy is hit below the knee, they join one of the ends, and become throwers.
3. A variation we play, is that if the ball is thrown from one thrower and caught by the other thrower without it bouncing, then the boys in the middle must stand still for a free throw. In addition, if a boy in the middle catches/intercepts the ball without it bouncing, then they get a life, such that they have to be hit twice before they get out. Lives can accumulate. This makes the strategy of throwing the ball high a precarious one.
4. If the game is going too long, introduce another ball, such that the boys in the middle have to be aware of multiple throws. 5. Last boy in at the end is the winner.
- To score the most runs before the team is bowled out. Equipment Needed
- 1 set of wickets, 1 soft nerf ball, 1 small half size cricket bat, 1 chair Players
- 6 or more boys How To Play
1. Divide into 2 equal teams. Pick the team that will bat or bowl first.
2. Batting team sits down but close to the wickets.
3. Bowling team selects a bowler, the rest field.
4. Bowlers change every 6 bowls. Bowling must be under arm.
5. Put tape on the floor for the wickets to line up on.
6. Put tape on the floor for the bowler to bowl from.
7. Rules are hit and run. If the batter hits the ball, he must run.
8. The chair is placed an appropriate distance away from the wickets. When a ball is hit, the batter must run to the chair and hit it with his hand and return to the wicket to get one run.
9. A batter may 'get out' according to normal cricket rules (caught by a fielder, bowled out, hit wicket etc.) the only difference is that a bowler can only be run out by the bowler. Fielders must always return the ball to the bowler as quick as possible, so as to try a run out.
10. Balls may be caught off walls to get the batter out.
11. When a batter gets out, the bowler may bowl the ball straight away before the new batter reaches the wicket, therefore batters need to be alert.
Peter Shave (19 Jun 2006)