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Kidz@Play 8000 Rockbridge Rd, Lithonia, GA 30058
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Kidz@Play – Lithonia, GA 30058
Kidz@Play – Lithonia, GA 30058
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Phone: (770) 837-2823
Address: 8000 Rockbridge Rd, Lithonia, GA 30058
People Also Viewed
- Kids Land
8000 Rockbridge Rd, Lithonia, GA 30058
- Ibounce
724 Rock Chapel Rd, Lithonia, GA 30058
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4263 Violet Way Ct, Loganville, GA 30052
- Gamers Xperience
6981 Main St, Lithonia, GA 30058
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Games for the summer camp – article – Corporation Russian textbook (Drofa-Ventana publishing house)
1.
Cheerful little train
Children stand in a column one at a time and put their hands on the shoulders of the upcoming person. If the group is large, then you can create several columns. To move in such a “composition” should be at the direction of the Conductor.
The counselor lists the rules of the game:
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can’t talk
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all but the last have their eyes closed,
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a special hero – the Explorer – the last participant becomes it.
Commands-movements from Explorer:
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clap on the right / left shoulder – turn right / left,
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clap on two shoulders – moving forward,
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double clap on two shoulders – backward movement,
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shot on the shoulders – a signal to stop.
The task of the Guide is to lead the “fun little train” along the route that the leader sets.
To start the game again, the last participant stands in front of the column, thereby making the other, penultimate, member of the game the Conductor.
2. Unknown little animal
Players are given the task to portray a specific animal (cat, elephant, giraffe, hare), using any (or specifically specified) materials at hand. As such materials, you can use pencils, felt-tip pens, rulers, branches, leaves, cones, and so on. The task is carried out in absolute silence, thereby allowing the team to show its cohesion in full force.
You can complicate the task by setting a certain time for drawing up a “drawing”.
3. Associations
A leader is selected, whose task is to choose and mentally guess one of the participants in the game.
Tasks for participants: guess the intended player.
In order to guess the conceived participant, the players should ask questions to which the leader will answer with an association. For example, if this member would be music, what would it be? if a body of water, what kind? what animal? what weather? etc. Thus, a number of interesting associations will be collected about the intended participant, according to which the players will have to “calculate” the person.
The next leader is the player who was thought of.
4. Village magicians
The group of participants is divided into sorcerers and ordinary villagers.
Sorcerers are able to enchant (“freeze”, “turn to stone”) villagers with a specific movement (the movement is determined in advance: clapping on the right shoulder, hugging, etc.). After the set movement, the villager stops and freezes, waiting for one of the other participants to “disenchant” him.
Only another inhabitant is capable of disenchanting a frozen person (the movement for this is also determined in advance – it can be a light tap on the other shoulder, a handshake, a kiss, etc.).
The purpose of the sorcerers: to enchant the entire village.
The purpose of the villagers: to prevent the sorcerers.
5. Crocodile
The participants are divided into two teams.
One group guesses a word. In advance, you should choose a form, number of words or topics, for example, only nouns, or only one word, or only the name of the cartoons.
From the second group, a player is selected who is told the hidden word. This participant, without uttering a word, only with the help of facial expressions and gestures, must explain to his team the hidden word.
As soon as the word is guessed, a participant from the other team is selected.
6. Touch…
The counselor acts as a leader or one of the guys is selected.
The facilitator’s task is to name the material (glass, leather, cotton, wood, metal), object (pen, board, chair), person (boy, girl, someone from the group).
The task of the participants: having heard the leader’s command, find and touch the specified object or person as quickly as possible. It is forbidden to touch objects on yourself, you need to look for objects on someone or on something.
7. Fairytale snowball
The game is a variation of the well-known snowball game, that is, it is built on the principle of making up a story with a constant repetition of all the previous elements of the sentence.
The first player pronounces his word, the second participant repeats the same word and adds his own word to what was said, the third player repeats the first two words and also adds his own.
The peculiarity of this game is to compose a coherent story, and not the usual repetition of a set of random words. Also, the “bonus” is the theme that was originally set. Although, you can come up with not a fabulous theme, but any other that the children like.
8. Cheerful numbers
All players receive numbers and cards on which they are invited to write down comic forfeit tasks: guess a riddle, sing a song, etc. All task cards are returned to the leader.
The music turns on, and the players begin to pass numbers from hand to hand to each other. The host, at his own discretion, stops the music at any place and reads out one of the cards, for example, “Number 6 should play patty with number 10.” Due to the fact that the players have already exchanged numbers, at first it is not clear for whom this or that task is intended. It is also quite probable that the participant who wrote the task for another player will have to fulfill his phantom himself.
9. Tamara and I go together…
Participants are divided into teams, each team requires a pair of players. Players become “Siamese twins”: they stand next to each other, hand in hand; touching hands can be tied or agreed that the participants will hug each other with these hands around the waist. With the same hands that remained free, it will be necessary to complete the task. Tasks can be very different, but should be aimed at performing manipulations together, for example, tie shoelaces or a bow, wrap a gift, peel a banana.
The pair that completes the task the fastest wins.
10. Trap
The players are divided into two teams. Some participants take each other’s hands, thereby forming a circle – this will be a game “trap”. Other players have a more mobile role – they depict various birds and insects, in a word, all creatures that are able to fly.
When the host gives a signal (you can turn on the music), the participants in the trap raise their hands up, opening the “entrance” to the “birds” and “insects”. Players can fly in and out of the trap freely. At his discretion, the host again gives the command (or, for example, turns off the music) when the trap should “slam” – the participants in the trap lower their hands.
Those players that were inside the trap now become a trap themselves, the participants change roles.
11. Big family photo
The participants imagine that they are all a big and friendly family. One day the family decides to take a group photo for the family album.
First, a “photographer” is chosen – it is he who will “arrange” the participants in the photo shoot. Next, they choose a “grandfather”, who, by seniority, also helps to arrange “family members”. The rest of the participants are invited to decide for themselves who they will be in the family, and where they want to be located in the photo.
For children, the game is interesting for the process, and for educators, it is an opportunity to identify leaders and determine sympathy in the team.
After all the participants have defined roles for themselves, stood up for posing (with the help of the photographer and grandfather), the photographer counts to three – everyone shouts “cheese” and simultaneously clap their hands.
12. Caterpillar
The participants stand one after another, holding their hands on the waist of the previous player. The host explains that this column is a caterpillar, so such a chain can no longer be broken. The caterpillar is active – it eats, sleeps, washes, walks, goes shopping, dances, etc. All children must move smoothly around the room, without breaking the chain, and following the leader’s commands.
13. True or false?
The participants sit in a circle. Each player receives a piece of paper and a pen. Task: each participant must write three sentences to himself, and two of these statements must be true, and one must be false.
Then, in turn, the players read their phrases, the task of the rest is to try to determine what is true and what is false. All assumptions about the truth or fiction of a particular phrase should be substantiated.
The most useful and interesting thing is that the author of the phrase does not immediately respond to the assumptions of other participants, but listens to them patiently. The players’ reasoning about the “deceitful” phrase will be the best way to give an idea of how other people perceive the author.
14. Quiet-louder
A game similar to the fun “hot-cold”.
Participants sit in a circle. The driver turns his back to the participants, during this time the guys pass the agreed object to one person. When the driver returns to the circle, he does not know who has this object – to determine – this is his task.
When the driver enters the circle, the rest of the participants begin to sing a song (at the choice of the players). The closer the leader is to the person who hides the secret object, the louder the song is sung, and vice versa.
If the item was found, the driver changes. If it was not possible to establish the location of the item, the game continues.
15. Guess what they did
The driver is selected, then he steps aside. The rest of the participants quietly agree on their riddle.
The driver returns to the prepared children and asks his question:
– Hello, friends. Where have you been? What did you do?
Players respond:
– Where we were – we will not say, but what we did – we will show!
And all the participants begin to show the action they have envisioned with facial expressions and gestures. The action can be anything: playing football, walking the dog, eating, watching a movie in the cinema, etc.
If the riddle is guessed, the driver joins the rest of the players, and the new driver is selected (you can choose the driver according to the principle of the one from whose prompt he managed to guess the intended action). If the riddle is not solved, then the participants come up with a new action, and the driver leads again.
16. Digital Fortress
All participants receive cards with a different number of circles. In order to get to the “fortress”, the players must make some calculations.
On the gates of the fortress (you can make a fortress by placing chairs in a row) there should be a sheet of paper with a number that is a “pass” when entering it. You can get this number by adding the numbers on the two cards. The task of the players is to find their number pair.
17. River crossing
A plot of three to five meters in size is drawn on the floor – this is a “river”. The task of the detachment is to cross the river from one bank to another. During the “crossing” process, only five touches can be performed (five for the entire group). If the touch happened with both hands/feet, for example when jumping, it counts as one.
A game of ingenuity and community of the group. The task is not so difficult, but mutual assistance and organization are important in it.
18. Fixing
All participants stand in a circle. Each player silently chooses to pair with any other participant in the circle. Nobody knows who chose whom. The counselor says the rule, which is that each player must take clearly 15 steps in such a way as to approach the hidden person and fix any figure invented with him (for example, draw a heart, stretch out his arms, spread his legs shoulder-width apart, etc. .).
When the movement begins, the counselor loudly begins to count each step.
The game allows you to select leaders, groups, set the level of cohesion in the squad.
After the game, it is worth discussing all the actions, how the participants should have acted, so that everyone gets a pair, and everyone can reach their pair.
19. Broken telephone
All participants sit in a row. The driver says in a whisper in the ear any conceived word to the first player. The first player also transmits in the ear the word that he heard to the second. So the word is whispered to the last player. When the word is passed, all players take turns calling the word they heard. The participant who was the first to incorrectly convey the hidden word of the leader is transferred to the end of the chain, and the game continues with a new word.
20. I was born a gardener…
They choose the driver – he will be the “gardener”. The rest of the participants choose for themselves the name of any flower, without repeating themselves, and during the game they respond only to it.
The driver begins the game with the words: “I was born a gardener, I was seriously angry, I was tired of all the flowers except …”. Next, the word of any of the “present” colors is inserted, for example, gladiolus.
Gladiolus should exclaim: “Oh!”.
Gardener: “What’s wrong with you?”
Gladiolus: “I’m in love”
Gardener: “To whom?”
Gladiolus: “Into the chrysanthemum!”
Chrysanthemum: “Oh!”
Further, the dialogue already begins between Gladiolus and Chrysanthemum, finding a continuation with other colors. Moreover, the Gardener can also be called, the more it is easier to remember him than all the flower participants.
If one of the participants responded not to his name, or forgot to respond to his own, or thought too much, such a player leaves, and the game starts again with the same colors. Thus, there is a “screening out” of those who have forgotten their names or are not very quick guys. Instead of leaving the game, you can arrange a “retribution” phantom.
21. Fanta
A fantasy game in which all participants give the host one of their personal items (hair band, bracelet, toy, pen, etc.), and then one of the players takes out a fanta, and the other, without looking, assigns a task to the owner of the fanta ( read a verse, sing a song, meow, dance, etc.), which must be completed in order to return your thing back.
22. Myrshim
All participants are distributed on the sides of the room. They choose a driver who is asked to leave the room for a while. At this moment, one of the players is given a piece of cheese or caramel, which he must put in his mouth by the cheek.
When the driver returns to the room, all participants continuously pronounce the same word: “Myrshim”. The task of the driver is to guess the player with a treat in his mouth. The driver can move around the perimeter and listen to the participants.
If the driver guesses correctly, then he joins the players in the circle, and the “owner” of the cheese becomes the driver.
23. Addams Family
The “Family” can be played only with those players who do not know its essence.
So, participants who are unfamiliar with the game leave the room. Then, one by one, the guys return to the room. The host or several hosts (in fact, all those who have already passed the “test” or are familiar with the game) can be the hosts: “Hello, we are the Addams family. Do you want to join our family? Then have us clap for you.” Without adding anything, the host falls silent and watches the participant. As soon as the participant begins to perform any actions, the whole “family” immediately repeats them. The participant may think that he needs to do something unusual and funny in order to earn applause, but the hosts continue to repeat his manipulations. The game continues until the participant understands that he needs to clap his hands himself.
24. Poetry
A game of imagination and improvisation.
The first participant comes up with some line – this will be the first line of the poem. The second player comes up with the second line, the third – the third, etc. The main task is to pick up a rhyme, the meaning is not so important.
The resulting poem is best written down immediately.
25. Titanic
The leader is selected. All other participants climb onto chairs or benches – this will be the sinking Titanic. The ship is sinking slowly, so that drowning people have a little time. The task of the players is to save as many people as possible.
Every twenty to thirty seconds, the leader takes one chair or shortens (with an imaginary line, objects) the length of the bench.
26. Ball
A long rope is tied into a ring. The driver turns his back to the players, the rest of the participants, holding the rope with both hands, get entangled so that a “tangle” is obtained. The task of the driver is to unravel this tangle and re-create the original ring.
27. Line up according to sign
A simple game to determine the similarity of each other.
The facilitator instructs the participants to line up according to the following signs:
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by gender;
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by height;
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by hair color;
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by eye color;
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by the first letter of the name, surname;
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by the color of the clothes, etc.
28. Sausage, ketchup, Coca-Cola
Participants line up one after another with a train, holding the previous person by the waist.
The task of the game is to pronounce words and perform certain movements at the same time for everyone:
“Sausage!” – the players take a step with their right foot;
“Ketchup!” – step with the left foot;
“Coca Cola!” – movements similar to the lambada dance.
Having done everything two or three times, the participants move on to the next “level” – now they need to grab the waist not of the previous neighbor, but of the previous previous neighbor (that is, forward through one). The movements are repeated. Then you should hug the player standing on 2, 3, etc. person in front.
29. Who is missing?
A simple game for quick reaction and memorization.
All players close their eyes. The facilitator quietly touches one of the participants so that he leaves the room for a while.
The players open their eyes and try to determine who is missing in the room. The participant who correctly guessed who is missing becomes the leader himself.
30. Zoo
All participants stand in a circle and put their hands on each other’s shoulders.
The facilitator approaches each player and calls the animal in a whisper.
The task of the game is to, having heard your animal, tighten your legs. At the same time, the neighbors must quickly orient themselves and keep the participant.
The host begins to tell the story “How we were at the zoo”, where each of the animals named by him is mentioned.
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20 ball games to keep kids entertained
You can listen to the short version of the article. If it’s more convenient for you, turn on the podcast.
Today’s children spend a lot of time on gadgets and often sit on the street, staring at smartphones.
Many outdoor games are becoming a thing of the past, but this is not only a fun pastime, but also a great way to develop dexterity, speed and accuracy, not to mention social skills.
Below we list 20 ball games you can teach your child. Some of them are suitable for the home, others will be a great way to have fun while walking on the playground or on a trip to nature.
Indoor games
Although these games do not require a lot of free space, the ball can still accidentally hit something fragile. So get away from your new TV and your favorite vase so your fun doesn’t end in tears.
1. Edible-inedible
One player throws a ball to another and says a word that can mean something edible or not. In the first case, the ball must be caught, in the second – to hit. If the player makes a mistake, he becomes the leader.
This game is suitable for both toddlers 3-4 years old and older children. In the first case, you can use simple and familiar dishes like porridge, soup or bread, in the second, you can try more complex names, such as profiteroles, ribeye or artichokes.
Trick questions will do. For example, peacock-eye or silkworm larvae are quite edible, at least in the cuisines of Asia and Africa.
2. Home bowling
Another game for kids of all ages. For it, you can use both a medium-sized rubber, and a tennis or even a massage ball, if you have one.
An obstacle is built on the floor, such as a tower of blocks or several empty plastic bottles. Players then take turns trying to knock things down from a given distance.
3. Seated dodgeballs
The players sit on the floor in a fairly wide circle, with the leader going down in the middle. Children throw the ball, trying to hit the person in the center, and he dodges by any means. The one who manages to hurt him goes to the middle and becomes the leader.
If dodging is difficult, you can set a rule – do not throw the ball, but roll it on the floor, like in a bowling alley.
4. Who was who
One player throws a ball to another while naming an object or living being. The second person must catch the ball and answer the question without a hitch.
For example, a chicken was a chicken or an egg, a cow was a calf, glass was sand. If the player does not know the answer, then he becomes the leader and asks the question himself.
5. Rhymes
One player throws the ball to another and at the same time says any word of his choice. The second must catch the ball, name the rhyme as quickly as possible and throw it to the next.
If a lot of people participate in the game, you can exclude those who did not come up with a rhyme, if not enough – write down penalty points for a hitch and keep score.
6. I know five…
The player says: “I know five female names” and begins to hit the ball with his palm on the floor, accompanying each hit with a new name. When everyone is named, the ball goes to another child and he does the same without repeating.
If all children coped with the task, the following is given – for example, five male names, trees, birds, domestic or wild animals, brands of cars, fairy-tale characters, and so on.
If a player cannot name five of anything or loses the ball, he is out of the game. As an option – receives a penalty point.
7. Earth, air, fire, water
The players sit in a row, the driver stands in front of them. He throws the ball to the first in line and says one of the four words. When you hear “earth”, you need to name an animal, “water” – a fish, “air” – a bird, and at the word “fire” wave your hands over your head.
If the player to whom the ball flew did not catch it, did not give an answer or mixed up the commands, he becomes the driver.
8. Sabzhe (honey)
Players line up. The driver asks the first question: “What is your name?” and begins to offer answers by throwing the ball to the first player. If he doesn’t like the name, he hits the ball, if he likes it, he catches it. Now that’s his name.
If the player does not hit the ball or accidentally catches it, he is given the name that was called at the time of the throw. Also, the driver sometimes has to say “Sabzhe” or “Honey”, and if the child manages to catch the ball, he can be called by any name of his choice.
In this way, all people from the line pass, after which the following question is asked: “What is your last name?”.
The list of questions is something like this:
- Where do you live?
- What do you do?
- Name and surname of the future husband/wife?
- What kind of pet do you have?
- How many children do you have and what are their names?
You can fantasize endlessly. The funnier the options, the better.
9. Catch – don’t catch
There are several variations of this game – with simple commands and with various tasks.
Players stand in a circle and throw the ball to each other, giving commands. If the throw sounds “catch”, you need to catch the ball, if “do not catch” – hit it. Anyone who does not follow the command is out of the game or receives a penalty point if there are few participants.
You can make the game more difficult by adding some task. For example, if the name of the animal was heard during the throw, the ball is caught, if something else, it is beaten off. You can take absolutely any category: countries, pieces of furniture, insects, male or female names, and so on.
Outdoor games
1. Whoever is called catches
The game is good for getting to know each other and helps to learn the names of all the people in the company.
Children move freely around the court, and the leader throws the ball higher and calls the name. Having heard his own, the child must catch the ball.
2. Catch the ball (dog)
This game requires a minimum of three players. Two people are located at a distance from each other, and the third – the driver – stands in the middle between them.
Participants throw the ball to each other, and the driver tries to catch it or at least touch it. If he succeeds, he switches places with the last thrower.
If more than three people are involved in the game, you can stand in a triangle or circle and throw the ball over the center, where the driver will be.
3.
Shtander-stop
Participants stand in a circle, the driver is in the center. He tosses the ball or throws it away and says the name of one of the participants. The named one runs after the ball, the rest – in different directions.
There is also another selection method. The driver closes his eyes and extends his hand. The rest of the players walk in a circle, and when he shouts: “Stop!”, Stop. Whom the hand shows, that and run after the ball.
When a child, whose name was called (or whom the hand pointed to), catches the ball, he shouts: “Shtander!” or “Stop!”. At this point, all players must stop and freeze.
A child with a ball estimates the distance to the driver and names the number of steps in which he can reach him. Steps can be:
- “giant” – as wide as possible;
- “Lilliputian” – when the heel of one foot is placed close to the toe of the other;
- “umbrellas” – turns around;
- “camel” – a step to the distance of spitting;
- “frog” – jumping forward from a full squat.
These steps are usually mixed. For example, a child might say, “He’s got three giant steps, two camel steps, and three frog steps.” When he goes the distance in the chosen way, the driver folds his hands in the manner of a basketball hoop, which you need to hit with the ball.
If this succeeds, the child becomes the leader. Everyone returns to the circle and the game starts over. If he missed, the driver remains the same.
4. School of the ball
This game can be played with both a rubber children’s ball and a tennis ball. The latter option is more difficult and suitable for older children.
Players come up with various tasks with increasing difficulty, for example:
- Throw the ball up and catch it.
- Throw the ball up, clap and catch.
- Throw the ball on the floor and catch it.
- Hit the ball on the floor, clap your hands and catch.
- Hit the ball against the wall and catch it with one hand.
- Hit the ball against the wall, turn around and catch it.
- Hit the ball on the floor and catch it with your eyes closed.
- Throw the ball at the wall, let it hit the ground and catch it.
- Throw the ball at the wall with your back to it, let the ball hit the ground and then catch it.
- Jump over a bouncing ball.
- Throw the ball from under the foot, from behind the head, while squatting.
You can also make the task more difficult by increasing the number of exact repetitions. For example, not just catch the ball after a turn, but do it five or ten times in a row.
5. Wall
Players line up against the wall. It is better to choose deaf, without windows. The first player in the column throws the ball higher so that it hits the wall and bounces off, after which it runs back and gets up last.
The next person must catch the ball and repeat the action. Those who do not have time are out of the game.
6. Eleven (potato)
Children stand in a circle and toss the ball to each other at random, counting out loud. The one who throws first says “One”, the second one catches and says “Two”, and so on. The player who is to say “eleven” must hit the ball.
If he does not do this (for example, he catches or misses altogether), he becomes a “potato” – he goes to the center of the circle and squats down.
The game starts again, and now the eleventh person must not only hit the ball, but try to hit the one sitting in the center. If successful, the “potato” returns to the circle with the others. If not, the thrower joins him in the center.
In this way, the game continues until the whole company gathers in the middle, and one person remains standing with the ball. Then you can start again or hit the ball on the ground 10 times, and on the 11th hit someone in the center.
7. Frog
Children line up in a column against the wall. First, a line is determined on it, above which you need to throw the ball, for example, according to the level of a tile, some kind of mark or window sill.
The first player throws the ball at the wall, and after it hits the ground, jumps over it, legs apart. If everything worked out, the child goes to the end of the line, and if the jump fails or the ball hits the leg, he is eliminated from the game. Then the player standing behind him turns on and performs the same actions.
The tasks become more difficult with each round. For example, instead of a “frog” jump, they make a “suitcase” when the child jumps on one leg, stretching the other to the side.
You can also throw the ball higher or do it with your back to the wall, and also jump over at the moment of the second bounce from the ground.
8. Hunters and foxes
“Fox” children stand in a circle, and the “hunter” enters the center. He throws the ball up three times and catches it, after which the players scatter. The driver at this time throws a projectile at them.
If the “hunter” touches the “fox”, she becomes his assistant and they chase the others together. Thus, there are more and more “hunters”.
But if the ball hits the ground after an unsuccessful throw, the “foxes” can intercept it and throw it to each other without giving it to the “hunter” and his assistants.
The game continues until only one “fox” remains.
9. Groover
Two large circles are drawn on the ground at a distance of about 15–20 steps from each other. In the first, all the participants in the game are standing, with the exception of one – the driver, or “grocer”, who walks in the field.
One of the players hits the ball hard on the ground and runs into an empty circle. Together with him, a few more guys can try to get over, but no more than three.
At this time, the “grocer” catches the ball and from the same place launches it at the players who left the base. If he manages to knock down one of the runners, he becomes the new driver, and the last “grocer” gets up in the first circle to the children remaining there.
If the ball flies past, and the fugitives successfully reach the second circle, they remain there until the end of the game, and the driver catches the ball and returns it to the first group.