Ball and Catch Games


Sent in by Mark Vaughan

Very simple catching game for a group. Up to 20 children can play. 
Have the children spread out in the playing field and stand in front of the group with a tennis ball and racket. Hit the ball into the air, how high depending on age and skill of group. At the balls apex, shout out how many points the catch is worth. Whoever catches it receives those points. But if they drop it they lose the points. 

Ideal for rugby and cricket training as well.


Equipment: Medium or football sized ball.
Younger children prefer soft/foam balls, while older ones prefer harder balls with more speed.
Preparation Minimum group size is 8. Leaders (and/or players) wanting to play may need to limber up!

Very popular game as it can be fast and furious, but as players spend much of game bent over at the waist to play this you'll get complaints if it goes on for too long. So better with small groups or if playing with larger groups keep to a time limit. Everybody stands in an open circle, but legs apart so that their feet touch those of the players next to them and there is sufficient space for a ball to pass between their legs. Once in this position players are not allowed to move their feet.

Without moving their feet or legs players have to stop the ball from going between their legs, by bending over from the waist and in this position using their hands to knock the ball away. If the ball does go between somebody’s legs they are 'out' but remain standing in their position legs apart with arms folded or on their head. Because from now on any player that accidentally knocks the ball through the legs of a person who is out is also knocked 'out'.


Useful variation for smaller groups or with younger children, is to play it with the 'one hand rule', i.e. players can use two hands to defend, but the first time the ball goes through a players legs they can only use one hand and the second time they are out.


Although typically played with metal or wooden balls this can be played with any ball... just bear in mind that boules when thrown are not expected to bounce when they land, so small juggling balls (the bean filled ones) will produce better game play than tennis balls or footballs.

[These rules are adapted from the English translation of the rules provided with a set of French boules so apologies if some parts of this don't make sense]

"The game of Boules, first started in Provence and is now played all over France and many countries throughout the World.

To play the game, you need a jack (A small hard ball about 4 cm in diameter) and a set of six boules (these are usually made of metal about 10 cm in diameter) The object of the game is to aim the bowls as near to the jack as you can. This can be done by either throwing the bowl high in the air until it stops dead, or by rolling along the ground as in traditional English Bowls.

The game can be played with individual players each having three or four bowls each, or with teams of two each playing with three boules; or teams of three, each having two boules. The game continues until all players have used their boules.

To play:
  1. One player marks out a circle, about 45cm in diameter which is clear of any obstruction or obstacle. This becomes the throwing point.
  2. From this chosen point the first player throws the jack. The player is given three chances to throw the jack to a correct point about 5/10m from the edge of the throwing point.
  3. After the first opponent's turn the other player follows and tries to hit the jack which has been positioned. However, the first player always has the right to throw first.

First player throws the bowl and the second player follows, aiming as near to the jack as possible. This is 'Point'

To score:

A match consists of 3 games of 13 points each. The team or individual that wins gets one point for each bowl that has landed nearest to the jack than the best bowl of the opponent(s) after the completed game.

Captain Ball

Equipment: bands or other markers may be needed to distinguish teams.

Preparation: Draw a line dividing a pitch into two area, within each half draw 3 large circles (bases) arranged in a triangle so that each 'triangles' tip is furthest from the centre of the pitch. The circle furthest from the centre is designated as the goal. (See diagram)

6 (or more) players on each team. Each team selects one person to be a 'goal catcher' and two others as 'shooters' the remaining team members become fielders. Fielders may take up any position they like outside of the circles on their half of the pitch. The 'goal catcher' goes over to the other half of the pitch and stands in the goal circle, the shooters also go over to the other half of the pitch and stand in the other circles.

Goals are scored if the goal catcher catches a ball thrown by the shooters with both having at least one foot in their circles. Goals cannot be scored from balls thrown to the goal catcher by the fielders.


Catch the Ball, Head the Ball

Suggested by Neil Savory

Arrange all participants in a circle. To start off - pass the ball to each one in turn with instructions as you throw the ball to them. BUT they have to do the opposite. i.e. If told "Head the ball", they have to catch it, and "catch the ball", they have to head it.

Players that get it wrong have to sit down. As the game gathers momentum, start passing to individuals at random until you have a winner.

Chant Ball

Any number of players. Aim is to keep the ball in air without touching the ground by hitting it from underneath volley ball style (hands clasped together). Players count aloud everytime the ball is in the air.

Clap and Catch

Players form a circle with the leader standing in the centre. Leader throws the ball to each player in turn, who has to clap once before catching the ball. Misses are counted as `Limbless’… I'll leave it up to you what to do if you're only down to one hand!

Cricket Soccer

Sent in by Craig Holt

Cricket, but played by kicking a football.
Divide into two equal(ish) teams one one fielding the other taking it in turn to bat. Set up two cricket stumps or cones to act as the wickets with the bowler throwing or rolling the football underarm to the batsman from about 5 paces away.

  • Batsman is out if the ball touches one of the stumps/bases or if the ball caught by a fielder before it touches the ground.
  • Batsman scores a run for each time they run the distance between each base. Ie 2 runs are scored if get to the other base and back.
  • Teams change over when all players in the batting team have had a chance to bat. (or if you wish played to a time limit)
  • Decide if you want to include a boundary and points for the ball passing it. Batting team typically scores 6 if the ball goes over the boundary without it touching the ground or 4 if it passes the boundary but touches the ground before the boundary.
  • [If you want to play this indoors, it might be better to use a softer or foam ball to make play easier and avoid the potential for injury or damage to property.]


    Equipment: 2 base posts.
    1 large ball
    1 rounders bat. (a baseball bat can be used, but rounders bats are better)
    Preparation Place base posts about 4m apart.

    Best thought of as a simplified version of cricket. Divide players into 2 teams or alternatively have everybody as a fielder and individuals take turns to bat. Batting team line by the base post/stump that will be used as the wicket. Fielding team spreads out and appoints a bowler and backstop.

    If the batter hits the ball or if it touches the batter in any way they must run to the other stump and back again. The batsman can make as many runs as he/she likes so long as they are not caught or bowled out. To be caught out a member of the fielding team has to catch ball before it hits the ground. To be bowled out the fielding team has to hit the wicket stump/base post with the ball before the batsman reaches it. Whole runs are only scored if the batsman manages to run to the other stump and back to the wicket.

    Donkey or 'Pig'

    Players stand in a circle passing the ball by throwing between themselves. Ball doesn't have to go in any direction and can be thrown to any player. Players need to stay awake for this game as every time they fumble a catch they gain a letter of the word being used e.g. "P" if "Pig". Once they have collected all the letters of the word they are out and have to sit down. Last player left in is the winner.

    This can also be played with a leader in the middle, who throws the ball to various players from this position.


    Sent in by Michael Pacioni

    Similar to Dodge Ball, but placed here as it uses smaller balls.

    For 3 - 10 players and a number of small soft or bouncy balls. Draw a line across the playing area. One person stands behind this and tries to hit players on the other side with the balls. If a player is hit 3 times they are out... alternatively you have them doa dare set by the thrower. 

    Players are not allowed to throw the balls back.

    Flag Football

    Sent in by Lisa Wells

    Play as American style football, or English rugby. Have two sets of coloured flags one colour for each team. Players on each team wear the flags hanging from their belts (or in some the flag can be easily grabbed and detached).

    Players are tackled by having their flag removed. Those players who loose their flag have to leave the pitch and stand on the sidelines. Choose whether to play it so that players who are out either
    - Don't rejoin the game
    - Rejoin the game whenever a try is scored or
    - Rejoin after so many minutes of being out.


    Four Square

    Source: Lee O Granda

    Number of players:  5-12
    Length of Time:  20-60 minutes
    Materials:  Volleyball or similar.

    #1 #2
    #4 #3

    Object of the game is to gain the #1 square and defend the position against the other three attackers.

    Choose a playing area indoors or out that is free from obstruction and at least 16' x 16' (approx 5m x 5m). Mark an 7'-8' square on the floor and then subdivide it into equal squares. One of the four squares is designated as the #1 square. The remaining three squares are sequentially numbered in a clock wise direction. 

    Four players begin the game, while others wait to take part. Each of the four players guards his/her own square.

    Player in the #1 square always starts and serves the ball by bouncing it inside his/her square and then hitting it with open palm into the square of any of the other players. The ball will typically bounce once in the other players square and the player guarding the square much direct it onto any other square of their choice. Soft tapping of the ball is allowed.

    The ball can bounce NO MORE THAN ONCE in the square before being knocked on.
    A ball can also be deflected in midair before bouncing.

    Play continues until either someone fails to pass the ball on or before it bounces more than twice in their court/square.

    Once out they leave the playing area go to the end of the waiting line. Remaining players move round to occupy the missing square and a new player from the waiting line takes the #4 position. That is if #2 was knocked out, #3 would move into the #2 position, #4 into the now vacant #3 position and a new player into the #4 square.

    A common strategy is to try to eliminate the players in squares in front of one so that one can move closer to the #1 square.  Players normally straddle the corners of their squares and lean in, because if they are hit with the ball while standing in their squares they are out.

    Other rules are as follows:

    1.  Hitting with a closed hand is not allowed, as the ball will travel at an unfair rate of speed.
    2.  If the ball bounces on the outside line, the player who hit it there leaves the playing area.
    3.  If the ball bounces between 2 squares, the other players and those waiting in line can help decide whose square it was in.
    4.  If a person catches the ball, he is out.
    5.  If a ball doesn't bounce in the square served to, and the defender doesn't return it, the last person to touch the ball is out.

    Four Square "New Jersey rules,"

    Sent in by Christina Marie, Boston, MA

    And apparently is becomes more of an art form than a game.

    Create a large square shaped playing area and divide this into 4 equal quadrants. It's suggested that you have quite large squares each about 8' x 8' approx (2.5m x 2.5m) ie a total playing area approx 16' square or 5m square.

    K 3
    1 2

    The person in charge of the game is called the King or Queen and takes the 4th Square. The ball starts every round with him/her.

    The ball is bounced by the King/Queen into any other square. Players have to hit the ball into another square, but are out if:-

            the ball does not bounce in your square before you hit it
            the ball bounces more than once in your square before you hit it
            the ball bounces in your square AFTER you hit it
            the ball bounces on a line after you hit it
            the ball bounces out of the four squares

    There is a no spiking rule, which meant you had to hit the ball underhanded.

    Lastly, if you're out, all those in squares behind you move up one, and a new person enters the game.

    French Cricket

    Equipment: Small ball such as a tennis ball.
    Cricket bat.
    Preparation None

    No cricket stumps needed. Player with bat stands still and is not allowed to move his/her feet, only their body. Using the bat the player has to defend his/her legs from being hit by the ball thrown by other players who may only throw from the point at which they picked the ball up.


    Sent in by Russell Williamson (Dover, England )

    Tennis balls
    Rope (optional)

    Game for 3-8 players.  It is essentially a ball and catch game.  Very addictive...  Have fun! 

    Mark out a length of ground or rope (upto 10 metres) with a basket at the end. The basket is the genie. To play the game each player has a chance to throw a tennis ball into the genie at specific points on the length. Start near the genie and work your way back. Each player takes turns and if you throw the ball in the genie, you can move further up the length. If you do not get the ball into the basket you have to stay at the same place until you do. The winner is the player who throws the ball into the genie at the longest point of the marked out length.     

    Hurly Burly

    See also Frisbee Football

    Equipment: Small football
    Team bands
    4 Posts
    Preparation Place post 5 yards apart to act as goals either side of playing area 40 - 50 yards long.

    Teams spread out in own half of playing area.


        Touch and Pass

    Play as `Hurly Burly’ above but goals scored when player carries ball over opposition goal line and touches the ground with it.

    Indoor Netball

    Suggested by Sarah Jones, Southwell Baptist Church.

    [Ed: if you like this game you might also like 'Captain Ball']

    Good for a small group (8 - 12) in a small room. Divide into 2 teams with one person from each team volunteering to be goalie - they can swap around at any break in play. Goalies stand on a chair at each end of the room, holding a container, e.g. small nets, bowls, sieves, bags, boxes etc. Use a soft ball or beanbag that fits easily into your container.

    Play as netball - no running with the ball, no contact. Play starts from the centre (leader throws the ball in) we say the ball must pass to 3 people before a goal can be scored. Goalie can move the "net" to catch the ball but the ball must be thrown, not placed in the net (you could mark a zone for scoring from). Rules can be adapted to suit the age/ability of the players. 

    Keep Away

    Players stand in a large circle. One player is 'It' and is free to move around in the centre of the circle. Players by passing the ball either way around the circle try to stop the person who is 'It' from intercepting the ball. If this happens 'It' changes places with player who throw it.


    Sent in by Victoria Crick

    Similar to Football Rounders and Cricket Soccer.
    Ideally sutied for playing indoors in a large hall. Two posts are set apart in the hall against one wall. The person batting (batsman) stands facing the bowler midway between the two posts. Everybody else fields standing where they like in the hall. 

    Using a small foamball or equivalent, the ball is rolled underarm along the ground at the batsman who has to kick it. Runs are scored by running between 'Home' and the second 'Marker' post. Batsman always runs to the Home base first and whole runs are only counted after reaching it. 

    The batsman is only safe when touching the Home base while running. If he/she is not touching it they can be run out by either the ball being thrown and hitting the Marker or Home posts or a fielder running in and touching either post before the batsman reaches the Home base. Once the Bowler has the ball all running must stop and the batsman returns to the middle position.

    I wasn't told whether the rounders 'catch out' rule is also used, but that's something you can decide whether to use or not depending on hard or easy your own group finds playing it.


    This played in a very similar way to PIG with players forming a circle and throwing the ball between themselves, but instead of gathering a letter for every time they miss. Players have to carry out the actions listed below which makes catching increasingly harder. However unlike PIG every time a player makes s successful catch they go back up one position. For example a person on both knees and only one hand who catches the ball regains the use of one hand, goes from position 3 to position 2.

    On the first miss Player gets down onto one knee.
    Second miss Onto both knees
    Third miss Both knees, one hand behind their back
    Forth miss Player is out!

    Number Hockey
    aka - Dust Hockey

    Emma Tempest, 1st Hayes End Girls' Brigade Company.


    Equipment: 2 hockey sticks (or batons made from rolled up news paper)
    1 puck or small ball (or a ball made from paper scrumpled into a ball and taped to keep its shape, don't worry if the ball is not perfect it adds to the fun!)
    2 goals (improvise using two chairs if you want or something similar)
    Preparation Mark out a small playing area with goals at either end.

    Fast and furious, if you are playing it as a party game use news paper batons and ball. As only two players are on the pitch at any one time the playing area does not have to be large and I've found it can be easily played in a small hall. Divide into equal teams who line up/sit down on either side of the pitch. Let teams know which goal is theirs and give each team member a number so that they each have an opponent on the other team who has the same number. Place the ball/puck in the middle with the hockey sticks/batons either side of it. When a number is called team members with that number have to run out grab the sticks/batons and try to score a goal. However if another number is called they have to drop their sticks/batons and swap places with the new players. This continues until a goal has been scored at which point batons and ball are placed back in the middle before starting again.

    Broom Ball

        Sent in by George Galli

    For larger spaces such as a playing field. Use a rubber ball, but if you are limited to space use a softer ball (such as foam one) which won't travel so far when its been hit. Divide players evenly into two teams giving each player a number so that players all have an opponent with the same number as them on the opposing team and place the each team at opposite ends of the playing field. Put the brooms and ball in the middle of the field.

    When the referee calls out the number of one of the players in each team, those players quickly run and grab one of the brooms and begin to try and knock the ball over the line of the opposing team. The opposing team members can only block using their body. If the ball makes it over the line (past the opposing team) the scoring team gains a point. There are no set time limits and at any point the referee can call out another number, at which those players on the field have to drop their brooms where they are and run back to their teams. Only then can the players whose numbers have just been called can run onto the field and resume the game from where is was left off. For safety as in hockey, the rule is no high sticking (head of brooms must be kept below waist height).

    Carry on till a pre-determined score, time limit or exhausted.... 


     Emma Tempest, 1st Hayes End Girls' Brigade Company.

    A variation can be played with the numbers being replaced by the names of farm animals or football teams etc - the children themselves will enjoy coming up with ideas for these.

    Four court rally


    "Nuke ’em"  

    Equipment: Volley or other medium sized ball.
    Preparation Divide a playing area into 4 quarters (indoor or outdoor). Use rope or chalk to mark the lines.

    A VERY popular game that somehow always gets asked for. Divide into 4 teams, these don't necessarily have to be of equal numbers but it helps to keep them evenly balanced in talent. Each team takes a quarter of the pitch to defend with the object of the game being to keep the ball out of their area. As soon as the game starts the leader silently starts counting down from a number they have randomly chosen between 5 to 20. Shout 'stop' or blow a whistle at the end of the count down.

    Each team starts with 5 or more lives. Teams loose lives if :

    (Hint: If you are playing outside where is it difficult to stop the ball from going outside the playing areas or in a hall where chairs and other things might in the way, give allowance for teams to retrieve the ball. I find stopping the count and restarting as soon as the ball is back in play works. If this happens when close to zero I'll often add a few seconds to where the count was at.)


    Sent in by 'barberhandsome'

    Play like tennis, but hitting the ball against a wall (similar to squash). For added skill and fun place some unbreakable objects such as empty tin cans against the wall and see if you can knock these over.

    Pass and Run

    Equipment: Suitable ball for throwing.
    4 corner markers
    Preparation None

    Similar to Tadpole but different arrangement.

    Pass 'n Run layout Divide into two teams. Both teams take turns at running and throwing. Those running line up behind one of the post and wait for the signal to start, before taking it turns to run a relay around the outside of the base posts, the next member running only when the person in front has got back. The throwing team stand in the middle of the pitch and split up into two lines facing each other. The first person on one of the lines in the throwing team proceeds to throw the ball to the throws to the first person on the other line and then immediately runs to the back of his/her own line. The first person of the other line then throws the ball back to the person who is now at the front of the other line. This throwing between the foremost players continues until the last member of the running team has completed their circuit. Teams swap and team at end with most catches wins.

    Roll Cricket

    Equipment: 1 tennis or small ball
    2 cones or stumps
    Piece of chalk
    Preparation Place the cones at either end of the playing area and draw a wide circle around each one.

    Divide into 2 teams. The cones are the goals which players have attempt to hit by rolling the ball. Players and goalie (if you are using one) are not allowed to tread on or cross the chalk line around the goals. Leader tosses the ball into middle of pitch at random. Players attempt to score goals by rolling the ball to hit the cone. Players may not move once they have the ball and throws are not allowed.



    Tadpole layoutNamed after the shape formed by the players.

    2 teams of equal numbers. One team stands in a circle surrounding a central thrower (the head). The other team line up outside the circle creating the tail. The player in the middle of the circle has to throw the ball to each of his/her team members in turn. Meanwhile, the members of the second team in turn have to run a relay around the circle the next member only going when the runner in front of him/her has returned and tagged them. When the last player in the running team has completed their circuit the game halts and the thrower of the first team says how many catches were made. Teams then swap places and the team which makes the most catches wins.

    Tunnel Ball

    Tunnelball layout

    Equipment: Medium or large ball.
    Skittle, cone or stump to act as the target
    Chalk or rope to mark out the areas around the target.
    Preparation Mark two large concentric circles around the target (T), giving an area big enough for one team to play in without getting too close to the target post.

    Divide in teams. One team takes up the position of the defenders whose job it is to stop the target from being hit, but may only move within the boundary of the shaded area. The attacking team can move anywhere outside of this area and has the job of scoring by hitting the target. Change teams around after 3 hits have been scored. Encourage passing between team members. All attacks or passes intercepted by the defending team are thrown back to the outer area.

    Wandering Ball

    Wandering ball layout

    Equipment: Small ball or bean-bag
    Preparation Draw or use rope to mark out a large circle.

    Larger variation of ‘Piggy in the middle’ (game where one player attempts to intercept the ball thrown between two other players, swaps when successful with player who missed the catch). Divide into two teams with half in the circle and the other half outside. Ball is thrown between players on the outside across the circle (may not go around it). Throws can be made high or low, with thrower changing places with whoever intercepted their throw.

    Word Association

    Tends to be used as a drama warm up game. Can use any size or type of ball so long as it can be caught. Players stand in a circle. First player holding the ball thinks of any work and throws the ball to any other player. that player then has to say a word they associate with the previous word just said, before throwing the ball to another person. Eg milk --> cereal --> crops -->  barley --> sugar --> 

    Quiet Ball

    Sent in by "Scby7593"

    Original description: "Use a Hackey Sack (Juggling ball / Small bean bag) as a ball. Scatter everybody around the room and start throwing the ball. If a person catches the ball they're out. If the person throwing does a bad throw they are out. You have to be quiet during the game."

    [editors note] You have to catch the sack somehow or you cannot throw so the assumption is that players cannot catch the bean bag/ hackey sack, but can use their feet, palms of their hand or rolled up fist (as in volleyball) to stop the sack and pass it to another player. 


    Sent in by Lauren Maule

    Play as Base Ball, but using roller blades. Use a tee unless you are really good at roller blading and you have to be on roller blades even if you are the pitcher.  There are only 5 innings not 7 and only 2 outs. Use bases as normal but these have to be passed (not just touched).

    No time limit on the game, but teams have to reach a set score of 18 and win by at least 3 points. For example if team A has 18 points and team B had 15, team A wins, but if team B had 16 points, team A would have to get at least 19 points (3 more than team B) to win.

    [If you try playing the game and find the rules need refining. I'd be grateful if you could let me know - Editor]

    Rounders and variations

    Rounders layout

    Equipment: 6 stumps or cones for bases.
    Rounders bat (or short baseball bat)
    Small ball.
    Preparation Set out the rounders pitch as shown with at least 4 metres distance between posts.

    Most people are familiar with rounders (very similar to baseball), but it is included here because not only is it a very useful, especially for large groups on long summer evenings, but also because it is often asked for. No doubt there are probably some official rules for this game. but eh basic rules are as follows:-

    Setting up

    Divide into teams and decide which team is going to bat first. One person from this team stands at batsman's position (Bt) while others waiting their turn stand/sit a short distance away. The other 'fielding' team divide up so that a person stands at each of the four bases (1st, 2nd, 3rd and 4th) one person becomes the bowler (Bw) and another the backstop, remaining players space themselves around the playing field. There are no boundaries.


    The objective is for the batsman to hit the ball so that he/she can run around the four bases without stopping and completing a 'rounder'. Once 4th base is achieved a batting player is considered home and safe. Only one whole rounder at a time may be scored. This can not be done by hitting the ball over a boundary, as there are none.

    Game can be played either by whole rounders only being scored or half rounders being awarded for each team member that safely makes it home (4th base).

    Each base may at any one time hold only one member of the batting team.

    The batsman has three attempts at hitting the ball. If they hit it they have to run. If they miss it they can choose whether to run or not, but must run after the 3rd ball regardless of missing it or not.

    If the batsman runs on a missed ball they can only go to first base. This includes when running on the 3rd ball if it was missed.

    When a batsman hits the ball they try and run to as many of the bases as they wish in an attempt to complete a rounder. The only exception being if they hit the ball so that it goes behind them, in which case the backstop or referee calls "first base only" restricting the batsman to reaching that base only.

    Members of the batting team that don't complete a circuit have to stay in place and try and finish running around when somebody else bats. They may only move when the ball is thrown. All players must stop running if the bowler holds the ball ("All stop").

    Members of the batting team can be run out if the base they are running to is 'stumped' (touched) by a member of the fielding team holding the ball before they reach it. Batsmen running round may not run ahead of any players in front of them or be on the same base, so if a batsman stops at a base because the base in front of them has been stumped they can be run out accidentally if the player behind continues running and displaces them from the base they are on. Players may not return to a base once they have left it.

    If a player is run out they are no longer allowed to bat for the team in that round.

    If the fielding team catch ball before it bounces the whole of the batting team are out and teams swap around. Teams also swap around if all members of the batting team are out.

    Throwing Rounders

    Equipment: 6 stumps or cones for bases.
    Small ball.
    Preparation As rounders above

    Play as rounders, but no bowler or backstop. Batsman throws the ball anywhere in front of them and attempts to get around as many bases as possible without being `run out’. Score 5 points for a 'rounder' and 1 point for each player safely home.

    Beat the Ball

    Set up as rounders above. Batsman must complete a circuit before the ball is fielded and reaches 4th base after being passed to each post in turn.

    Danish Rounders

    Equipment: Tennis or small ball.
    Rounders posts
    (NO BATS required)
    Preparation As rounders above

    A tennis ball is bowled under arm. Batsman uses his/her fist to hit it. Batsman may not wait at any bases and must try to complete a rounder. Fielding team has to throw the ball past each base in turn starting at 1st base trying to reach 4th base before batsman reaches it.

    Danish Rounders II

    Sent in by Laura Hutchinson and Catherine Alexander.

    Equipment: Tennis or small ball.
    (Piece of chalk, ropes or large hoops to mark out bases, NO BATS required)

    This can be played both outdoors or indoors in a medium sized hall (big enough for a badmington pitch), but use a soft or foam ball when indoors. Using the chalk, large hoops or bits of rope, mark out four rounders bases big enough to be able to accommodate 2 or 3 people to stand inside them.  Mark out the bowling and batting position as well. Divide into teams as in normal rounder with one side batting and the other side fielding. The fielding side positioning themselves so that each base is has a fielding team player defending it, another as backstop standing a little way behind the batting position and one other bowling.

    Bowling is underarm and those batting use their hands as the bats. Play as in normal rounders explained above. Players have to run if they hit the ball, however more than one person from the batting team can be on a base so long as they can stand inside the marked area of the base. I.e. a person already on a base does not have to run, but they cannot be overtaken so players behind them have to stop at the base the person in front of them are at.  For example if player 1 is on 3rd base and player 2 is on 2nd base. Player 2 can run to 3rd base and join player 1, but cannot run to 4th base and get home until player 1 has run to 4th base.

    Players can be run out by a fielder with the ball reaching the base before they do, or being caught out if the ball they have just hit is caught by a fielder before it hits the ground. The team is NOT all out if the ball is caught (at least in this version). The batting team is out however if everybody remaining is on a base and there is nobody available to bat.

    Football Rounders

    Equipment: 6 stumps or cones for bases.
    Football or equivalent. Use a soft ball if younger children are playing.
    Preparation As rounders above

    Play as rounders but ball is bowled under arm along the ground. Batsman kicks the ball instead of trying to hit it with a bat.

    Red Light/Green Light Ball - 

    Created by Clevon, 2008

    Sort of musical statues with a football. To play you will need a soft rubber playground ball and a bit of free space so players can run around. This game requires a lot of running around with the object of the game to have all the players running around kicking the ball until the leader says "Red Light". On this signal, all members must stop running and freeze in place. If someone moves after this signal, they are out. On the signal "Green Light", players can move again and kick the ball. Members continue to play until you have one person left. If you want the winner can receive a small prize.

    Say Catch!

    Sent in by Melissa Hoyt

    Need:  Ball that is easy to catch

    Game is best played with groups of 5 or more players. Before the start of each round choose a subject such as names of movies/films or equipment needed to go to the beach, etc. 

    Players stand in a circle spread out enough from each other, about 6 inches to a foot). Someone starts by throwing ball to any other player. Before the player who the ball was thrown to can catch the ball, they HAVE to say something that relates to the subject picked at the beginning of the game. For example if the subject was 'equipment for the beach' answers could be; towel, bathing suit, chair or anything that relates to the beach, etc.. If a player is wrong before they catch the ball, they're out!  The last person standing is the winner!

    Talg Ball

    Sent in by Kakikuchi

    [Ed: the original suggestion sent in included those on the trampoline using bats to defend themselves from the balls being thrown at them, but the game below is adapted to be safer and not use these.]

    For playing on a trampoline
    Needs 3 balls.

    Divide up so some players are on the trampoline while others gather off the trampoline around the outside. Players around the outside have to throw the ball at those on the trampoline. Players on the trampoline have to defend themselves from being hit on the body or legs by the ball using their arms and hands. Players who get hit 3 times are out and have to get off the trampoline.

    Zig Zag Ball

    1 2 3 4 5 6 7 8
    1 2 3 4 5 6 7 8

    2 teams each with a ball. Teams stand in two lines so that opposing team members are spaced alternately down the line. Second line is parallel to first, but starts with a member of the opposite team. Objective is to pass the ball without dropping it to each team member in turn so that the ball takes a zigzag route down the line. Drops must be passed back to team member that dropped it. First team to finish wins.