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Army Dodgeball The two teams are picked and a line is made in the center of the playing area. Each team is assigned a side and neither team may cross the center line or they risk being automatically eliminated. Several dodgeballs are then distributed to the teams. Each player then tries to hit the other team's players with the balls, and the spot that is hit is therefore "wounded" and the player must move to the back of the playing area and wait for the "medic" to come heal them. The medic is one player assigned at the beginning of the game by each team. As the two teams throw the ball(s) at each other, if a "wounded" player is hit by a ball before being "healed" they are then removed from the game. The game ends when one player remains unwounded and not out. The game is best played by a medium-sized group (10-30) and lasts from 20 minutes to an hour.

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Page 1: Army Dodgeball - Summer Camp Programmingsummercampprogramdirector.com/.../2012/09/Sports-Plu…  · Web viewArmy Dodgeball. The two teams are ... The Jedi is equipped with a hula

Army DodgeballThe two teams are picked and a line is made in the center of the playing area. Each team is assigned a side and neither team may cross the center line or they risk being automatically eliminated. Several dodgeballs are then distributed to the teams. Each player then tries to hit the other team's players with the balls, and the spot that is hit is therefore "wounded" and the player must move to the back of the playing area and wait for the "medic" to come heal them. The medic is one player assigned at the beginning of the game by each team. As the two teams throw the ball(s) at each other, if a "wounded" player is hit by a ball before being "healed" they are then removed from the game. The game ends when one player remains unwounded and not out. The game is best played by a medium-sized group (10-30) and lasts from 20 minutes to an hour.

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Around the World – Basketball1) Game play usually begins at the edge of the key on either side of the basketball net with

all places for shots being marked with poly spots or cones.

2) There are four positions on either side of the basket, the foul shot and the shot directly under the basket. The players must move around the whole key in order to win the game.

3) The first player shoots, and if he makes the shot, moves onto the next position on the key. The player will continue in this fashion, moving around the key until he misses a shot.

4) Once a shot is missed, the player has the opportunity to take a chance shot. If they make the shot, they get to continue on, if they miss, they have to go back to the beginning and start all over again. The player may also opt to stay at the position in which he missed the shot, and wait for his turn again to try it again. At this point, player two will proceed from the starting position and follow the same pattern as the previous player.

5.) The match is finally won when one of the players makes a shot from the position directly under the basket and then the final at the center of the three-point line.

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Band-Aid TagOne person is "it." Whenever someone is tagged by "it" they must hold a Band-Aid (their hand) on the spot where they were tagged. Then the game continues. When someone runs out of Band-Aids, (they get tagged three times), they are frozen until two other people come over to them and "operate." The two other people need to tag the frozen person at the same time and count to five. Let the game continue for as long as it remains exciting and fun. Switch the person who is "it" often.

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Beanbag BasketballIn this game you put a bucket on each side of the basketball court and you need two teams of at least 4-5 players (it works best that way).

Game Play: Choose one team to "throw off the beanbag". They throw the beanbag to the other team to start the game. Once this is done the offensive team (with the beanbag) must make their way to the other side trying to get the beanbag into the bucket on the other end of the playing field. The other team can play defense but they cannot take the beanbag out of anyone's hands or physically touch any other player. They basically can try to distract the other players and make it harder to make good passes. The only way to move the beanbag is to pass it. Nobody can run with the beanbag. It must be passed and caught. If the beanbag is passed and missed, the other team gets possession of the beanbag.

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Blob TagThe kids avoid being tagged by the ever-growing and dividing "blob". First, define boundaries. A player is chosen to be 'it' or 'the blob' and the others run. When tagged by 'the blob', the player joins hands with 'the blob' forming a larger blob, and together they continue chasing the others. Once 'the blob' is made of four people, it splits into two blobs (two pairs) and each blob continues chasing the others. The last person caught will then become 'the blob' and the game starts all over again.

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Bocce Ball1) Make teams and each select a color. If four people are playing, each person gets to

throw 2 balls of their chosen color. If two people are playing, each gets to throw 4 balls of their chosen color.

2) Stay behind the foul line. Player 1 tosses the small white ball in the alley. Formally, the ball should be about 5 feet past the regulator peg and 1 foot from the wooden boards.

3) Either by flipping a coin or some other method one team will start the play by throwing the small white ball. This same team usually the same person will throw one of their team’s balls to get it as close as possible to the small white ball. The opposing team will then throw their balls until they have a ball closer than their opponents. Teams switch back and forth when they have gotten closer than the previous throws. At this point, the balls are allowed to hit the sides and other balls even the small white ball.

4) Know how to keep score. After everyone is done tossing, the balls from one team that are the closest to the small white ball get 1 point each.

5) Finish scoring, go behind the opposite foul line and play again. Keep repeating until a team gets 12 points.

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Capture the FlagDivide the class into two teams, one on each half of the gym each wearing different colored flag belts. In the back of each teams playing area place a ‘flag’ hanging from the basketball nets. The object of the game is to get the opposing teams flag and return it to your side of the field without having any flags removed. The first team to do this is the winner. A player that has a flag removed while attempting to steal the opponents’ base flag is sent to a designated area (dungeon). That player remains in the dungeon until touched by a teammate that has their flag belt on and escorted back to his/her own territory. Once a player is released from the dungeon they are entitled to a free walk back to his own territory as long as his/her hands are joined with the rescuing player. A player released from the dungeon must go to his own territory before attempting to capture the opposing team’s flag. A player may not have his flags removed while he is in his own territory.

VARIATION - Add a guard for each team to guard the base flag and the dungeon. When I do allow guards, I will designate an area around the flag in which the guards cannot be inside unless an opposing player is in the area first.

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Down, Down, DownYou start off with a tennis ball and throw the ball continuously back and forth until somebody drops the ball. When someone drops the ball you say "Down on one knee" and the person must drop down and continue play on one knee. If the same person drops it a second time then you say "Down on two knees". If the same person drops the ball again you say "Down on one elbow". If it happens again you say "down on two elbows". It then goes to chin and then you're out but remember you have to stay in the position you're in to catch the ball and throw the ball.

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End DodgeballThe teams (each on their own side of line) throw two or three balls, back and forth, trying to hit the opposite team. As players are hit, they must go stand behind the opposing team on the back line so that they can RETRIEVE the balls AND THROW THEM BACK to their team.

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European DodgeballSame rules as dodgeball (which vary for everyone, so use your own dodgeball rules), except there are small hockey nets used to get goals on. They are placed on each team's side or evenly spaced apart if you play in a circle.

The object of the game is to reach a certain number of goals per team by throwing a ball into the net. In addition to trying to score points, you try to get the other team's members out.There are two ways to win:

1) Be the first team to reach the target number of points.2) Get all of the other team's players out.

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Floor HockeyGoals are scored the same way as ice hockey, and the same basic rules apply.

1) No floor hockey sticks will come higher than waist level during play. If any players floor hockey stick comes higher that waist level during play they will sent to the Penalty Box for one minute.

2) A traditional lineup consists of six people: a center, two wing men, two defensive players and a goalie.

3) Make sure you have two goals at opposite ends of the court and a line that runs across the center of the court.

4) Drop the puck in the center of the floor hockey court to begin play. Players battle with their hockey sticks to gain control of the puck and hit the puck down the floor toward the opposing team's goal. Players pass the puck to one another by pushing it with their sticks.

5) Score one point in floor hockey by hitting the puck into the net or goal. Simply breaking the plane of the net's bars is considered a goal. The net should be closely monitored by counselors, because during game action, it can be hard to tell if the puck broke the plane of the bars.

6) Handle a puck only by using a stick. If a player uses a hand to hit the puck, it is considered a foul. Excessive body checking is not allowed. Defenders are not allowed past the center line. When these fouls happen, the other team is automatically given control of the puck and may begin play from the spot of the foul.

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Four SquareThe player in square 4 serves the ball by bouncing it in his square and tapping the ball into another square. The player in that space must tap the ball (after one bounce) into another kid's area, and so on, until someone misses the ball, lets the ball bounce twice, or sends it out of the grid. The player who misses the ball steps out and the remaining players rotate up through the numbered squares. If you are playing with more than four players, a new player enters the game at square 1. The player who is out waits in line to re-enter the game once square 1 is open again. Whoever is now in square 4 serves the ball to resume play.

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Fruit SaladYou line the participants up against one end wall of the gym and you choose one participant to stand at the other end of the gym facing the line of participants at the other end of the gym. All the participants have fruit names, i.e. banana, apple, orange, peach, etc. The participant standing alone calls out a fruit and all the participants with that fruit name must run to the opposite wall while participant who is designated ‘it’ tries to catch them. As they are caught they join the person designated ‘it’ and becomes catchers. Sometimes the person designated as ‘it’ may shout ‘Fruit Salad’ and everyone runs at the same time. Keep going until the last participant is caught and they can be the new person designated as ‘it’.

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Ghost in the GraveyardChoose a central location to be the “home base” for the game. Gather everyone at the home base. You’ll need a large outdoor play area for this game. Tell everyone the boundaries of play and make sure everyone knows not to go past these boundaries.

To begin, choose a volunteer to be the “ghost.” This person leaves the base and hides somewhere within the boundaries while everyone else closes their eyes. After a minute or two, the rest of the group counts aloud: “One o’clock, two o’clock, three o’clock…” until they reach midnight.

At this point, everyone leaves the base and searches for the ghost. The first person to spot the ghost yells “Ghost in the graveyard!” and all the seekers rush back as fast as they can to base. The ghost chases after everyone and whoever is tagged becomes next ghost.

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Horse – Basketball1) Establish the rules beforehand and stick to them. Create an order for the players. This

can be done by alphabetical order or by shooting for the order of play.2) Call the shot. The player shooting must verbally call out what shot they are going to take

before the shot. The exception is if the shooter is not going to use any props or make any special moves.

3) Shoot the first shot. The first player takes a shot within the established rules. If the shot is made, the next player has to make the same shot or they are assigned the letter H. Shoot the next shot. If the second player makes the same exact shot then it falls to the next player and so on until the original shooter is up to shoot. At that point the original shooter takes another shot.

4) Re-slot the order. If a person shooting first misses then they proceed to the back and the player next in line becomes the leader and gets to decide on the shot taken. If that person misses, then control proceeds down the line until it returns back to the original shooter. Assign the letters. As each shooter misses he earns the next letter in the word Horse. When a player reaches H-O-R-S-E she is out.

Horseshoes

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All participants have their own set of shoes. The lower-rated contestants pitch their four shoes, and then the higher-rated pitchers pitch their four shoes. The counselor(s) walk to the other end of the court, decide on the scoring, and the participants pick up their shoes. The team with the highest score will pitch first for the rest of the game.

Points are scored in the following manner:

No ringers, closest shoe (must be within six inches of the stake): 1 point No ringers, two closest shoes: 2 points Ringer: 3 points Leaner (a shoe that is propped up against the stake): 2 points (although this only

scores as 1 point in professional matches)

The highest score for a single player in a single round is 12. Players can score in more than one way during a single round. For example, if a player has one ringer and two additional horseshoes that are closest to the stake, that player would get 5 points, 3 for the ringer and 2 for the two closest shoes (the ringer can't count as one of the closest shoes).

Hotbox

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Split the group into two groups and then place them about 30-40 feet apart facing each other. Then pick two counselors to stand with them. These two people have a ball that they toss back and forth. The others on the team try to get from side to side without being tagged. They then keep tabs of how many times they have spanned the distance and call the number out each time they make it.

Human Sculptures"Human Sculptures" involves teamwork from beginning to end in a charade-like theme. By setting open ended goals, children learn to verbally consult with one another to come up

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with ideas to succeed as a team. Divide children into two teams and have each team choose a leader. Give each leader a pen and paper. Team leaders must collaborate to establish a category of interest that will be the topic of each round, such as celebrities, zoo animals or popular films. Have the two separate teams then collaborate to choose a related theme to use to create a human body sculpture, write it on a piece of paper, and return the paper to you. Each team will form a human body sculpture that represents the idea written on the paper, while the other team tries to guess what it is. For example, if the main topic is "cartoons" and a team chooses "King of the Hill," team members may lay over each other in a hill-like pile while one team member climbs to the top to represent the "King."

Jailbreak

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Follows the same rules as normal Dodgeball, except that it incorporates the goal boxes on either end of the court; they are referred to as "jails." When a player gets out, he goes to "jail." In order for a player to get out of jail he must catch a ball thrown to him/her by one of their teammates. At this point the player is released from jail to play once more.

Jedi Dodgeball

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You have two teams for dodgeball. Each team picks one person on their team to be the Jedi. The Jedi is equipped with a hula hoop for their 'circle of force'. They cannot be hit if they are in the hula hoop. If someone on the team gets hit by a dodgeball they must sit down where they are. The Jedi on that person's team has to try to tag them, but most likely will have to leave their circle of force to tag them with it. If they are out of the circle of force people from the other team can try to hit them with a ball. The game is over if one team is all sitting down and the Jedi hasn't tagged them before they are all down (this will probably never happen because the Jedi will inevitably be able to always tag at least one person easily) or if the Jedi is hit and the other team diminishes. If the Jedi is hit, then everyone who gets hit on that team after that can just leave the boundaries, they don't have to sit down. As usual, if someone catches a ball that is thrown, the person who threw it sits down or is out if their Jedi is dead, but if you catch a ball NO ONE gets to come back in. After a couple rounds you can remove the circle of force and people can stand in front of the Jedi to guard him/her and move with the Jedi to guard when the sitting down people are far away. This is smart because if one of them gets hit, they are super close to tag and the wall is up again. But the Jedi’s get hit eventually.

Kick the Can

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This game is a variation of tag and hide & seek. One person or a team of people are designated as “it” and a can is placed in the middle of the playing area. The other people run off and hide while the “it” covers his or her eyes and counts to a certain number. “It” then tries to find everyone. If a person is tagged by “it”, they go into a holding pen for captured players. If one of the un-captured players manages to kick the can, the captured players are released. The game is over once all the non-”it” players are in the holding pen.Number of Players: Ideally at least three.Equipment: A metal can.

Kickball

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Setup the bases similar to a baseball diamond. Divide the kids into two teams.

How to Play: The pitcher rolls the ball to the kicker. The kick kicks the ball into the outfield and runs to first base – or second, third and home if they can make it without being tagged out. Fielders must tag the runners while either carrying the ball and touching them, or throwing it at the runner and hitting them below the waist. If a fielder throws a ball to get a runner out and misses the runner – the runners can only advance one base. Three outs and then the teams switch. If a kicker kicks the ball foul four times they will be called ‘ out’.

Knockout – Basketball

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1) Choose a set order for all participants. Once the order is designated, it only changes when someone is knocked out.

2) Line up single file with the first person at the free throw line.3) Give basketballs to the first two players.4) Allow the first person to shoot. If the shot is made, the player tosses the ball to the third

person in line. If the shot is missed, the player must immediately try to rebound and score before the following player shots a free throw or the player is knocked out of the game.

5) If the second player also misses, that player must try to rebound and score before the first player rebounds, scores and quickly passes the ball to the third player waiting at the free-throw line, or the second player risks being knocked out.

6) Play stops momentarily when a player is knocked out, and basketballs are again given to the next two players. Continue playing until one player remains.

Lazer Cricket

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Cricket is played between two teams of up to 11 players each. Each team bats in turn, the choice for first innings being decided by tossing a coin.

The centre of the action is a pitch 22 yards long with wickets (three cricket stumps) placed at each end, though a shorter pitch can be used by children. The pitch is roughly in the centre of the playing area, the edge of which is marked by a line or a rope about 50 yards from the wickets.

Two batsmen play in partnership to score runs against the bowling of the fielding side. The bowlers aim to restrict scoring and to dismiss the batsmen in one of the ways described in the rules of cricket.

The fielding captain decides which of his players will bowl. Each bowler bowls an “over” of six over arm deliveries from one end of the pitch, then the play switches so that one over is bowled alternately from each end of the pitch. No bowler can deliver two overs in succession.

The score is counted by “runs”, which are the number of times the batsmen run from end to end of the area between the two “popping creases” – lines across the pitch four feet from each wicket. Runs are usually the result of a hit by the bat; a hit across the boundary scores four runs or six if it crosses without touching the ground.

The most common ways of dismissing a batsman are bowled, caught off the bat, leg before wicket, stumped by the wicketkeeper and the run out of either batsman while attempting a run. When a batsman is dismissed (“out”) his place is taken by another.

The innings is complete either when all but one of the batsmen are out, or when an agreed number of over’s has been bowled, or when the batting captain has declared the innings closed.

A match consists of one or two innings by each side. In time limited matches, the side scoring the highest aggregate of runs wins. If the match is not played to a finish then the result is a draw, except in the case of some limited over’s games where the winning side is the one that scored most runs during its share of the over’s.

Minefield

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This is a communication game (that can be quite educational) where you try to talk your blindfolded teammate through a series of obstacles.

o What you'll need are blindfolds and a number of moveable obstacles such as balls, chairs, jackets, shoes etc.

o Define boundaries. Have the team create a list of things that are detrimental to functioning as a group such as poor communication, anger, jealousy, wrong tools, not listening etc.

o For each characteristic/action, throw an object into the playing space, the "minefield."

Have the kids within a group choose partners. One partner is blindfolded at one end of the field. The non-blindfolded partners stand at the opposite end of the field and try to talk their partners through the minefield without them running into any of the obstacles. If the blindfolded partner touches an object they're out and another partner must try. However, once they are blindfolded the other team can move the objects around if they choose. The team with the highest number of successful crossings wins. After the game is over (if you want it to be more educational) ask the players what they learned from the activity? Did the blindfolded people trust their team? Why or why not? Why is good communication important? etc.

Musical Chairs

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In a circle, arrange chairs facing outward to total one fewer than the number of players. An additional player needs to be in charge of the music. When the music starts, the players walk around the chairs. When the music stops, players sit down in the nearest chair as soon as they can. The one player who does not have a chair is out. One of the chairs is then removed, and the game continues in this manner. The player that sits in the final chair is the winner. This game is traditionally played inside, but it can also be played outside with outdoor furniture and a portable music player.Number of Players: A small group.Equipment: Music player or person making music and chairs.

Pin Dodgeball

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Is played like standard dodgeball, except that each team has three plastic bowling pins (or any pin in general like tennis ball tins and cones) at the back of their side of the court evenly spaced on the last line before the out of bounds line. Once knocked over, a pin must stay down. The game ends when all of a team's players are eliminated, or (more often) when all of a team's pins are knocked over. When two pins belonging to a team are knocked over, the "Kill Line" rule comes into play. Players from the team that has knocked over two pins may now go as far as the next line on their opponent’s side of the court. Balls may be used to hit players, hit pins, or block. A caught ball means a teammate can come back into play and the thrower must be seated. Balls caught after making contact with the walls, floor, ceiling, pin, or anything aside from another player have no effect.

Relay Games

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- NO HANDS GET UPPlayers run to turning point, stop, lie down on their backs, fold hands across chest and get up without moving their arms, and run back to finish line.

- HUMAN HURDLE (Must have at least 10 players)

1.) Divide players into 2 teams...with each team laying in a circle.(Be sure there is a wide space between each player and heads are towards the center of the circle.

2.) Assign each team member a number. (If there are 6 players on each team, each team player will be number 1 through 6) #1 on each team, gets up and runs over the bodies in the group--until they get back to their own spot.

3.) #2 gets up and does the same. The first team to have all runners 'hurdle'--is the winner!

- STANDING PRETZEL RACE or RELAY

1. Have kids get into pretzel positions by standing on their left leg.2. Lift the right leg and cross it in front of the left knee. 3. Cross arms in front of the body. 4. On the word "go" hop to the finish line. The "pretzel" who gets to the finish line 1st wins.

- TUNNEL RELAY All members in the team stand astride. Runners must first crawl under the legs of all players in the team--run forward to the turnaround point --and return to tag the next person of the team who does the same thing as the first player. Play continues...

- WHEEL BARROWPartners assume the Wheel barrow and pusher position. On the signal, advance to the turning point where they change positions and return to the starting line.

- THREE LEGGED RACE Pair up into partners and stand side by side. Tie one persons left leg to the other player’s right, or vise versa. Practice walking together until you get a rhythm going and then try hopping or running. This can be played as a race or just for active fun. An obstacle course can be created as well.

- SACK RACE Each player steps into his/her sack with both feet. Pull the sack high enough to hold the

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edges. Practice hopping first, until all of the players get the hang of it. Identify the start and finish lines. Blow the whistle and go! Adjust the race with obstacles for more excitement.

- LEAP FROG

1. If you are playing in a group with more than three players, you start by lining up in single file. 2. The first person in the line takes a few steps forwards and then bends over to make the first frog. 3. The next person in the line then leaps the first frog, carries on for a few steps and then bends over to make the second frog.4. The third person in the line then has to run and leap frogs one and two and then bends over to make the third frog.5. This carries on until all the players have jumped. This can be played with one line or in teams.

Shipwreck

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The instructor stands at the front of the room with a large group of students and calls out the following commands. This game is like a cross between Mother May I and Musical Chairs. If the participants make a mistake, or don’t have the correct number of students to do the command, they are knocked out of the game. The last participant left in the game wins.

Commands

Mess Hall - (4 people) All four players sit in a circle and pretend they’re eating.

Lifeboat - (3 people) Three players sit on the floor in a row and they pretend to paddle a boat.

Man Overboard - (2 people) One person lays on the ground, the second person stands above them with one foot resting lightly on their chest. The standing person shields their eyes and “scans the horizon.”

Pirate - Stand on one leg, put one hand over your eye, use your other hand to touch the shoulder on the same side(like you had a parrot there), and yell “Arrgh!”

Turtle - Lay on your back, wave your hands and arms in the air, say, “Turtle, turtle.”

Submarine - Lay on your back and raise one leg straight up in the air like a periscope.

Compass - The instructor yells out North, South, East, or West.Players turn that direction and run in place, double-time.

Hit the Deck - Drop to the floor, lay on your belly, and tuck your hands under your chin - elbows and forearms flat on the floor.

Shuffleboard

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As few as two competitors, or as many as four teams, can compete. A coin toss determines which team gets the lighter colored pucks and shoots first. The winner lines up four pucks it the left and the second team positions its pucks in the right in the same scoring triangle. Each competitor or team shoots four pucks per round. Players try to slide their pucks into a scoring area, knock an opponent's pucks out of a scoring area, knock their own pucks out of an area or knock an opponent's pucks into an area.

Players of teams alternate shooting pucks. They stand in the shooting area and, using a cue, shoot a puck toward the scoring triangle at the opposite end of the court. A player begins the sliding motion of shooting a puck with a cue and ends it within the scoring triangle. A counselor will help keep score and will remove any pucks that touch or cross a court sideline or fail to reach the deadline on the other end of the court. When these players finish shooting their eight pucks, the counselor will help tally the score. A puck touching a line, does not count.

WinningThe counselor helps tally all earned points after competitors shoot each group of eight pucks. When competitors complete an end, but none has 75 points, the game continues. The winner is the competitor or team with the most points above 75 at the completion of an end.

Speedball

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The game is started with a kick-off.

Both teams line up on their own half of the court The ball is placed on the end line of the court for the team making the kick-off. The center forward on the kick-off team kicks the ball forward either diagonally forward

or straight ahead. The ball may be lifted by the foot to a teammate. After each score, the team that did not score starts play with a kick-off.

SCORING:

Field Goal - (2 points) - when the ball is kicked between and under the goalposts. Touchdown - (2 points) - when an offensive player behind the opponent's goal line

catches the ball from a teammate who has thrown the ball from outside the penalty area.

Penalty Kick - (1 point) - a place kick taken on the penalty kick mark and awarded when the defense fouls in their own penalty area.

OUT-OF-BOUNDS PLAYS:

At the end and sidelines - a throw in is taken by the opponent at the spot where the ball went out of play. All players must by 5-yards away.

FOULS:

1. Tripping, pushing, holding, or in any way touching an opponent. 2. Unnecessary roughness. 3. Traveling - moving the feet with the ball in your hands (same as in basketball). 4. Touching a ground ball with hands or arms. 5. Throwing for a touchdown from within the penalty area. 6. Boxing-up - 2 players guarding the same opponent. 7. Obstructing - preventing, by personal contact, the progress of a player.

PENALTIES:

1. For fouls outside the penalty area - free kick on the spot. The ball may be kicked or lifted with all opponents starting 5-yards away.

2. For fouls inside the penalty area by the defense - a penalty kick awarded to opponent using a place kick and taken on the penalty kick mark. Only the goalie may guard the goal. All other players must remain outside the penalty area until the ball is kicked. After the ball is kicked it becomes a live ball and play continues.

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PLAYER PRIVILEGES:

All players may air dribble, block, catch, clear, dribble, handle, instep kick, kick-up, kick pass, loft, lob, mark, pass, pivot, place kick, trap, throw-in, or volley.

Only the goalie, while inside the penalty area, may pick up a ground ball with their hands.

Spud

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This outdoor game is a lot of fun. Every player gets a number and crowds around the person who is “it” for that round. “It” then tosses the ball straight up and the other players run away. As the ball reaches the top of its toss, “it” calls out the number of one of the other players and then runs away also. The player whose number was called must run back and catch the ball (or chase after it if it is bouncing around). Once that person has the ball, they yell, “Spud!” Then everyone else must freeze. The person with the ball must try to hit one of the players with the ball. If they do, that new person gets a letter (first S, then P, then U, then D) and is now “it.” If they miss, the person who threw the ball is “it” for the next round.

Steal the Bacon

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1. Divide the children into two equal teams of players. Use a designate line to mark the boundary on one side of the playing area for one team. Mark or designate another boundary on the other side of the playing area for the other team. Arrange the children so that they are standing side by side on their line facing the opposing team. Count off the players so that one player on each team shares a number.

2. Place the baton or item, "the bacon," on the ground in the center of the playing area so that it is located an equal distance from both teams.

3. Start the play by having everyone chants a taunt: "Bacon Bacon Whose Got the Bacon?" Then the referee calls out one number. The players from each team which share the number race out to the center where the bacon is. The goal is to grab the bacon and race back behind their team's boundary without being tagged by an opponent. Only the players whose numbers have been called are permitted out on the field. The referee has the right to call more numbers to release other pairs of opponents if the original players are having difficulty grabbing the bacon.

4. Score a point for the team whose players manage to race back behind their line with the bacon before an opposing player can tag them. No points are awarded for tags. Play until one team has however many points that you determine as the winning goal.

Survivor Challenge Games

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RacesAny kind of races would make a perfect survivor challenge, as well as exciting games for kids' gatherings. The more obstacles you can think of putting in the way, the better. If you have a wide, open, outdoor space, use cones and playground equipment for an obstacle course. If your space is limited, throw a "catch" in the race to slow the contestants down. Make them balance something on their heads or grip a spoon in their teeth and balance an egg on it.

PuzzlesSurvivor challenges are not just physical, but mental. Give the kids games with puzzles to work out, codes to crack or riddles to unravel. Word scrambles, or riddles with jigsaw puzzles that give hints make appropriate mental challenges for playing the game. Have kids compete individually or in teams for a more interesting group dynamic.

TeamworkGames that involve teamwork force kids to work together to find solutions to a problem, promoting communication skills. Tie the kids together and make them figure out a way to get through an obstacle course while bound. Blindfold all but one child, and the seeing person on each team has to guide teammates toward accomplishing a task. Make them build a sand castle with a catch--they have to keep a single balloon up in the air the whole time, but each player is only allowed to hit the balloon once in turn.

EnduranceIn "Survivor," some of the biggest and most competitive challenges in the course of the entire season are simple tests of endurance. Have kids stand on one foot, hang from a jungle gym or see who can stand the longest while balancing a book on their head without using their hands.

FoodFood challenges are always fun and disgusting. A pie-eating contest, no hands allowed, is always good for a laugh. For more of a thinking game, feed contestants spoonfuls of baby food from jars without labels and have them guess the flavor. If you really want to shock them, feed them bugs--there are lots of edible and candied bugs on the market packaged for consumption.

To Be or Knot to Be

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This team building game promotes problem solving skills and encourages kids to work together to overcome obstacles. Assemble a group of 12 or more children and have them stand in a circle facing each other. Instruct them to close their eyes and extend their right hand. Each child must use their right hand to grab onto the hand of another. While retaining this position, the children open their eyes and use their left hands to connect with a different child. No child should be holding both hands of another. Each child must be holding on to two other children. Once all the children are connected by both hands and have formed a "human knot," they must work together to untangle themselves without letting go of one another's hands. You should soon witness considerable communication and strategy formulation among the children as they try to free themselves from the "knot."

Wall Ball

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Wall Ball is a classic playground game that involves throwing the ball against a wall, catching it without fumbling the ball, and trying to get others out! Many variations exist for this simple group game.Recommended # of people: At least 4. Messiness Factor: Get ready to break a sweat! Materials required: A small bouncy ball of some sort (e.g. a racquetball, tennis ball, etc.). Recommended Setting: Outdoors or in a very large room with a flat wall (e.g. side of a building) and a hard, flat floor.

Rules for Wall BallWall Ball is a classic playground game played by children everywhere. It’s fun for adults too! The object of the game is simple: a person throws a ball against a wall, and anyone can try to catch it. The person who tries to catch it must catch it cleanly (no drops). If a person drops the ball or touches the ball in any way without catching it, that person must quickly run up and touch the wall before another person can catch the ball and throw it against the wall.If the ball hits the wall before the player is able to touch it, the person is given a “strike.” Each player gets three “strikes” before they are out of the game (or you can assign some form of mild punishment, like making the person do the chicken dance).

VariationsMany different various exist for Wall Ball. For example, when someone catches the ball, they can assign rules such as: one handed catch only catch on one foot left handed catch only And so on. If someone forgets to follow the rule, they must also run to the wall and touch it to prevent getting an “out”.

Water Relays

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- Chill Out! Rainy Delay

What You Need Two teams with an equal number of players per side Two buckets per team, one empty and one full of water For each team, a plastic cup with 3 holes punched into the sides

1.) Provide each team one empty and one full bucket, as well as a plastic cup.2.) Set the empty buckets at one end of the yard and the full ones at the other near

the kids.3.) At the word “Go,” the first participant on each team dips the cup into the water

bucket and holds it over their head as they dash to the other end of the yard.4.) When the player reaches the second bucket, they dump what’s left in the cup

into it, runs back to the start, and passes the cup to the next participant.5.) The game continues until the formerly full bucket is empty. The team with the

most water in the second bucket wins.

- Sponge Race

You'll need:Buckets of water 1 per team Large sponges 1 per team1 empty bucket per team

Split players into two or more teams. Set the buckets of water on one side of the race course with the sponges in the bucket. Place the empty bucket at the opposite end of the race course. The object of the game is to be the first team to fill the empty bucket with water. The first player of each team soaks the sponge with water runs to the empty bucket and squeezes the water into it. Then runs back to pass the sponge to the next player, this continues until the first jug is full.

- Wet Shirt Relay

Fill four buckets with water and place them about 10 feet apart in a straight line. Put a t-shirt in each. Divide the group into four teams, and have each team line up across from a bucket, about 30 feet away. Once the race begins, the first member runs to the bucket, puts on the wet t-shirt, and runs back to his/her team. When they reach the team, they remove the shirt and give it to the next person. The next person runs with the shirt in hand to the bucket, dunks the shirt into the water, and puts on the wet shirt.The first team to have all players finish the task wins!

Pool Games

Marco Polo

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This variation of tag is played in a swimming pool. Whoever is “it” closes their eyes and yells “Marco!” The other players then yell “Polo!” The “it” person has to tag one of the others, and then that person is “it.” Be sure to play in a pool that is not too deep for any of the players.Number of Players: A small group.

Battleships & Submarines

Divide the group into two teams. Each team has a “base” against the wall of the pool, opposite each other. When the game starts, the battleship team comes off the wall and taunts the submarines into chasing them. The submarines push off when ready, swimming underwater and tries to touch/tag the battleships before the battleships reach base. If the sub is successful, the battleship switches sides (and the sub gets a free walk/swim back). If the sub is unsuccessful, the sub must swim back to its side. However, if the sub has to come up for air and the battleship splashes the sub, then the sub switches sides! The point of the game is to try and get everyone on your team.

Diving Board PIG

Line up kids behind the diving board. Just like the basketball game "PIG" (or HORSE) the first person says what they are going to try to do. If they do it the next person has to do the same dive, flip, or whatever they did. If they also do it correctly then the next person has to do it as well. As soon as someone messes up they get a letter and then the next person in line calls what they are going to attempt. This continues until all but one person is eliminated by spelling "PIG".

Rule: You can only use the same dive once per game. All pool rules must be followed. Pick a judge or vote to decide if they get a letter or not.

Gator/Sharks & Minnows

Have one person designated as the "gator." He or she treads water in the DEEP END of the pool while all other participants are standing on the side. The leader will then yell "gator!" and at that point, the players standing on the side of the pool have 30 seconds to successfully jump in, swim to the other side of the pool, and get out without being tagged by the gator. Anyone who is tagged in the first round has to join ranks with the “gator” and try to tag the swimmers in the next round(s). The game goes until there is only one person who has not been tagged. Hand out a simple prize for the winner.

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NOTES: Because this is a swimming pool game, follow some simple guidelines to make sure none of your students get hurt:1. You should ONLY PLAY IN THE DEEP END of a pool.2. No jumping on the “gator.”3. Have adult leaders on hand to help in case of emergencies.

Pool-ategories!

First, chose a leader or student to be the “caller”. After you have chosen the caller, they will think of a category (colors, animals, ice cream flavors, etc). People will line up at the diving board. One person will jump off the diving board and the caller will say a category as soon as they leave the diving board. The person who jumps off has to name something in the category before they hit the water. If he or she does, they return to the line. If they do not, they are out. Then the next person in line goes. The last person in the game is the caller for the next round.

Pool Side Steal the Bacon

Just like Steal the Bacon with its many variations, but in the pool. Two teams can either be in the water or standing on the opposite sides of the pool (if you have a deep enough deep end that allows for safe diving in).The "Bacon" can be anything (ball, rag, raft, be creative here) and can be floating on the water, sunk to the bottom, or even in the process of sinking.

Dive/Swim for Diving Rings/Sticks