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Group games are generally very popular. The children at Miranda Walker's clubs recently picked these as their top five favourities. TAILS
Group games are generally very popular. The children at Miranda Walker's clubs recently picked these as their top five favourities.

TAILS

Each player has a 'tail' - a piece of wide ribbon or a strip of fabric - tucked into the waistband of their clothes. The aim is for children to run around collecting as many of the other player's tails as possible by pulling them out, while simultaneously trying to keep their own tails! The game is over when there is only one player left with their own tail.

Children score one point for each tail they have at the end and the winner is the one with the most points.

ANIMAL TAG.

The group stands in a large circle. One person is 'it' and stands in the middle. When 'it' shouts 'Go!' everyone simultaneously makes animal noises.

Any two children making the same noise must run across the circle to exchange places, giving 'it' the chance to tag one of them before they reach their destination. If more than two players make the same noise they must keep swapping until all of them have changed places.

The tagged child becomes the new 'it' and shouts 'Change!' Players make new noises and the game continues.

You could introduce a signal for everyone to swap places with the person on their right - we use a Tarzan-style cry from one of the playworkers! To make the game more challenging, have 'it' stand in the circle with the players instead of in the middle.

HIDEOUT.

Appoint a quarter of the children to be the first 'throwers'. The throwers attempt to hit the rest of the players - who are known as 'hiders' - gently with sponge tennis balls. They will need to be armed with several balls each! The throwers are permitted to run around to get nearer to their targets and to pick up more balls to throw during play. The hiders each have their own "hideout" - a large rectangular piece of stiff card that they use to shield themselves to avoid the balls, in addition to the tactic of running away! You could cut shields from large cardboard boxes, removing any staples, of course; 40cm x 70cm is an ideal size. When a hider is hit by a ball, they must swap places with the thrower and hand over their hideout.

We have introduced a "no return" rule - you cannot aim at the person you've just swapped with when you become a thrower! This ensures that everyone is included. Hideout is a fast paced game, with throwers and hiders constantly swapping places. There are no winners or losers; the game is over when the group decides to stop.

GUARD YOUR GATE

Everyone stands in a circle with their legs apart, so that the sides of their feet are touching. One player starts by rolling a ball across the circle, aiming to pass it through another player's legs or "gate". The game continues as players attempt to guard their own gates with their hands while simultaneously trying to get the ball through the gate of other players. They cannot move their feet or legs! Award points for each gate scored. This game is simplest when played with a football. For more of a challenge use a smaller ball or introduce several balls.

CATS GET YOUR CORNERS!

One person is an umpire, three are appointed 'it' and the rest of the children are cats. The cats spread out between four corners of the play space. The 'its' stand in the middle with a sponge tennis ball each. On the umpire's signal, the cats run clockwise to the next corner, while the 'its'

try to gently tag a cat by hitting their bodies with the ball. Any cats tagged go and stand with the 'it' who tagged them (the umpire's decision is final!), and the game continues. There are two winners, the last cat left in and the 'it' with the most cats at the end.

Remember, you can ensure each game is inclusive by making your own adaptions to suit the needs of your group. See 'Another Way', Out of School, March 2002).