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1 GAMES Ultimate Frisbee Take The Flag American Netball Halo Volleyball Kwik Cricket Boules Skittleball Danish Longball Bootball Handball Croccer Soft Ball Kickball Football Gauntlet Dodgeball StumpBall Tubedash Crazy Croquet Scoop Ball EQUIPMENT NEEDED 1 Frisbee, 2 lots of different coloured Cones 2 different coloured flags, 1 set of Cones 2 sets of different coloured cones, 1 rugby ball 2 hockey sticks, 2 hoops, 2 sets of coloured cones 1 Volleyball Net, 1 Volleyball, 1 set of cones Kwik Cricket Set, 1 soft cricket ball, 2 single cones 2 sets of different coloured cones, boules, 1 hoop 10 skittles, 2 sets of coloured cones, 6 handballs 3 sets of coloured cones, baseball bat, tennis ball 1 set of cones, 1 bootball, 2 goals 1 handball, 2 sets of coloured cones, 2 goals Kwik Cricket set, football, 2 single cones 4 big cones, 1 baseball bat, 2 sets of cones, tennis ball 4 big cones, 1 football, 1 baseball bat, 2 sets of cones 2 goals, 1 football, 1 set of cones 2 sets of coloured cones, 8 handballs 2 goals, 8 handballs, 2 sets of different coloured cones 2 sets of cricket stumps, 3 sets of cones, 1 handball 2 big cones, 2 tubes, 1 coloured cone, stopwatch Stopwatch, 2 bats, 2 balls, 6 hoops, 1 pole, 1 set of cones 16 scoops, 1 ball, 2 goals, 2 sets of coloured cones + Games + Rules + Diagrams N.B. The dimensions for each game have been taken in an outside environment so any games played inside will have to be adjusted to the right size appropriate to the game.

2 ULTIMATE FRISBEE. SCOOPBALL A toss-up is held between the captains of both teams. Once the toss of a coin is completed, both teams line up along their end zone, and the team who won the toss-up throws the Frisbee to the other team and the game has started. The Frisbee is thrown from player to player to move up the pitch - attacking the oppositions end zone, whilst still defending their own end zone. To score a point the Frisbee needs to be thrown to one of your own players who has to receive the Frisbee in their oppositions end zone without it being intercepted by the opposition. No running with the Frisbee 1 foot must be planted to the ground whilst receiving Frisbee in oppositions end zone to score a point When defending - make sure there is 1 metre between you and the person you are defending at all times To pass to another player, the Frisbee must travel a minimum of 3 metres ANY breakdown in play and the Frisbee goes to the other team THIS IS A NON-CONTACT SPORT!! The aim of the game is to score as many goals as possible by scooping the ball into the opposition s goal. A very similar game to handball, 2 teams of equal number play each other. Once you have the ball you can pass it onto another team member by throwing the ball with the scoop, likewise you also have to catch the ball with your scoop. You can throw the ball over-arm or under-arm and score in any way but must be outside the D when attempting to score. Each team is allowed a goalkeeper who must remain inside the D, anyone else must stay outside of it. Teams must have an equal number of players on each side No running with the ball The ball must be thrown and caught with the scoop - no usage of hands and no kicking the ball Goalkeepers are allowed to defend the ball with any part of their body but must stay inside of the D (please see note below for keepers) Any breakdown in play results in the ball going to the opposition Defenders must stay 1 meter away from the ball Team who has scored most goals at the end of the game - wins! Option 1: Play the game with a goalkeeper but must use a soft ball Option 2: Play the game without a goalkeeper and have smaller goals

3 CRAZY CROQUET TAKE THE FLAG The aim of the game is to get the ball through the 3 hoops and then hitting the final pole in the quickest possible time - using the correct croquet technique (as shown above!) One person from each team will start, on the referee s whistle, trying to knock the ball through the first hoop. Once the ball has gone through the first hoop, you can move onto the next one and so on. You have 45 seconds to try and get as far as possible. The first one to hit the pole, or get furthest in the 45 seconds gets the point. Once the 45 seconds is up, the next 2 people take their positions and it starts all over again. Team with the most points at the end of the full game - wins! SAFE ZONE SAFE ZONE CORRECT CROQUET POSITION Players must stay behind the line at all times One player is allowed to stand behind the hoops and roll the ball back You can not progress to the next hoop till the ball goes through the first one. Once you progress on you don t go back even if you miss. You remain on the same one till you get the ball through. Players are not allowed to start till the referee gives the go-ahead The rest of the team must stay in the safe zone till it s their go You have 45 seconds to try and get as far as you can In the case of a draw a point will be given to each team The correct croquet technique must be used at all times!!! Team with the most points at the end - wins! Each team lines themselves up at either end of the take the flag arena, lying down on the ground. Once you have numbered yourselves (however many there are in your team) i.e. 1-7, the game can start. A mutual flag-bearer will be stood in the middle of the arena with either 1 or 2 coloured flags. They will shout a number and the person with that number from each team will get up and run to the flag. Once you get to the flag, you can either grab it and try and get it back over your line or you can wait till the other team member grabs it, in which case you need to try and tag them before they get back over their line. If the flag-bearer has 2 different colour flags, they will not only shout a number but the colour of the flag as well, so listen carefully! As the game progresses, 2 numbers may be called out at the same time. When lying down, feet must be behind the line, facing towards the other team, and head and shoulders firmly on the ground! 2 points will be given if you manage to get the flag past your line, and 1 point if you manage to tag the opposition whilst they have the flag No rugby tackling!!!!

4 AMERICAN NETBALL. TUBEDASH The aim of the game is to score tries by placing the ball down on the ground in the end zone your team is attacking. To start the game, 2 captains have a toss-up and whoever wins the toss-up starts with the ball in the centre of the pitch. They can throw it to any team-mate in any direction. Once you have the ball you are not allowed to run with it and have 3 seconds to pass it to another team-mate. To score a try, you need to throw the ball to a team-mate who is standing in the end zone, they need to catch the ball, before touching it down onto the ground. The team that scores the most tries; wins! The toss of a coin will decide which team starts with the ball The game starts the moment the ball is passed to a team-mate All players must be in their own half when the game starts A try is scored when it is caught in the end zone and placed on the ground without releasing the ball or dropping it in the process After a try is scored - play resumes just outside the end zone Players are not allowed to run with the ball You have to pass the ball within 3 seconds of receiving it Possession of the ball changes if it touches the ground, and you are allowed to intercept the ball if it is mid-air. You must be one arms-length away from players at all times No bodily contact is allowed!! The aim of the game is to get your whole team through the 2 tubes in the quickest possible time! The rules are adapted as the week progresses! General Rules! When going through the tube - it must be placed back over the cone before moving onto the next tube Time will start once the first person leaves the start line and be stopped once the last person crosses the finish line The next person is not allowed to start until the previous player has crossed back over the line If a team has less players than another team - some players might have to run through the course twice. N.B. This game can be adapted to the game run, run, run like you ve never run before... AND THEN...Run some more!! - which is an obstacle course, but has the same idea to it, complete it in as fast a time as possible!

5 STUMPBALL Middle-Circle HALO. Inner-Circle The aim of the game is to score as many points as possible by hitting the handball onto the cricket stumps. Similar rules to handball and halo, 2 teams of equal numbers play each other. Without running with the ball, you throw it to each other till you get to the outer circle of the cricket stumps, and trying to dodge the defenders throw the ball and hit the cricket stumps to score one point. In the same way, if the opposition attack your cricket stumps you need to defend the stumps and stop the ball from hitting your stumps. No-one is allowed in the inner circle where the cricket stumps are Only defending team are allowed in the middle circle and can defend the ball with any part of their body Any breakdown in play (incomplete pass, or ball touching ground) the ball goes to the other team NO running with the ball Any throw is allowed when hitting the cricket stumps - under arm, over arm, side swing etc...! You are allowed to attack the cricket stumps from any angle - and are allowed to go behind the circle, but if the ball goes out a throw-in will be taken by the other team This is a non-contact sport! The team with the most points at the end - win! The aim of the game is to score points by throwing a quoit over the hockey stick held by a team-mate stood inside the hula-hoop at one end of the pitch. The team with the most points wins. Players are not allowed to run with the quoit but have to pass it to each other along the pitch. The opposing team tries to gain possession of the quoit by intercepting the opposition s passes. The starting team will be decided by a toss of a coin One point is scored when the quoit is thrown over the hockey stick of your team-mate holding it Person holding the stick must not step out the hoop No running with quoit The quoit can be intercepted as it is thrown but players must be an arms-length away from each other at all times After a point is scored the game will re-start from just in front of the hoop. The person standing in the hoop is allowed to swop with someone else at any point during the game This is a non-contact sport!

6 VOLLEYBALL. SAFE ZONE 1 DODGEBALL Serving Area The aim of the game is to score as many points as possible! Only the team serving the ball can score a point. If they score, they continue serving, if they fail to score - the other team gets the serve. The server must hit the ball either underhand or overhand with one hand from the serving area (red boxes as shown above). The ball must clear the net and come down in the court on the other side. It cannot touch the net or a player on the server s side. If the serve is good and the other team fail to return it, the serving team gets the point and the same player serves again. If the serve is not good or the serving team fails to return the ball - the other team wins the serve. They do not score a point until they win a point of their own serve. Each time the team wins the ball back to serve they rotate every player round the court clockwise - whoever was playing in the right back position will be the next server. A coin toss will decide which team starts with the serve The ball must always be hit before it lands on the court Each team is allowed to hit the ball up to 3 times before it has to go back to the other side - however, one player is not allowed to hit it twice in a row The ball may be hit with the hands, fists, arms or any part of the body from the waist up Catching, scooping or carrying the ball is not allowed The team with the most points at the end wins! The aim of the game is to be the team with the most players on the field of play by the end of the game. The pitch is divided into 2 halves with a team on either half. There will be 8 balls in play that will start on the centre line. To make an opposing team member leave the field of play you must hit them anywhere on their body apart from their arms or hands. The defending team is allowed to intentionally defend themselves with their arms or hands to stop themselves getting out. Once a player has been hit you are out and you stand behind in the safety zone. But it is still possible for them to rejoin the game. This happens by you scoring in the opposing teams goal - one goal scored means one player reinstated. SAFE ZONE 2 Opposing teams must stay within their own half of the pitch If a whole team is out in the allotted time another game can be started The ball can be thrown over arm apart from in a mixed gender game when the ball is only allowed to be thrown under arm by the boys team The winning team is the team with the most players left over on the field of play at the end of the game!

7 GAUNTLET KWIK-CRICKET. ATTACKERS DEFENDERS The aim of the game is to score as many points as possible. The game will begin on the call gauntlet from the referee, with one team (Defensive) lining up along both edges of the gauntlet and one team (Attacking) lining up in one of the safety zones. The objective is for the attacking team to make it to the other end of the gauntlet without being hit below the waist by the balls. Each individual scores 1 point for their team for each successful run along the gauntlet. Each innings is a maximum of 3 minutes long If an attacking player is hit below the waist they are out of the game Attacking players must wait in the safety zone until all players have completed that particular gauntlet run before they can start on the next gauntlet run. The referee will call gauntlet before the attacking team can make their run If any players in the team are still running the gauntlet at the end of the 3 minutes the team is awarded a bonus of 5 points Persistent dangerous headshots will be penalized The defensive team beings with 6 gauntlet balls It is the responsibility of a team leader to retrieve any balls from inside the gauntlet The team that has scored the most points by the end of the game are victorious! The aim of the game is to score as many runs as possible by hitting the ball bowled at you standing by a set of cricket stumps. Once you have hit the ball you have to run round one of the markers to score a run - the markers will be set out at an equal distance from you. Once you have run round a marker, sprint back to the stumps to hit your next ball. The bowler will not wait with bowling their next ball, so if too slow you can be bowled out if the ball hits the wickets. Once the ball has been hit, the player batting can complete as many runs as they wish until the ball has been bowled again. The player batting must run after every ball delivered, even if they miss the ball. Once the player is out, the next player must go in immediately, as the bowler will continue to bowl at the wickets and try and get the next player out. The team with the most runs wins. Teams will take turns in batting and fielding Team will bat until all players are out or until time period is finished The referee will bowl for both teams Player batting must run after every bowl, and go round one of the markers before running back to the wickets Players can make as many runs as they want at one time, and can run round alternate marker cones if they wish A player is out if they are bowled, caught out or if their own wickets with their bat. NO LBW decisions will be given Players can retire whilst batting and pass the bat to another player, but will not be allowed to bat again in that innings A toss of a coin will decide which team starts fielding and batting N.B. The game Croccer is this game but adapted and played with a football instead.

8 TEAM 1 BOULES THROWER TEAM 2 Batting Team SOFTBALL = Fielding Team The referee throws the jack (little black/white ball) a distance away - can be a short or longer distance. 2 teams stand in their own circle, and take it in turn to come into the throwing square and try and throw their boule as close to the jack as possible. The team with a boule nearest to the jack wins and scores as many points as are boules nearest the jack without an opposing boule closer - (see diagram above, the green team win and score 3 points). The game re-starts after all the boules are thrown and points counted and play continues until the horn is sounded. The toss of a coin will decide which team starts Players must be inside throwing square before they throw their boule Non-throwing players must remain in their team safety hoop until it is their turn to throw Players must take it in turns (i.e. Player 1 from green team, then player 1 from red team...) Each team will throw 8 boules Only when the referee says it is safe to go can players go and collect their boules The aim of the game is to score runs by hitting the soft ball with a bat and successfully reaching fourth base, having negotiated the three other bases, either in one go, or stopping at any of the other bases on way. Teams will take turn to bat and field. The referee will pitch for both teams. Players have three attempts to strike the ball, but must run if they strike the ball or if they miss on the third attempt. Players can either be caught out or run out by the ball reaching the base they are running to before the player does. You get 2 points if you manage to run round all 4 bases and past the home line in one go, and you get 1 point if you get back to the home line with stopping at another base on way round. The toss of a coin will determine who bats first Teams will bat either until all players are out or until the end of their 3 minute batting period One team member at a time will go forward to bat The referee will pitch for both teams - underarm pitching only A player must run if they strike the ball. They have 3 attempts to strike the ball, but must run on the third attempt even if the ball is not struck To score a run the player has to get round all four bases, either in one go or stopping at any of the bases on way A player is out if they are run out or caught out The team with the most runs at the end of the game wins N.B. The game Kickball is this game but adapted and played with a football instead.

9 HANDBALL SKITTLE-BALL The aim of the game is to score more goals than the opposing team! The team with the ball must throw the ball to each other. They are not allowed to move once they have the ball in their possession and have 3 seconds to pass the ball on. To score a goal, the ball must be thrown outside the D past the goalie into the goal. Possession passes to the opposite team if the ball is dropped and touches the ground or when a pass is incomplete. The team that scores the most goals wins. The game will start with a toss of the ball between 2 players in the centre and continue play from there No players are allowed in the D except for a designated goalie The goalie can defend the ball with any part of their body If a save is made by the goalie and the ball hits the ground outside the D, play is stopped and the ball is given back to the goalie to restart the game. If the goalie makes a save, but the ball flies out of the D without hitting the ground play will continue. Defenders must be at least 1m away from the ball Goals can only be scored with an underarm throw! Players cannot run with the ball and have 3 seconds to pass it on Possession goes to the other team when a pass is incomplete or dropped and the ball touches the ground No bodily contact is allowed The aim of the game is to knock down as many skittles as possible in the time given. Both teams attack defend at the same time using the handballs to knock down the skittles, and defending with any part of their body. Neither team can cross the half way line or step back beyond the defending line to defend the skittles. Both teams start on their own defending line with the handballs resting on cones on the centre line. Initially one team is assigned a colour ball to collect but once underway both teams can use both colour balls. Each mini game lasts 2 minutes allowing for 3 games in the allotted time. Once time is up or all the skittles are down, teams swop over and time starts again. You win the game by either knocking down all the skittles down in the fastest time, or knocking over more skittles than the opposite team. Teams must have an equal number of players on each side Boys must throw under arm against girl teams / Girls can throw over arm in all games Defending team can defend with any part of their body Any player that breaches the boundary lines will go to the sin bin for 30 seconds Team leaders will retrieve the balls from behind the line

10 Home Line DANISH LONGBALL BOOTBALL REF The aim is to score runs, by hitting the ball, and running down a zoned safe area at the far end of the pitch and back again. Teams take turns to bat and field. The referee bowls to the first player, and they hit the ball. Players have two chances to hit the ball, but must run on the second attempt. Once a player crosses into the safe zone, they can decide to stay in the safe zone, or try to make it back. Players can wait in the safe zone for as long as they wish. However, to score a point, they must leave the safe zone whilst the ball is in play, and make it back across the home line. The fielding team can get a player out by either catching them out, or by striking a player with the ball below the head while they are running between the home and safe zone. = defenders The referee will bowl for both team The player batting has 2 attempts to hit the ball, but must run on the second attempt. If he hits the ball first time he has to run. If the ball is hit behind they must stay in the safe zone and not return the same go Players can t be hit out once in the safe zone and can stay there for as many goes as they want Players may decide to return to the home line as a group Once a player leaves the safe zone, they cannot go back 1 point is scored for a player making it back, 2 points if they make it back in one go Players are out if they are caught or hit by the ball below the head whilst running in between the two zones The ball is in play once it leaves the referee s hands and play stops once it is back in the referee s hands Teams will bat until all players are out or until the end of their 3 minute batting period The team with the most runs win The game is basically football but played with a bigger ball! The aim of the game is to score more goals than the opposition! Both Teams must have an equal number of players Teams will toss a coin and decide who gets kick-off from the centre Players may gain possession of the ball by intercepting passes or by tackling Team size will vary depending upon the teams that are playing but it will commonly be 6 or 7 a side Rolling subs are allowed Goal keepers may / may not be allowed to use their hands depending on the size of goals that are being used There is no off-side rule When the ball goes out of play, play will restart with a roll in by the opposing team N.B. This game can also be adapted for 6-a-side football, played with a normal size football instead of a bootball. The off-side rule does apply in this. When the ball goes out it may be thrown in, instead of having a roll in.

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