Chapter One Indoor Games for Sunny Days and Rainy Days
Action Spelling
WHERE TO PLAY
Indoors or outdoors
NUMBER OF PLAYERS
4 or more
EQUIPMENT
None
OBJECT OF THE GAME
For players to spell words correctly, substituting motions for some letters
This is a more playful version of the traditional game Spelling Bee.
Before the game, the players should select one player to act as the spelling master and then agree on a set of motions that will replace certain letters of the alphabet. A could be a jumping jack, L a handclap, and T a kick.
The number of substitutions made for letters should depend upon the age level of the players. To make the game simpler for younger children, the gestures and letters can correspond: a jumping jack for J, a kick for K and so on.
The game begins when the spelling master gives the first player a word to spell. That player must correctly spell the word, using the appropriate motions for the letters indicated. A player spelling pilot would say "P-I, then clap hands for L, say "O," and then kick to represent T if a clap signified L and a kick T.
The next player spells a word given by the spelling master, substituting gestures for letters as needed.
Action Spelling can be played for points or as an elimination game.
VARIATION
Another way to play Action Spelling is to substitute certain motions for vowels and consonants. For example, a hop on one foot could represent a vowel, while a jumping jack might signify a consonant.
Aesop's Mission
WHERE TO PLAY
Anywhere
NUMBER OF PLAYERS
4 or more
EQUIPMENT
None
OBJECT OF THE GAME
To discover the letter that "Aesop" has forbidden before being eliminated from the game
One player is designated as "Aesop," and the other players are the "animals" of Aesop's fables. Aesop must secretly choose one letter that must be avoided by the players.
Play begins when Aesop asks the first player a question that can require only a one-word answer. A crafty Aesop will try to ask a question that is likely to be answered with a word containing the forbidden letter.
For example, if the forbidden letter is s, Aesop might ask, "Which is your favorite season of the year?" hoping the player will respond with "summer" or "spring."
If the player responds to Aesop's question with a word containing the prohibited letter, he or she loses one life. The next player is given a chance to guess the forbidden letter before being asked a question.
After losing three lives, a player is dropped from the game. The players try to discover the taboo letter before using up all three lives. The player who guesses the forbidden letter first becomes the next Aesop.
Animals
WHERE TO PLAY
At a table
NUMBER OF PLAYERS
At least 3
EQUIPMENT
A deck of playing cards
OBJECT OF THE GAME
To win another player's cards by calling out his or her animal noise before that player calls yours
Shuffle and deal the cards facedown around the table. Next, each player should choose an animal to imitate. When everyone has a different animal, go around the circle a couple of times to practice the appropriate noises.
One player might meow like a cat, another bark like a dog, another hiss like a snake, or moo like a cow, and so forth. All players should try to remember the animals chosen by the others as well as their own.
Play begins at the dealer's left. Everyone around the table discards one card faceup (in sequential order), forming separate discard piles for each player.
When one player lays down a card that is of equal value to another card in someone else's discard pile (two Jacks, for instance), those players with the matching cards try to call out the animal noise of the other.
For example, if the "cow" lays clown a 6 that matches the 6 on the pile of the "cat," he or she tries to meow before the "cat" moos. The first of the two players to make the right sound is awarded the discard pile of the other player.
A player who makes a wrong noise, or calls out a noise at the wrong time, must pay the penalty of the top card from his or her discard pile or hand, if there is no discard pile.
The game is continued by the loser of each round, who lays down a new card.
Any player to lose all of his or her cards is eliminated from the game. The player to collect all the cards is the winner.
Playing until final elimination is recommended only for patient players. It might be a better idea to keep track of a predetermined number of rounds and designate the winner as the player with the greatest number of cards at the completion of all the rounds.
Art Consequences
WHERE TO PLAY
Seated at a table
NUMBER OF PLAYERS
3 or more
EQUIPMENT
A few sheets of paper and pencils
OBJECT OF THE GAME
To draw an imaginary, figure and create an amusing work of art through group effort
If numbers permit, the players should be divided into groups of three or four. The first player in each group begins by drawing the head and neck of a real or imaginary figure on the top one-third of the paper. When done, he or she folds the paper back so that nothing can be seen of the drawing except a few lines that will allow the next player to continue the figure.
The next player then draws in the shoulders and part of the arms and torso. When done, he or she folds the paper back again so only a bit of the bottom section of the drawing is visible -- enough to allow the next player to take up the drawing.
The drawing is passed along and finished by the final player, who then unfolds the paper to reveal the entire figure.
When there are two or more groups of "artists" there can be a competition for the best creation: silliest, scariest, most true to life, etc.
Surrealist artists of the 1930s called this game The Exquisite Corpse and used it to create a number of serious works of art.
Assassin
WHERE TO PLAY
Seated in a circle on the floor or around a table
NUMBER OF PLAYERS
6 or more
EQUIPMENT
Pencil or pen and scraps of paper
OBJECT OF THE GAME
For the "assassin" to eliminate all the other players from the game by winking at them, while avoiding being caught
Cut up or tear off a small piece of paper for each player. Mark one of these sheets with an X, fold, shuffle, and distribute them among the players. The players should open them secretly. The player whose paper is marked X will be the assassin.
After all the papers have been checked, the players form a circle around a table or seat themselves on the floor. Players examine the faces of the others around the circle, trying to discover who the assassin is. When the assassin winks at another player, that player must say, "I've been hit" and must drop out of the game.
If a player catches the assassin in the act of winking, the game is over, and the sharp-eyed player is the winner. But if the assassin succeeds in winking at all the players (except the last, who, by process of elimination, will soon learn who the assassin is), he or she is declared the winner.
Bango
WHERE TO PLAY
At a table
NUMBER OF PLAYERS
At least 3
EQUIPMENT
A deck of playing cards
OBJECT OF THE GAME
To be the first to match your hand to the card values called by the dealer
This game is a very simplified version of Bingo, well suited for children under eight.
One player shuffles the deck and deals five cards to each player at the table. The players place their cards faceup in front of them.
The dealer then turns over one card at a time from the pile of remaining cards and calls out its value. Any player with a card of matching value can turn that card facedown.
The first player who can turn all five cards facedown shouts, "Bango!" in order to win the round.
Keep track of the number of rounds won by each player if you want to declare a grand winner at the end of the game.
Battleship
WHERE TO PLAY
Best played at a table, but can be played as a travel game if the ride is steady
NUMBER OF PLAYERS
2, or 4 if you want to play with partners
EQUIPMENT
Paper and pencil for each player or team. Graph paper makes playing easier, but it is not essential.
OBJECT OF THE GAME
To sink your opponent's battleships by making successful "hits" on a grid
To prepare for the game, two grids, which represent naval battlefields, need to be drawn on each player's sheet. Each grid should have 10 blocks down and 10 blocks across for a total of 100 blocks. The blocks need not be very big -- a quarter of an inch is large enough.
Across the top row of each grid, number the blocks 1 through 10. Down the left edge of the grids, letter the blocks A through J. Label one grid for the player and the other for the enemy.
Players then must place battleships on the grid for their respective "sides" by drawing lines through consecutive blocks to indicate their ships' positions. Each player has four ships: an aircraft carrier of four blocks, a cruiser of three blocks, and two destroyers of two blocks apiece.
Players mark their battleships on their grids without letting the enemy see their positions. The blocks must be located on a straight line: horizontally, vertically, or diagonally. A battleship may not be split up.
When the grids are drawn and the battleships are in place, the players should determine who fires first. The player chosen to begin gets eleven shots to try to bit the other player's battleships.
That player calls out blocks of the grid according to letter and number: B-10, F-6, and so on, until he or she has used up eleven shots. As the firing player calls out the shots, the defensive player should mark them on his or her own grid with a number 1 to ...