Classic Outdoor Games

Dot and Mae got tired of having tickle fights (as you can see them doing in the photo!) So they went to their neighbor in the china cupboard and asked The cat family if they would like to play some games.  Of course the kittens were up for some fun, and Ms. Miyako came along to watch and referee! Here are the games that they like to play:

Duck, Duck, Goose

The players all sit on the ground in a circle. The player who is It, walks around the perimeter of the circle behind the players. As he passes each he pats each head and says “duck.” He says duck as he pats each child until he has touched several or all the heads several times. Finally, he pats a head and say “goose” instead. The player called goose must jump up and chase the first child around the circle. “It” must make it all the way around the circle and sit in the chaser’s place before he is tagged. If he loses and gets tagged, he must “duck, duck, duck, goose “again and run again until he makes it to the vacated spot in the circle.

Red Rover

The children divide into two teams. They stand in lines facing each other with a wide space between the lines. The players must hold ands or wrists and then the players on one team call out: ” Red Rover – red rover – let “Suzie” come over. Then the child who was called must run toward the opposing line and try to break the handhold between two of the children. If she fails she joins the strong side. If she breaks the ranks ,she can take one of the players captive back to her original line. The team that gets the most players wins.

Mother May I?

All the children line up side by side except the player who is the caller. The caller stands at a distance from the lined up players. He calls on each player in turn to take a number of steps toward him. The steps allowed are these baby steps, giant steps, and scissor steps( like forward jumping jacks.) The player answers “Mother, may I?” The mother answers “Yes, you may.” The player takes the prescribed number of steps toward the caller. If the player forgets to ask permission after he gets his his directions and takes steps toward the caller he gets sent back to the starting line. The first player to reach the caller is the winner and new caller.

Kick the Can

Place an empty coffee can in a large open area to be home base. Choose someone to be “It.” “It” counts to 50 while the other kids hide. When “It” SEES a child, he calls her name. They both race to the can, and try to kick it first. If “It” kicks the can, the hider is caught and placed in “prison” (some specified area). If the hider kicks the can, she and all players in prison are free, and “It” must count again.

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