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WARMUP GAMES

 

ALLIGATOR IN THE SWAMP

FIRST GROUP LYING ON THEIR STOMACHS (ALLIGATORS).  ALLIGATORS START IN THE HALF COURT CIRCLE (2-3 ALLIGATORS DEPENDING ON # OF STUDENTS).  THE SECOND GROUP ARE THE RUNNERS (SWIMMERS). 

 

ON GO, RUNNERS MUST RUN ACROSS THE PLAYING AREA TO THE OPPOSITE LINE WITHOUT GETTING CAUGHT BY ALLIGATORS.

 

ALLIGATORS LEAVE THEIR CIRCLE TO CHASE THE RUNNERS.  IF THE RUNNERS ARE CAUGHT THEY SIT OUT UNTIL THE NEXT GAME.

IF CAUGHT, RUNNERS BECOME A LILYPAD (HOOP AND NOODLE).  SIT WHERE TAGGED OR WHERE TEACHER PLACES HOOP AND CAN TAG RUNNERS WHILE THEY SIT DOWN IN THE HOOP.

 

GAME STARTS AGAIN WHEN 1 TO 3 TO 5 PEOPLE ARE LEFT.

CAR WASH

2 PLAYERS START AS DIRT (TAGGERS).  4 PLAYERS START AS DETAILERS (CAR WASH).  EVERYONE ELSE SCATTER IN THE PLAYING AREA.

 

PLACE 4 HOOPS AT THE FOUR CORNERS OF THE PLAYING AREA (CAR WASH).  TAGGED CARS (RUNNERS) MUST GO TO A CAR WASH TO BE CLEANED AND REPALCE THE DETAILER.  THE DETAILER IS NOW A CAR. 

 

ON GO, DIRT CHASES THE CARS AND TRY TO TAG SOMEONE.

SKUNK TAG

ALL PLAYERS BUT 2 ARE SCATTERED IN THE PLAYING AREA.

 

PLACE 4 HOOPS AT THE FOUR CORNERS OF THE PLAYING AREA (SAFETY ZONES).  PLAYERS CAN STAY UNTIL A 3RD PERSON STEPS INTO THE HOOP FOLLOWING THEM. 

 

PLACE 1 HOOP IN THE MIDDLE, (SKUNK’S HOME).  2 PLAYERS ARE SKUNKS, AND PLACE THEM IN THE CENTER TO BEGIN THE GAME.  ON GO, THE SKUNKS CHASE AND TRY TO TAG SOMEONE.  ONCE SOMEONE IS TAGGED, THEY CHANGE PLACES.

 

NEW SKUNK MUST RUN TO THE CENTER HOOP AND YELL “NEW SKUNK!” BEFORE CHASING OTHERS.

BALL TAG

PLAYERS SCATTER IN THE PLAYING AREA.  1 PLAYER IS THE TAGGER AND THEY TAKE THE FOAM BALL.

 

GAME IS PLAYED BY THE TAGGER THROWING THE BALL AT ANOTHER PLAYER, WHERE THE HIT PLAYER WOULD BECOME THE NEW TAGGER AND HAVE TO TAKE THE JOB OF THROWING THE BALL. 

 

GAME CAN ADD MORE FOAM BALLS AND CHANGE THE WAY BALL IS THROWN.

GAME CAN HAVE TAGGERS TAKE ONLY 3-5 STEPS BEFORE THROWING.

SPIDERS AND SCORPIONS

4 PLAYERS WILL BE SCORPIONS (TAGGERS).  THERE JOB IS TO MOVE AROUND ON ALL FOURS (BELLY FACING DOWN) TRYING TO STING (TAG) AS MANY PLAYERS AS POSSIBLE.

 

THE OTHER PLAYERS ARE SPIDERS (RUNNERS).  THEY HAVE TO MOVE AROUND ON ALL FOURS (BELLY FACING UP).  IF A SPIDER IS STUNG IT MOST HOLD EITHER ONE ARM OR ONE FOOT UP IN THE AIR (3 POINT BALANCE) UNTIL ALL ANOTHER SPIDER COMES AND TAPS THAT ARM OR FOOT UP IN THE AIR.

PIZZA PIZZA

2-5 NOODLES.  3-6 HOOPS.  EVEN NUMBER OF GREEN, RED, YELLOW JERSEYS SPLIT EVENLY TO EACH PLAYER.

 

SCATTER HOOPS AROUND PLAYING AREA.  2-5 PLAYERS ARE TAGGERS AND GIVEN NOODLES. 

SPLIT ALL OTHER PLAYERS EVENLY BETWEEN THE 3 COLORED JERSEYS SO EACH PLAYER HAS A JERSEY.

 

YELLOW JERSEYS = CHEESE.  RED JERSEYS = SAUCE.  GREEN JERSEYS = GREEN PEPPERS.

HOOPS = PIZZA SHELLS.

 

IF YOU GET TAGGED, YOU MUST STAND INSIDE A HOOP (PIZZA SHELL).  IN ORDER TO BE FREE FROM YOUR PIZZA SHELL, YOU MUST HAVE ALL 3 INGREDIENTS ON YOUR PIZZA (HOOP MUST HAVE YELLOW, RED, AND GREEN JERSEY).

 

STUDENTS WHO HAVE NOT BEEN TAGGED CAN ALSO STEP INSIDE A PIZZA SHELL TO HELP.

CUT THE PICKLE

2-5 NOODLES.

2-5 PLAYERS ARE TAGGERS AND HAVE A NOODLE.

 

IF YOU GET TAGGED, PUT FEET TOGETHER, CLOSE YOUR HANDS INTO FISTS AND CONNECT HANDS TOGETHER IN FRONT OF BODY (THIS IS YOUR PICKLE).

 

TO BE SAVED, SOMEONE MUST COME UP TO YOU AND CUT YOUR PICKLE.  YOUR PICKLE CAN BE CUT WITH A GENTLE KARATE CHOP OR A FAKE PAIR OF ARM SCISSORS.

 

ONCE YOUR PICKLE HAS BEEN CUT YOU ARE FREE TO REJOIN THE GAME.

SUBMARINE TAG

2-5 NOODLES.

2-5 PLAYERS ARE TAGGERS AND HAVE A NOODLE.

 

IF YOU GET TAGGED, LIE DOWN FLAT ON YOUR BACK AND PUT ONE LEG STRAIGHT UP (YOU ARE A SUBMARINE WITH YOUR PERISCOPE UP).

 

TO BE SAVED, SOMEONE MUST GENTLY PUSH YOUR LEG (PERISCOPE) BACK TO THE GROUND.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

RESTAURANT WARS

1 FRISBEE, SPOT MARKER, OR BUCKET PER PLAYER.  1 BEAN BAG PER PLAYER.

 

EACH PLAYER HAS A FRISBEE THEY MUST CARRY IT THE SAME WAY A WAITER/WAITRESS WOULD CARRY A TRAY IN A RESTAURANT (HAND MUST BE UNDER THE TRAY).

 

OBJECT OF GAME IS TO KNOCK OTHER STUDENTS’ TRAYS OFF OF THEIR HANDS.

 

STUDENTS CAN ONLY KNOCK THE TRAYS USING THEIR FREE HAND IN A DOWNWARD OR SIDEWAYS SWEEPING MOTION (CANNOT SWING AT THE TRAYS IN AN UPWARD MOTION OR SWING TO STRONGLY).

 

IF YOUR TRAY GETS KNOCKED OVER, YOU MUST SIT DOWN ON THE FLOOR AND WAIT FOR ANOTEHR STUDENT TO COME, BEND DOWN, AND REPLACE YOUR TRAY ONTO YOUR HAND SO THAT YOU CAN REJION THE GAME.

 

ADD BEAN BAGS TO THE TRAYS TO INCREASE DIFFICULTY.

TAG TEAM TAG

1 FOAM BALL

 

DIVIDE CLASS INTO 2 TEAMS.  ONE TEAM WILL BE THE TAGGERS AND HAVE THE BALL.  THE OTHER TEAM IS THE RUNNERS AND WILL ATTEMPT TO AVOID BEING TAGGED. 

 

OBJECT OF THE GAME IS TO SEE HOW LONG IT TAKES FOR THE TAGGERS TO TAG ALL OF THE OPPOSING PLAYERS BY HITTING THEM BELOW THE SHOULDERS WITH THE BALL.

 

THE TAGGERS WILL START AT ONE END OF THE GYM, AND THE RUNNERS WILL START AT THE OTHER END. 

 

PLAYERS THAT ARE HIT ARE OUT OF THE GAME AND MUST SIT OUT.

 

PLAYERS CANNOT MOVE THEIR FEET IF THEY HAVE A BALL.  2 CHOICES, THROW AT A CLOSE RUNNER OR PASS TO A TEAMMATE WHO HAVE A BETTER SHOT.

 

ADD 2 BALLS AND DESIGNATE 1 BALL FOR GIRLS AND 1 BALL FOR BOYS.

CORNER RUN

1 NOODLE PER TAGGER

 

CLASS IS SPLIT INTO 4 GROUPS, 1 PERSON IS SET AS THE TAGGER.

 

EACH GROUP IS GIVEN A CORNER (SAFE AREA).  TEACHER SAYS “CORNER RUN” ALL PLAYERS RUN TO ANOTHER CORNER BEFORE BEING TAGGED BY THE TAGGER.  ANY PLAYER THAT GETS TAGGED BECOMES A TAGGER ALSO.

 

ADD OPTION OF ALL PLAYERS MUST GO TO SAME CORNER.  PLAYERS MAY HAVE TO GO TO CORNERS IN A PARTICULAR ORDER.

 

 

GATHERING STICKS

6 STICKS, 2 MATS

 

CLASS IS SPLIT INTO 2 TEAMS.  ON EACH END OF THE PLAYING AREA ARE 3 STICKS ON A GYM MAT.  PLAYERS WILL RUN TO THE OPPOSING TEAMS SIDE OF THE FIELD IN AN ATTEMPT TO STEAL THE THREE STICKS (1 AT A TIME).

 

IF PLAYER GETS TAGGED BEFORE GETTING TO THE MAT, PLAYER BECOMES A PRISONER AND MUST STAY ON THE OPPOSING TEAMS MAT.

 

IF A PLAYER MAKES IT TO THE OPPOSING TEAMS MAT WITHOUT BEING TAGGED PLAYER CAN RELEASE ONE OF THE PRISONERS.  IF THERE ARE NO PRISONERS THEY MAY TAKE A STICK.  FIRST TEAM TO COLLECT ALL STICKS IS THE WINNERS.

 

PLAYERS CANNOT BE TAGGED IF THEY ARE ON THEIR OWN HALF.

 

ALL PRISONERS MUST BE RESCUED BEFORE STICKS CAN BE TAKEN.

 

PRISONERS MUST JOIN HANDS TO GET A FREE WALK BACK TO THEIR HALF OF THE FIELD.

 

PLAYERS THAT ARE CARRYING AN OPPONENT’S STICK CANNOT BE TAGGED.

 

ADD NUMBER OF PRISONERS THAT CAN BE FREE BY A PLAYER.

ROCK, PAPER, SCISSORS TAG

3 DIFFERENT TYPES OF EQUIPMENT (BEAN BAGS, FRISBEES, FOOTBALLS)

 

DIVIDE CLASS INTO 3 TEAMS.  EACH TEAM WILL BE GIVEN A DIFFERENT PIECE OF EQUIPMENT (FRISBEE TEAM, BAG TEAM, AND FOOTBALL TEAM).  EACH TEAM HAS ONE TEAM THAT THEY CAN ATTACK AND ONE TEAM THAT CAN ATTACK THEM (JUST LIKE ROCK PAPER SCISSORS). 

 

THE BAGS CAN CATCH A FOOTBALL; FOOTBALLS KNOCK OUR FRISBEES, FRISBEES SLICE BAGS.

 

PLAYERS ATTEMPT TO TAG THEIR PREY WHILE AVOIDING THEIR PREDATOR.

 

ONCE TAGGED, PLAYER SITS DOWN AND CAN TAG OTHER PREY UNTIL ALL OF ONE TEAM’S PREY IS OUT.

FISH AND CHIPS

PLAYERS STAND ON A MARKED LINE IN THE CENTER.  THIS LINE IS CALLED ‘AND’.  A MARKED LINE TO THE LEFT IS CALLED ‘FISH’.  A MARKED LINE TO THE RIGHT IS CALLED ‘CHIPS’.

 

WHEN TEACHER CALLS EITHER FISH, CHIPS, AND, OR FISH AND CHIPS, OR ANY OTHER COMBO STUDENTS RUN TO THOSE LINE(S).

 

IF A STUDENT(S) MISSES THE CORRECT LINE OR GOES IN THE WRONG DIRECTION A FITNESS PENALITY IS DONE 5 TIMES.

 

GAME CAN BE CALLED, MAC AND CHEESE, BURGERS AND FRIES, SPAGHETTI AND MEATBALLS, ICE CREAM CONE, ICE CREAM SUNDAE

 

SNOW WHITE AND THE 7 DWARFS

CLASS IS SPLIT INTO 7 TEAMS, EACH TEAM BEING NAMED FOR ONE OF THE DWARFS (COLORED JERSEYS). 

 

1 PLAYER WILL BE THE WICKED WITCH OR WICKED WARLOCK. 

 

WHEN THE WITCH/WARLOCK CALLS OUT THE COLOR, THEY MUST RUN TO THE OPPOSITE END OF THE GYM AND BACK WITHOUT BEING TAGGED. 

 

IF A DWARF GETS TAGGED THEY MUST GO TO THE DUNGEON.  ONCE IN THE DUNGEON, ONLY SNOW WHITE, WHO STAYS SAFELY IN THEIR CASTLE, CAN RELEASE DWARF.

 

GAME WILL CONTINUE FOR PERIOD OF TIME OR UNTIL THE WICKED WITCH/WARLOCK TAGS SNOW WHITE.  IF THE WITCH/WARLOCK GETS SNOW WHITE, OR SHE HAS ANY DWARFS AT THE END THE WTICH/WARLOCK WINS.  IF ALL DWARFS ARE SAFE AT END OF GAME, AS WELL AS SNOW WHITE, THE DWARFS AND SNOW WHITE WIN THE GAME.

 

SNOW WHITE MAY ONLY TAG ONE DWARF AT A TIME.  DWARFS MUST RUN ALL THE WAY TO THE OPPOSITE END OF THE GYM BEFORE RETURNING.

RESCUE NEMO

SCATTER A VARIETY OF SEA CRITTERS (BEAN BAGS) ON ONE END OF THE PLAYING AREA.  DIVIDE PLAYERS INTO EVEN TEAMS OF 3-5.  2-3 PLAYERS WILL BE THE TAGGERS.

 

EACH TAGGER IS ON A SCOOTER; EACH PLAYER WILL BE ON A SCOTTER (SWIMMER).

 

PLAYERS ON SCOOTERS MOVE TO THE END OF THE GYM AND RESCUE ONE OF THE SEA CRITTERS.  WHEN THE SWIMMER MAKES IT TO THE OTHER SIDE THEY ARE ALLOWED “FREE SWIM” BACK TO THEIR GROUP.

 

IF THE SWIMMER IS TAGGED BEFORE THEY REACH THE REEF, THEY MUST RETURN BACK TO THEIR GROUP AND THE NEXT PLAYER ATTEMPTS TO GO.

 

TAKE AWAY SCOOTERS AND MAKE A RUN TO OPPOSITE END.

IKE, MIKE, AND SPIKE

DIVIDE CLASS INTO GROUPS OF 3.

 

EACH GROUP IS GATHERED AROUND THE CENTER CIRCLE AND GROUP DECIDES WHO WILL BE IKE, MIKE, AND SPIKE.

 

A NUMBER OF BEAN BAGS ARE PLACED IN THE CENTER CIRCLE, ONE LESS THAN THE NUMBER OF GROUPS.  TEACHER CALLS OUT ONE OF THE NAMES.  PLAYER WITH THAT NAME RUNS COUNTER CLOCKWISE AROUND THE OUTSIDE CIRCLE.

 

THE 2 OTHER PARTNERS JOIN HANDS AND MAKE A TUNNEL.  AFTER PLAYER HAS RUN ONCE AROUND THE CIRCLE, THEY ENTER THE TUNNEL, GRAB A BEAN BAG AND EXIT THROUGH THE TUNNEL.

 

ALL 3 PLAYERS SIT DOWN, EACH GROUP THAT GOT A BEANBAG GETS ONE POINT.

 

UP THE RIVER

8-1O CONES

 

PLACE CONES PARALLEL TO EACH OTHER ON OPPOSITE SIDELINE OF PLAYING AREA.  DIVIDE PLAYERS INTO THREE GROUPS.

 

PLAYERS IN THE RIVER, BETWEEN CONES TRY TO RUN UP AND DOWN THE RIVER FROM END LINE TO END LINE.  PLAYERS ON THE OUTSIDE OF THE RIVER ATTEMPT TO ROLL BALLS AND HIT THE RUNNERS (CANOES) WITH THE BALL BELOW THE KNEES.

 

ONCE THE RUNNER (CANOE) IS HIT, THEY CHANGE PLACES WITH THE ROLLER AND THE RUNNER BECOMES THE ROLLER AND THE ROLLER BECOMES THE RUNNER (CANOE).

PIN BOWL

PLACE 10-20 PINS ON THE CENTER LINE.  SPLIT CLASS INTO 2 TEAMS.

 

EACH TEAM HAS 5-10 PINS HALF ARE COLORED DIFFERENT THAN THE OTHER TEAMS.  EACH PLAYER HAS A BALL AND BEGIN ON THEIR OWN BASELINE. 

 

ON GO, EACH PLAYER ROLLS THE BALL TOWARDS THE OTHER TEAM’S PINS TRYING TO KNOCK THEM OVER.  FIRST TEAM TO KNOCK OVER OTHER TEAMS PINS WINS.

 

PLAYERS CANNOT ROLL THE BALL UNTIL THEY ARE ON THE ENDLINE.

BEAN BAG SHOOT

2-3 PLAYERS ARE TAGGERS.

 

SCATTER RUNNERS IN PLAYING AREA.  WHEN A PLAYER IS TAGGED, THEY GO TO THE CORNER OF PLAYING AREA AND TOSS A BEANBAG INTO THE MILK CRATE (BUCKET OR HOOP) WHILE THEY STAND ON A SPOT MARKER.

 

ONCE THEY TOSS THE BEANBAG INTO THE CRATE THEY REJOIN THE GAME.

RESCUERS

PLACE 6 HOOPS AROUND THE PLAYING AREA.  CHOOSE 6 PLAYERS TO STAND IN THE HOOP WITH A BALL (RESCUERS).  PLAYERS WILL STAND IN THE HOOP AND WAIT TO HELP FROZEN RUNNERS.

 

2-3 OTHER PLAYERS WILL BE TAGGERS AND REST WILL BE RUNNERS.  WHEN A RUNNER IS TAGGED THEY MUST STAND FROZEN UNTIL A RESCUER IS ABLE TO TOSS/BOUNCE A BALL TO THEM. 

 

WHEN THE FROZEN PLAYER CATCHES THE BALL THEY RUN TO THE HOOP AND SWITCH WITH THE RESCUER.  RUNNER BECOMES RESCUER AND RESCUER BECOMES THE RUNNER.

 

IF A FROZEN PLAYER MISSES THE BALL THEN THE ONLY PLAYER THAT CAN RETRIEVE THE BALL IS THE RESCUER WHO BOUNCED/THREW THE BALL.

STOP, DROP, AND ROLL

2-3 PLAYERS WILL BE TAGGERS (FIRE).  SCATTER PLAYERS IN PLAYING AREA.

 

ONCE TAGGED BY (FIRE), THE TAGGED STUDENT MUST STOP, DROP, AND ROLL WHILE COVERING THEIR EYES.  WHEN THEY HAVE ROLLED 2-3 TIMES THEY CAN RE-ENTER THE GAME.

TOW TRUCK TAG

2-4 PLAYERS TO BE TAGGERS.  2-4 PLAYERS TO BE TOW TRUCKS.

 

TAGGERS CHASE DOWN RUNNERS (CARS).  IF TAGGED, THE RUNNER (CAR) HAS TO SIT AND WAIT UNTIL A TOW TRUCK COMES AND HELPS THEM TO A GARAGE.

 

TOW TRUCKS MUST PULL A RUNNER (CAR) BY THE ANKLES AND TAKE THEM TO A GARAGE.  WHEN THE TOW TRUCK SLIDES THAT CAR TO A GARAGE, THE RACE CAR CAN LEAVE AND RE-ENTER THE GAME.

PIRATES AND SAILORS

MAKE 4 LARGE SQUARES IN EACH OF THE GYM CORNERS.  MAKE A CIRCLE IN THE MIDDLE OF PLAYING AREA WITH CONES OR OTHER MARKERS.  GIVE EACH STUDENT A SCOOTER AND 1 BEANBAG.  GIVE EACH OF 3-4 PIRATES A JERSEY (TAGGERS).

 

THE 3-4 PIRATES (TAGGERS) START IN THE CENTER OF THE PLAYING AREA.  THE SAILORS START IN 1 OF THE FOUR SQUARES (DUNGEONS). 

 

SAILORS LEAVE THE SQUARES AND AVOID BEING TAGGED BY THE PIRATES.  ONCE TAGGED, THEY GIVE THEIR BEANBAG TO THE PIRATE AND RETURN TO THE DUNGEON.  ANOTHER SAILOR MUST GET A BEANBAG FROM THE MIDDLE CIRCLE AND GIVE IT TO THE SAILOR IN THE DUNGEON.

 

ONLY 1 BEANBAG CAN BE CARRIED AT A TIME, UNLESS A SAILOR HAS RETRIEVED ANOTHER FOR A SAILOR.  NO SAILOR MAY BE IN THE DUNGEON UNLESS CAPTURED OR TRYING TO RESCUE ANOTHER SAILOR.

 

ADD DIFFERENT COLORED BEANBAGS FOR EACH OF THE FOUR CORNERS.  ONLY THOSE SAILORS MAY RESCUE THEIR CREW OF THE SAME COLOR.

BULLY TAG

PLACE 3-5 HOOPS ON ONE OF THE SIDELINES.  CHOOSE 2-4 STUDENTS TO BE THE TAGGERS (BULLIES).

 

IF A PLAYER IS TAGGED THEY MUST SIT DOWN HANDS/FEET CROSSED.  ONE OF THE ADULTS STANDING IN THE HOOP WILL GO TO THEM AND RESCUE THAT PLAYER.  RESCUED PLAYER CAN NOW RE-ENTER THE GAME.

TRAFFIC LIGHT TAG

3-4 PLAYERS TO BE TAGGERS.  EACH HAS A DIFFERENT JERSEY (YELLOW, RED, GREEN) AND 1 BALL OF THE SAME COLOR.

 

WHEN TAGGED BY A GREEN LIGHT, PLAYERS CAN RUN AS FAST AS THEY WANT.

 

WHEN TAGGED BY A YELLOW LIGHT, PLAYERS MUST WALK IN THE PLAYING AREA.

 

WHEN TAGGED BY A RED LIGHT, PLAYERS MUST FREEZE UNTIL RETAGGED BY EITHER GREEN OR YELLOW.

 

 

 

 

 

 

BLOODSTREAM

2-3 PLAYERS AS TAGGERS

 

TAGGERS MOVE LATERALLY ON LINES IN PLAYING AREA.

 

RUNNERS TRY TO MAKE IT FROM ONE END TO THE OTHER.  ONCE TAGGED THEY MOVE ON A LINE AND BECOME A TAGGER OR SIT OUT.

SNEAK ATTACK

SPLIT CLASS INTO 4-6 TEAMS.  MUST GET 4-6 ITEMS OF SAME THING.

 

CAN TAKE FROM OTHER TEAMS OR RUN DOWN TO OPPOSITE END FOR ITEM (BEAN BAGS, FRISBEES, SPOT MARKERS, ETC.)

 

1 PERSON LEAVES AT A TIME, TEAM GETS 4-6 ITEMS SHOUTS SNEAK ATTACK.

CARD TAG

EACH PLAYER HAS A PLAYING CARD, MUST TAG ANOTHER STUDENT AND SAY THEIR NAME AND EXCHANGE CARDS (CAN ALSO SAY CERTAIN FRUITS, VEGGIES, FAV FOOD, DRINK).

 

STUDENTS KEEP GOING UNTIL TIME RUNS UP

 

# CARD = NUMBER, ACE = 1 OR 11, JACK = 12, QUEEN = 13, KING = 14 (J,Q,K CAN ALSO BE 12)

WARMUP LETTER

EACH STUDENT/GROUP HAS TO SPELL OUT THEIR FIRST OR LAST NAME BY FINDING LETTERS ON PLAYING AREA WITH CERTAIN EXERCISE TO DO.

 

FIND LETTER OF FIRST NAME OR LAST NAME, DO THAT EXERCISE AND CONTINUE TO SPELL OUT YOUR NAME.

NUMBER CATCHER

SPLIT CLASS INTO 2-4 TEAMS.  EACH TEAM HAS CERTAIN NUMBER OF TOSSABLES.

 

1 PERSON LEAVES AT A TIME TO A SPOT SCATTERED IN PLAYING AREA AND TOSS THE TOSSABLE INTO THE BUCKET IN THE MIDDLE.  IF THEY MAKE IT THEY TAKE THE SPOT WITH THEM, IF THEY MISS THEY GO BACK WITH NOTHING AND MUST LEAVE TOSSABLE IN BUCKET OR FLOOR.

 

ADD MONEY ITEM TO SPOT MARKER, RUNNER WOULD TAKE SPOT MARKER AND MONEY BACK WITH THEM.

INDYSPELL 500

BUCKETS SPREAD OUT IN PLAYING AREA IN SHAPE OF OVAL.  BUCKETS FILLED WITH WORDS. ON OUTSIDE OF OVAL ARE LETTER BUCKETS A-Z.

 

GROUPS OF TWO MUST PICK A BUCKET, TAKE A WORD, AND SPELL OUT THAT WORD TAKING A LETTER FROM EACH SIDE BUCKET AS THEY TAKE A LAP.

 

EXAMPLE: GREEN, 5 LAPS PICKING UP G, R, E, E, N THE OTHER PARTNER IS DOING THE EXERCISE LIST TILL IT’S THEIR TURN TO TAKE LAPS.

 

 

CATS AND MICE

CONES SET UP IN A SQUARE 10X10.

 

4-6 PLAYERS PER SQUARE.  2-3 PLAYERS ARE CATS (STAND INSIDE SQUARE), 2-3 ARE MICE (RUN AROUND THE SQUARE).

 

MICE RUN AROUND THE SQUARE TRYING NOT TO GET HIT BY BALL. (SOCCER STYLE).

 

CATS IN SQUARE PASS TO EACH OTHER TRYING TO THEN PASS HITTING A MOUSE AND SWITCHING ROLES WITH THAT MOUSE.

BOUNCE BOUNCE

SPLIT CLASS INTO 2-4 TEAMS.

 

TEAMS MUST BOUNCE BALL OVER LINE TO OTHER TEAM TRYING TO BOUNCE IT TWICE ON OTHER SIDE.

 

TEAMS GET POINTS FOR 2 BOUNCES, MUST BOUNCE ONCE, CATCH AND RETURN BACK WITHOUT MOVING ONCE THEY HAVE THE BALL.

 

PLAYERS MUST STAY IN ZONES, NO MOVEMENT, EACH TEAM ROTATES AFTER THEY SCORE.

SPELL BALL

SPLIT CLASS INTO 2-4 TEAMS.

 

TEAMS MUST MAKE COMPLETE PASSES TOTALLING THEY NUMBER OF WORDS TO SPELL THAT WORD.

 

TEAMS MUST CALL OUT EACH LETTER ON EACH PASS.

 

EXAMPLE: W-O-R-D, WOULD BE 4 PASSES BEFORE TRYING TO KNOCK DOWN THE PIN.