Marbles
Draw a circle and use a larger marble to knock opponents’ marbles out of the ring. Variations include point zones and different shooting techniques.
Players: 2 or more
Equipment: Marbles, chalk
Kick the Can
A hybrid of tag and hide-and-seek, where players hide while “it” guards a can. If “it” tags someone, they go to a holding pen. If a free player kicks the can, captured players are released.
Players: 3 or more
Equipment: A metal can
Capture the Flag
Split into two teams, each with a flag to protect. Teams try to infiltrate the opponent’s side, steal their flag, and return safely. Players tagged in enemy territory go to jail but can be freed by teammates.
Players: 6 or more
Equipment: Two flags or markers
Parachute
A colorful parachute becomes the centerpiece for group games like ruffling it, running underneath, or bouncing balls on top. Activities encourage teamwork and coordination. Players: 8-10
Equipment: Large parachute
Traffic Cop
Ideal for areas with bikes, scooters, and wagons. One player directs traffic to prevent collisions, teaching kids about traffic rules and safety in a fun way. Players: Small group
Equipment: Bikes, wagons, scooters
Hide and Seek
A timeless favorite, this game involves one player being “it,” closing their eyes and counting to a designated number while the others hide. The “it” player then searches for the hidden players. Variations include different counting lengths or adding a home base for safety.
Players: 3 or more
Equipment: None
Four Square
Players bounce a ball in a four-square court, following set rules. The highest-ranking player makes rules for the round. Violating rules means moving to a lower square or being eliminated.
Players: 4
Equipment: Playground ball, chalk for grid
Hopscotch
Players toss a rock onto a numbered grid, hopping through the squares without stepping on lines. Indoor versions can use mats or tape.
Players: 1 or more
Equipment: Chalk, rock or beanbag
Jump Rope and Double Dutch
Single-player or group activity using one or two ropes. Rhymes and challenges add variety. Double Dutch requires jumping between two ropes swung in opposite directions.
Players: 1-3 or more
Equipment: Jump ropes
Chinese Jump Rope
Two players hold a stretched rope around their legs while a third jumps in patterns. The rope’s height increases after each successful round.
Players: 3 (or chairs for rope holders)
Equipment: Stretchy rope or tied rubber bands
Jacks
Players toss a ball, scoop up jacks, and catch the ball before it bounces again. The challenge increases as players pick up more jacks per turn.
Players: Any, taking turns
Equipment: Jacks set and small ball
Red Light, Green Light
One player, the “traffic light,” calls out commands. Players freeze on “red light” and move on “green light.” Movement spotted during “red light” results in restarting.
Players: Small group
Equipment: None
Mother, May I
Players take turns asking for permission to move forward in various ways, such as baby steps or leaps. The leader grants or denies requests.
Players: Small group
Equipment: None
Simon Says
One player gives commands starting with “Simon says.” If the command is given without the phrase, players who follow it are out.
Players: Small group
Equipment: None
Tag
One player is “it” and chases others to tag them. Variants include “no tag-backs” or using shadow tagging.
Players: Any group
Equipment: None
Freeze Tag
Tagged players must freeze in place until another player unfreezes them.
Players: Small group
Equipment: None
TV Tag
To unfreeze, players call out the name of a TV show. Each title can only be used once per game.
Players: Small group
Equipment: None
Marco Polo
Played in a pool, the “it” player calls “Marco” while others respond “Polo.” The “it” player tags by following the voices.
Players: Small group
Equipment: Swimming pool
Blind Man’s Bluff
The “it” player wears a blindfold and tries to tag others. Ensure the play area is hazard-free.
Players: Small group
Equipment: Blindfold
Red Rover
Teams line up and call players from the opposing team to break through their linked hands. Successful players take someone back; unsuccessful ones join the opposing team. Players: Large group
Equipment: None
Heads Up, Seven Up
Seven players press down classmates’ thumbs. Guessers identify who touched them. Correct guesses swap places with the presser.
Players: 14 or more
Equipment: None
Spud
“It” tosses a ball and calls a number. The player whose number is called retrieves the ball and tries to hit another player. Players accumulate letters for misses or hits.
Players: Small group
Equipment: Playground ball
Button, Button, Who’s Got the Button?
A button is secretly passed while others guess who has it. Variations include hiding the button or using a player in the middle.
Players: Any group
Equipment: Button
Cat’s Cradle
A string game for one or two players, transferring intricate shapes between hands or players.
Players: 1-2
Equipment: String
Hand-Clap Games
Pairs perform rhythmic clapping patterns while chanting rhymes like “Miss Mary Mack.” Complexity increases with skill.
Players: 2 or more
Equipment: None
Crack the Whip
Players form a line, holding hands while the leader runs in various directions. The “tail” experiences the most force.
Players: Small group
Equipment: None
Musical Chairs
Players circle chairs while music plays. When the music stops, they sit. The last player without a chair is out.
Players: Any group
Equipment: Chairs, music
Conclusion
These games are timeless because of their adaptability and the joy they bring to participants of all ages. Whether outdoors or indoors, they create opportunities for physical activity, social interaction, and skill-building.
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