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Fun with Games
Have fun making up your own games. See how creative you can be. You may have
as much fun making them as playing them.
Activity
This activity can be used many times during the year. There are many kinds of
games your family may want to create. Three kinds are illustrated below, just to
give you ideas of how to make up some in your own family. All of these games are
"homemade." See what you can do.
Thought Games
- "What Animal Am I?" Have each member of the family think
of an animal he would like the family to guess. Choose one person to
start. Have him act out what that animal does until someone guesses
what animal he is pretending to be. The person who first guesses correctly
gets a chance to act. Be sure everyone gets a turn to be the animal
at least once.
- "Guess Who." Have one member of the family
think of some favorite or unusual scripture character. One at a time
the rest of the family can ask him questions about this person, taking
turns around the family circle. The first one who thinks he knows
the correct name raises his hand and asks to answer the questions about
the character himself. If his answers are correct (the one who chose
the personality will know), he continues until someone else guesses
and take over the answering. If someone's guess is wrong, he will answer
the next few questions incorrectly (as judged again by the person who
chose the name) and will be out of the game to sit by and watch while
the others play until everyone in the family knows the correct personality.
If two people guess on the same turn, the first gets to answer at least
one question before the second one takes over as the answerer.
Board Games
Invent a game of travel, taking the players from some famous
scripture site to another. Decide on where you want the game to start
and end. (See the game illustrated below.) You may want to take Abraham
from Ur to Haran and down into Palestine, or you may want to have him
go from Palestine to Egypt and return.
On a big poster board or large piece of paper, draw a rough map of Egypt
and Palestine, putting in all the major cities, lakes, and rivers. Draw
in squares between these landmarks as shown in the illustration. Have
the family choose some things to use as their "men"—buttons,
thimbles, pebbles, beans. Work out some way to determine the number of
spaces each will move each turn—using a spinner, dice, or drawing
numbered cards.
Activity Games
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"Ringer." Get three soft-drink bottles
and line them up with a piece of paper under each designating the
number of points possible.
Have each member of the family toss fruit jar rings to see what score
they can achieve by getting ringers. Each should get three tosses
a turn. To balance skill and ability for various ages, allow small
children to stand closer to the bottles. Keep score for as many turns
as you want each to have, but be sure you decide the number of turns
before the games starts.
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"Ball Tag." Play tag with a ball by
letting everyone run around and dodge the ball that the person who
is "it" is trying to touch players with. The player who
is touched becomes "it" and tries to touch someone else
with the ball.
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"Baseball with Marbles." Set up four
blocks of wood and three glasses as shown in the illustration, with
the glasses on their sides. Mark the blocks "first base,"
"second base," "third base," and "home run,"
consecutively. Each represents a hit.
Divide into teams as fits your family size and ages. The object of
this homemade game is to pitch or shoot the marbles and hit one of
the blocks. If you miss and the marble goes into a glass you are out.
If you miss a block and a marble does not go into a glass that is
a strike. The other rules of baseball can be applied, or you
can make up your own rules. Keep careful score as to how many
runs you make, who are on the bases, how many outs the team has, and
the number of innings. You may want to make the game much more difficult
if your family is good at marbles. You can put more glasses around
where they will complicate the pitching and make accuracy more important.
(See illustration.)

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"Fishing." Making a fishing pole from
a stick and a long string. On the end of the string attach a
paper clip, hairpin, or anything else with which you can make a hook.
Make about ten fish by drawing them on either side of a folded piece
of paper as shown in the illustration. The hole through which you
must hook them to get a "catch" should be cut on both sides
of the folded paper.
Put the ten fish on the floor all spread out and see how many fish
each one can catch in turn within a one-minute time limit. The fishermen
must get the fish from the floor into his hand to count it as a catch.
You may wish to vary the game by seeing how long it takes each one
to catch all ten fish. Make up your own rules—and your own game.
It's fun!

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"What Do You Hear." Have all
the family members close their eyes for one whole minute, listen,
and note all the sounds they hear. After a minute, have them open
their eyes and take turns naming the sounds they heard.
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"Mother Goose Charades." Divide the
family into two teams, with an adult or teenager heading each team.
One team acts out a Mother Goose rhyme in pantomime. The other team
guesses what the nursery rhyme is. Then they switch roles.
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"Whirlwind." All stand or sit in a
circle. One person says, "I'm thinking of something." He
then gives three clues, such as, "It can swim. It doesn't live
in the water. It has webbed feet." When someone thinks he knows
the answer, he whirls around in his place and says, "Whirlwind."
Then he tells what he thinks it is. Then one who guesses correctly
gives the next three clues.
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"Buzz." The players sit in a circle.
They begin counting with one, each player taking a turn calling the
next number. When seven is reached, the person says, "Buzz,"
instead of the number. The is true of any number with seven in it
(such as seventeen) or any multiple of seven (such as twenty-one).
When reaching seventy, the players say, "Buzz," for all
the numbers; but when seventy-seven is reached, the player must say,
"Buzz, buzz." Each player who fails to say "Buzz or
"Buzz buzz" when he should is out of the game. The last
one out wins.
- "How's Your Memory?" The players are seated in a
circle. The first player starts by saying, "One old ostrich."
The next player repeats this phrase and adds another phrase, saying,
"One old ostrich and two tree toads twisting tendrils."
Each time the the phrases are repeated in order and the player adds
one of his own. This goes on around the circle until there are at least
ten phrases. When a person makes a mistake, he is eliminated.
There should be a prize for anyone who can finish without a mistake.
Use phrases such as the following:
1. One ostrich
2. Two tree toads twisting tendrils
3. Three tiny titmice tapping trees
4. Four fat friars fanning flames
5. Five fluffy finches flying fast
6. Six of Suzie's sisters sewing shirts
7. Seven Seashells in Sarah's shawl
8. Eight elves eating Easter eggs
9. Nine nimble noblemen nibbling nuts
10. Ten throbbing thrushes twittering tunes in time
- "Ghost." The players sit in a circle. The first
player says the first letter of a word he is thinking of. It must
be a word with more than two letters. The next player thinks of
a word beginning with that letter and adds the second letter.
The third player adds another letter. The game continues in this way
until someone makes a complete word. Each player tires not to complete
a word. Suppose the first three players had named the letters n-e-x
and the fourth player can think of nothing but the word next and
he adds the t; He then becomes a "half-ghost."
The next player starts another word. If a half-ghost ends another
word he becomes a "ghost" and may no longer participate in
forming words. Anyone who speaks to a ghost becomes a ghost also.
The ghost remains in the game by trying to draw others into conversation
with him.
A player must always have in mind a word of more than two letters.
If one player doubts that another has in mind a legitimate word, he
may challenge that player. The player challenged must then state the
word. If he cannot, he becomes a half-ghost or a ghost. If he
does state a word, the person who challenged him becomes a half-ghost
or a ghost.
- "The Old Hen and the Chickens." One person is chosen
to be Old Hen. That person leaves the room. The family decides
who will be Little Chick. Then they all sit with bowed heads.
Old Hen comes back into the room and says "cluck, cluck."
Little Chick answers, "Pep, peep." After they all raise
their heads, Old Hen tries to guess who her chick is. Then Little Chick
becomes Old Hen and leaves the room. If in three tries Old Hen does
not guess who Little Chick is, she should be told.
- "Animal Farm." The family sits on chairs in a circle.
They choose one member to be the farmer. The farmer kneels blindfolded
in front of another family member and says the name of an animal. That
person disguises his voice and makes the sound that animal makes.
The farmer tries to guess who the person making the animal sound is.
If he guesses correctly, the person who made the sound becomes the new
farmer.
- "Buckle-Buckle Beanstalk." Family members are shown
an object—a block or small toy— which they are to look for
later. Then all except one person leave the room. The one left places
the object in sight somewhere in the room. When the others return,
the first person to spot the object cries, "Buckle-Buckle Beanstalk."
He then takes a turn placing the object while the others leave the room.
- "The Boy and the Bell." The family members are seated
on chairs in a circle. One person, who is the "bell boy,"
sits in the middle of the circle with a small bell under his chair.
He is either blindfolded or closes his eyes tightly so he cannot see.
Another member of the family creeps up, grasps the bell, holds the clapper
to keep if from ringing, and takes it to his seat.
He puts both hands behind him, still holding the bell. All the
rest of the family put their hands behind them, also. The one who has
the bell rings it softly. The bell boy takes off his blindfold and tries
to guess who has the bell. It may be necessary for the bell to be rung
several times.
- "Fruit Basket." One member of the family is chosen
to be the caller. The rest of the family members sit in a circle on
chairs. The caller gives each member, including himself, the name of
a different fruit. When he calls out the names of two fruits, such as
apples and pears, the two who were given the names of those fruits must
change seats. The caller tries to slip into one of the seats, leaving
someone else without a seat. The one without a seat is the new caller.
At any time the caller may say, "The fruit basket tipped over."
Then all must change seats, and the caller tries to get any empty seat,
leaving another person as caller.
- "Dress-Up Race." For each child, prepare a sack containing
items such as a scarf, a ribbon, shoes, a belt, or a wig. Each child
starts from a certain point with his sack. Upon reaching a given point,
each opens his sack, puts on the items of clothing, and returns to the
starting point. The first one to return wins. Older children could be
given more items of clothing to put on. This game will be most successful
with at least six players. It is a good game to play when you invite
another family to join with you for a home evening.
- "Feather Volleyball." Tie a string or a rope between
two chairs for a net. One team stands on each side of the net. One team
starts the game by tossing a feather (a downy one that will float) into
the air and trying to blow it over the net onto the ground on the other
team's side. The opposing team tries to keep the feather from falling
on their side, and tries to blow it back over the net. When the feather
falls on one side of the net, the team on the other side wins a point.
Play continues until one teams wins the game by gaining eleven points.
- "Bottle Build-Up." Give each member of your family
ten or fifteen toothpicks or matches. All should have the same number.
Place a narrow-necked bottle on a table. The object is to stack the
toothpicks or matches on top of the bottle across the opening. Each
player in turn places one toothpick across the opening of the bottle.
This continues until one of the players upsets the pile. The person
who upsets the pile must take all the toothpicks that fall. The winner
is the player who gets rid of all his toothpicks. If your family consists
of only older children and adults, increase the number on toothpicks
each has to make the game more difficult.

- "Jinx-Up—Jinx-Down." Divide the family into
two teams. Have the teams sit on opposite side of a sturdy table. Choose
someone to be captain of each team. No one but the captain gives orders.
Give one team a coin about an inch in diameter. On the signal to start,
this team starts passing the coin among themselves from player to player
under the table. At the call "Jinx-up" from the captain of
the opposing team, all members of the team with the coin must raise
their hands above the table, keeping their fists clenched. At the command
"Jinx-down" by the captain of the opposing team, all must
slap their hands flat on the table.
The opposing side then consults together to guess who has the coin.
The captain orders the hands raised, one at a time. When he orders the
hand up that is hiding the coin, his team wins as many points as there
are hands left on the table.
The coin is then given to the other side. The team that first scores
twenty-one wins.
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