2021059_TML_Manual_ENT_KidsTeens_21_online
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Tunnel
The children are divided into groups. The children of
each group line up one behind the other, the legs are
spread a bit. The first player in the row gets a ball, after
the starting signal the ball is passed as fast as possible
backwards through the other players’ legs. If the first
player is very skilled and the legs are positioned in the
right way, he can also throw the ball to end of the tunnel.
Once the last player has the ball, he runs to the
first position and the game continues. The ball needs to
be passed through the tunnel.
Clap before fetching
One player is being chosen. The others build a circle
around him. The player in the middle throws a ball to
one player in the circle. But be- fore this play is allowed
to fetch the ball, he needs to clap his hands three times.
Of course the player in the middle tries to mislead the
others. Is the player who was supposed to fetch the ball
not able to clap three times, he goes in the middle and
the game starts again.
Alternative: If the child cannot fetch the ball, it must
stand on one leg or complete another chore.
Ball owner
All children are standing in a circle. One child in the
middle needs to try to get the ball which is thrown or
passed by the others. Once the child in the middle
manages to even touch the ball, the child who had the
last ball contact goes in the middle.
Merman
Mark up a field for the game, required are the start and
finish lines as well as outside lines. One player is selected
to be the merman; he stands at the finish line. The
other players stand at the start line. Now the merman
calls out: “Who is afraid of the merman?” The others
answer: „Nobody!” Thereto the merman replies: “And if
he comes?” The other will answer: “Then we run away”
This is the starting signal. The players try to reach the
safe finish line whereas the merman tries to catch as
many players as possible. Those who have been caught
support the merman in the next rounds.
Fire, water, storm
The kids are running outside in the grass. The entertainer
calls out one of the terms above and the kids
needs to fulfil the corresponding task:
Fire: Do not run into the area the fire comes from.
Water: Quickly try to get off the floor.
Storm: Dive away.
Of course you can think of more terms. Kids making a
mistake or being too late, leave this round.
This game is also suitable as pool game:
Fire: Jump into the water.
Water: Quickly get out of the pool.
Storm: Dive away.
Betting competition “Wetten, dass”
Like in the famous TV show some bets are being prepared
and need to be completed within a certain duration
of time. Bets are related to a wager, which needs to
be cashed in, if the bet is being lost.
“Wetten, dass”, you will not manage, to…
n At least find 30 kids who wish to come to the Mungo
disco
n To find at least 40 kids who will dance the Club dance
in front of the MAGIC radio
n To throw a raw egg over the distance of 15 m and
catch it, without breaking it.
n Stand blindfolded for one minute and then lift the
right hand at the same time
n Build a pyramid in the water with five children and
stand there for three minutes.
And many more…!
Fruit salad
All children are sitting on a chair in a circle and each child
gets the name of a fruit (strawberry, pear, apple, and
cherry). And one player goes in the middle. His chair is
taken out of the circle. Now he asks one sort of fruit to
change places and needs to try to get one of their chairs.
He can also say fruit salad, then all children need to
change place. The child without a chair goes in the middle.
Feet quiz
Material: Different items to be touched.
Before the game actually starts, all children can have a
look at the items. After a short while one child gets
blindfolded. Then one child can choose an item which is
placed in front of the blindfolded kid’s feet. Now the
child tries to feel with his feet which item it is.
Alternative: In pairs.
Tip: Place an ice cube instead of one of the items
before the child; remind it to be careful though.
Wireless phone
The children are sitting in a circle and hold hands, apart
from one child in the middle who determines a caller
and a message receiver. Now the message is being sent
by pressing the hand of the next player. There also
might be a change in direction. Once the message has
arrived, the receiver says so. The player in the middle
needs to find out where the message is. He stops the
message by naming the payer where he thinks the message
is at the moment. If he is right, they change places.
If not it continues.
Kids & Teens Club Manual 55