Clapping to 7 s: Holding the Ball:

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1 GAMES

2 Clapping to 7 s: This game encourages the use of counting and numbers skills. This game doesn t require any physical movement but instead exercises the mental skills. Recommended to have groups of 5-10, form a circle. Each person is to say a number, counting up from the number 1, in one direction around the circle until they reach the number 7. The person must not say the number seven or any numbers that are multiples of 7(14, 21, 28.), but they must clap for the numbers instead. The group stops counting until they have counted to 50. The goal is to correctly say or clap to the number. If someone makes a mistake, counting will restart back from number1. Holding the Ball: This is a simple game allowing simple movement for the body. It doesn t require group of people to pay as well and can be done indoor and outdoor. Chair Tennis ball Instruction: Each person is given a tennis ball and a chair. An instruction will say some actions which everyone must fellow. (E.g. sitting down, standing up, and turning around step over the chair). Every player must remain holding their ball on top of their head while doing these actions and must not drop or remove the ball from their head.

3 Listen to the instruction: The game is just for fun and has a laugh. It s more fun with more people to play with. It is required to listen to the person who is leader but don t follow their actions. An instructor will point to anybody and say the body part. The players must follow the leader and say the body part but they are allowed to point to any body part except the one which the leader is pointing at. Chopstick and Marbles: This is great challenge for everyone and doesn t require many people to play with. The game works on your hand control and practices with using chopsticks which can be a new experience. Instruction: Pair of chopsticks for each person. Marbles 2 boxes/container for each person(one empty and the other filled with marbles) Participants are given two boxes one filled with marbles and the other one empty. They are given a minute to use the chopsticks to pick up as many marbles possible and to put them into the empty box. Whoever has placed the most amounts of marbles into the other box in that one minute wins.

4 The Wall with Hole(s): It s a simple and fun competition with friends requiring 2 equal teams to play. Players need to throw and aim working on their hand-eye coordination. Large sheet of paper [A2 or newspaper size] (requires a first size hole in the centre). Table tennis balls(20 each team) Tape Hang the large sheet of paper 1metre above the ground. Give enough space for both sides of newspaper for at least 2 metres. Participants are divided into 2 equal teams. They are to stand, lining up 1 metre away each side of the piece of paper. Each team takes turn in attempt to throw a Ping-Pong ball through the hole to the hole to the other side of the large paper. Each participants are given a turn of throwing the ping pong at a time Whichever side that has the most amounts of balls thrown to the other side thrown the hole wins. Straw and bottle: This game can be played at home, and all it requires are simple objects that would have in a house. It s one of those challenging games requiring the person to focus to aim. Straws Bottles Each participants are to place a bottle between their legs Participants are all give a straw From shoulder height, participants are to try and drop the straw into the bottle.

5 Pop the balloon: The game doesn t need many people to play with. It s recommended to be played indoors. Balloons Chair Each player has their own chair and a balloon They are too place the balloon onto the chair Players are given a minute to pop the balloon. Fill the container: The game is a team game which can be played both indoor and outdoor (would recommend outdoor) A plastic cup for each team Water 2 containers for each team Players are to group to make at least 2 equal teams. Each team are to line up between two containers (One container filled with water and the other container empty) Players are not allowed to move but must pass the plastic cup down to the players next to them. They are to fill empty container with as much water as they could under a minute. Whoever has the most volume of water filled into the empty container wins.

6 Money game: The game requires a least 10 people playing and best played outside where there is large area of space. Cooperation with the other people is necessary. Red and blue cards (must have equal number of both coloured cards) Players are to group into at least 2 teams(may be more depending on number 0f people) Player are each given a coloured card, each coloured card holds a specific value (red = $1, blue = 50cents) (must have equal number of people holding either the red or blue coloured card) The instructor will say a price (that can be totalled up with $1 or 50cents) The players of each team must group together the correct sum of the price and present it to the instructor. Opposite side: The game is simple and easy to follow. It doesn t need a lot of effort and can is one of those that can be players but will be more fun with more people playing. Instructor will tell the players to point or lift up any part of the body Players are to do what the instructors says but with the opposite side of the body. Guess the person: The game is more fun with more people and can be played both indoors or outdoors. The game is best players with more than 10 people and also becomes more challenging with more people playing. Blindfold Players are to form a large circle A player then to stand at the centre of the circle and is blindfolded They are to point at any person Players that form the circle The players in the centre takes of their blindfold and guess which person they pointed to Players that was pointed at is then next person to be in centre

7 Blindfolded drawing: Fun and challenging game which is most fun with few friends or people. Pencil Sheet of paper(a4) Blindfolds Each players is given a sheet of paper Have players name on the sheet Have all players to be blindfold They are to draw an object which the instructors says on the other side of the sheet After everyone finishes drawing, the instructor will collect all the drawing and place them together with the drawing faced up Participants can take off their blindfolds and guess which is their drawing. Quoits: Another great excuse to get outside on sunny days. Quoits is a simple game that is best played outside but can be played indoors too. It helps exercise hand-eye coordination and gets everyone having fun. Instruction: Quoits set Pen and paper to record scores An optional prize for the winner Participants sit in a circle with the quoits pegs in the middle or they can sit in a line with the quoits pegs out in front of them Each participants has five rope hoops to throw in turn If a player gets a hoop over a peg they win a point You might like to award the person with the highest score a prize

8 Hobbies describing game: This activity is a perfect group activity which can be enjoyed by all Cards with either the name of a hobby on it or a picture of a hobby A clock or stop watch. Divide the players into two equal teams Each player is given a small number of cards (up to 5 is usually adequate) Taking it in terms each player has to describe what hobby is on the card without saying its name Each player gets a turn at describing as many hobbies as possible in the allotted time usually 1-2 minutes The winning team is the one who successfully identified the most hobbies after every player has taken turn. Drawing game: These two games are fun and helpful for the more capable residents Drawing Game 1: One person has to flip chat in front of them, while another holds an object and tells the person behind the flipchart how to draw it, without saying what the object is. e.g. Draw a straight line from the left to the right Drawing Game 2: Another fun game involves writing words on small pieces of paper. This can be a team game. One person chooses a piece of paper and then has to draw a simple picture to represent the word and the others have to guess what the word is. It could be something intangible (e.g. summer) or a place (e.g. zoo) or something more simple depending on how capable the residents are This is good for stimulating thought in how to communicate ideas and for others to concentrate on thinking what the subject could me.

9 Making sentences: The game can be lots of fun and can bring humour with the group. It s best to use creativity for this activity. Be in groups with at least 6-8 people (can vary depending on the amount of people available) Game starts with on player saying a word to begin creating the sentence Another player must follow and say another word Each player can only say one word The last player must finish the sentence with a word. Ball and bucket game: This game involves the ability to throw but also the ability to catch as you will need both in order to win the game Bucket Ball Players are to form into two equal teams A player from each team are pick one is to either have the bucket and one is to have the ball The player with the ball are to throw the ball to the person holding the bucket (the throw must be underarm) The player with the bucket is to attempt to catch the ball with the bucket if they are able to catch the ball they earn a point for the team The two players are then to switch roles Each player are given only one turn at both roles Once everyone had a turn at both roles, the team with the most points wins

10 Balloon race: This is a fun race involving running or walking. Best recommended to be played outdoors allowing players to have some fresh air. Balloon Cones Players are to group into at least 2 equals team(depending on the number of people) Instructors are to place 2 cones 10 metres apart, teams are to stand begin one cone They are to hold the balloon between their leg and must not drop the balloon If player dropped the balloon they must stop and out the balloon back between their legs players have to race around the other cone and back and hand the balloon over to the next person which they will do the same Team with all their people who has went around the cone and comeback wins the race. Balancing Ping-Pong: Fun game of maintaining balance with the hand. This is best played indoors but with a large amount of space for the most fun and also few obstacles Ping-Pong bat for each player Ping-Pong ball for each player Cones Each player must keep the ping pong ball on their Ping-Pong bat instructors will tell players to move to specific locations (which will be placed by cones) The goal is to not drop the ball off the bat.

11 Changa Po: Changa Po is the game of rural area of Rajasthan and Gujarat. This game has four players. In this game four different color stones are used. This is played with four kodi or Imli chiya. [tamarind seed parts]. The four chiyo or kodi open on their upper side. This is called Changa (four). When the four chiya open on their back side then this is called Ashta (eight). This game can be played by single or multiple players. In this game, till the Po comes the player cannot start his/her goti. (stone). If one kodi or chiya out of four falls upside down, it is called Po. When one player is able to kill/eat the goti of the other player it is called Tod. The player can now enter his goti/stone in to the house only after the Tod. The player whose all four goties/stones enter the house is the winner of the game. The goti which is sitting on the crossed part of the game cannot beaten. X and O (Tic Tac Toc): Variation of Tic-Tac-Toe which is an old Indian game. This game is known by many names including Padavedu, Nirapara and Kalakal in Kerala, India. Tic tac toe also know as X and O. It is a simple game that is often played to fill time. It is one of the first games learned by many, and can be played anywhere there is pencil and paper. Students sitting in the last bench in schools and colleges play this game when they feel the class is boring. These games can last few seconds to several minutes. The game is played by two players alternately putting an X or an O in a square on a 3-by-3 grid. The game is won when one of the players gets three in a row. Things You'll Need: o o Pen/Pencil Paper Draw the table as shown in the picture to play the game on a piece of paper. Assign a letter to each player. One player is assigned X and the other player is assigned 0. Decide among the players who is going to start, it can be an agreement that Player 1 starts first for the first game and Player 2 start the game for the second game or vice versa, or you can flip a coin to determine which player can start the game. If you flip a coin then the winner of the first game will start the next game.

12 Once the player is decided, he starts the game by putting the assigned letter, either X or O, into one of the nine boxes created. Once he puts his letter then the second player take a turn. Play alternates between the two players in this manner until the game is won. No box can contain both an X and an O. Also, once either letter is put in a box, it cannot be removed. Align three X s or O s to win the game. These letters must be able to be connected using a straight line. The line can be vertical, horizontal or diagonal. If all nine boxes contain a letter but there are no three letters in a row, the game is considered a tie. Ludo/ Pachisi: Pachisi originated in India by the 6th century. The earliest evidence of this game in India is the depiction of boards on the caves of Ajanta. This game was played by the Mughal emperors of India; a notable example being that of Akbar. Variations of the game made it to England during the late 19th century. One which appeared around 1896 under the name of Ludo was then successfully patented. Ludo Board: Special areas of the Ludo board are typically coloured bright yellow, green, red, and blue. Each player is assigned a colour and has four tokens of matching colour (originally bone discs but nowadays tokens made of cardboard or plastic). The board is normally square with a cross-shapedgame track, with each arm of the cross consisting of three columns of squares usually six squares per column. The middle columns usually have five squares coloured, and these represent a player's home column. A sixth coloured square not on the home column is a player's starting square. At the centre of the board is a large finishing square often composed of triangles in the four colours atop the players' home columns thus forming "arrows" pointing to the finish. Overview: Two, three, or four may play. At the beginning of the game, each player's tokens are out of play and staged in one of the large corner areas of the board in the player's colour (called the player's yard ). When able to, the players will enter their tokens one per time on their respective starting squares, and proceed to race them clockwise around the board along the game track (the path of squares not part of any player's home column). When reaching the square below his home column, a player continues by racing tokens up the column to the finishing square. The rolls of a cube die control the swiftness of the tokens, and entry to the finishing square requires a precise roll from the player. The first to bring all their tokens to the finish wins the game. The others often continue play to determine second-, third-, and fourth-place finishers. Gameplay: Each player rolls the die, the highest roller begins the game. The players alternate turns in a clockwise direction. To enter a token into play from its staging area to its starting square, a player must roll a 6. If the player has no tokens yet in play and does not roll a 6, the turn passes to the next player. Once a player has one or more tokens in play, he selects a token and moves it forward along the track the number of squares indicated by the die roll. Players must always move a token according to the die value rolled, and if no move is possible, pass their turn to the next player.

13 When a player rolls a 6 he may choose to advance a token already in play, or alternatively, he may enter another staged token to its starting square. The rolling of a 6 earns the player an additional ("bonus") roll in that turn. If the additional roll results in a 6 again, the player earns an additional bonus roll. If the third roll is also a 6, the player may not move a token and the turn immediately passes to the next player. A player may not end his move on a square he already occupies. If the advance of a token ends on a square occupied by an opponent's token, the opponent token is returned to its owner's yard. The returned token may only be reentered into play when the owner again rolls a 6. (Unlike Pachisi, there are no "safe" squares on the game track which protect a player's tokens from being returned. A player's home column squares are always safe, however, since no opponent may enter them. Ludo played in the Indian subcontinent features a safe square in each quadrant, normally the fourth square from the top in the rightmost column. These squares are usually marked with a star.) Snakes and Ladders: Snakes and Ladders originated in India as part of a family of dice board games, that included Gyan chauper andpachisi (present-day Ludo and Parcheesi). The game made its way to England and was sold as "Snakes and Ladders", then the basic concept was introduced in the United States as Chutes and Ladders (an "improved new version of England's famous indoor sport"[3]) by game pioneer Milton Bradley in 1943.[4] Known as Moksha Patam, the game was popular in ancient India and emphasized the role of fate or karma. A Jain version, Gyanbazi or Gyan chauper, dates to the 16th century. The game was called Leela and reflected the Hinduism consciousness surrounding everyday life. The underlying ideals of the game inspired a version introduced in Victorian England in Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows a boustrophedon (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of a move, a player's token lands on the lower-numbered end of a "ladder", the player moves the token up to the ladder's higher-numbered square. If the player lands on the higher-numbered square of a "snake" (or chute), the token is moved down to the snake's lower-numbered square. If a player rolls a 6, the player may, after moving, immediately take another turn; otherwise play passes to the next player in turn. If a player rolls three consecutive 6s, the player must return to the starting square (grid "1") and may not move again until rolling another 6. The player who is first to bring their token to the last square of the track is the winner. A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token either remains in place or "bounces" off the Final Square and back again. For example, if a person requiring a three to win rolls a five, they would move forward three spaces and then back two again. In certain circumstances (such as a person requiring a one to win rolling a six), a player can end up further from the final square after this move than before it.

14 Live memories: Living memories is a game in which u live your pervious memories once again through our movement captured (pictures) Each player need to bring a picture of their olden days which he/she wants to share with their friends and others will guess who is who in the picture (it can be a family picture or friends picture or even it can be of your childhood) and we share our special moments with friends and in this way we can live our olden days once again. Hot Potato/Passing The Parcel: The origins of the hot potato game are not clear. However, it may go back as far as 1888 when Sidney Addy's Glossary of Sheffield Words describes a game in which a number of people sit in a row, or in chairs round a parlor.[2] In this game, a lighted candle is handed to the first person, who says: Jack's alive, and likely to live If he dies in your hand, you've a forfeit to give. The one in whose hand the light expires has to pay the forfeit. In preparation for the game, a prize (or "gift") is wrapped in a large number of layers of wrapping paper. Usually, each layer is of a different design so they can be easily distinguished. Smaller prizes or mottos may be placed between some or all other layers of wrapping. During the game, music is played as the parcel is passed around. Whoever is holding the parcel when the music is stopped removes one layer of wrapping and claims any prize found under that layer. The music is then restarted and the game continues until every layer is removed and the main prize claimed. The stopping and starting of the music is usually done by an adult who is not taking part in the game. While in order for the game to be fair, they should not observe the game, in practice they often do, to ensure that every participant has a turn, that prizes are well distributed and perhaps that the child whose party it is claims the main prize (or to ensure that a guest claims the prize). A fairer alternative is to prepare recordings of short snatches of music. Variations on the game include allowing participants to remove as many layers of paper as possible (rather than just one) before the music restarts, and including challenges or forfeits on slips of paper in place of mottos. This game is known to come from traditions in the northern United States.

15 Pictionary: Pictionary is a guessing word game invented by Robert Angel with graphic design by Gary Everson and first published in 1985 by Angel Games Inc.Hasbro has been the publisher since 1994 after acquiring the games business of Western Publishing.The game is played with teams with players trying to identify specific words from their teammates' drawings. Crossword/ Scrabble: A crossword is a word puzzle that normally takes the form of a square or a rectangular grid of white and black shaded squares. The goal is to fill the white squares with letters, forming words or phrases, by solving clues which lead to the answers. In languages that are written left-to-right, the answer words and phrases are placed in the grid from left to right and from top to bottom. The shaded squares are used to separate the words or phrases. History: - The title for the world's first crossword puzzle is disputed. The first puzzle that was called a "cross word puzzle" was written in 1862 by Our Young Folks in the United States. The first "cross word" was "dream".crossword puzzles are said to be the most popular and widespread word game in the world, yet have a short history. The first crosswords appeared in England during the 19th century. They were of an elementary kind, apparently derived from the word square, a group of words arranged so the letters read alike vertically and horizontally, and printed in children's puzzle books and various periodicals. Instruction: Have all players agree on the dictionary that will be used for the game. Any words, including names that are capitalized, and prefix or suffixes are not permissible for Scrabble words. Gather all of the 100 game tiles, and place them into the cloth drawstring bag. If there is no bag, place them face down on the table next to the game board, within easy reach of each player. Have each player draw a tile to determine who has the first play of the game. The letter closest to "A" is the game starter, unless someone draws a blank tile, which is the highest tile for game start. Add the tiles back to the bag, and shake it up to mix well. Select one of the four tile racks. Draw seven tiles from the bag, and pass to the next player to do the same. Arrange the tiles on the tile rack to see what words you can make. Take notice of the colored squares on the game board. These are "premium squares." The center star must always be covered with the first play of the game. Notice that tiles have tiny numbers on them. These are points that will be tallied. Read the various premium squares on the board. If a word is placed on one of these squares, the player will earn more points. For example, if a player has ten points from a word with the number tally, and it covers the premium square that reads "double the word value," the player's score will be 20 points. Allow the first player to place the first word onto the board, horizontally or vertically, remembering to cover the star space. No diagonal or backward words are allowed. Count up the letter numbers, and announce the score. Write score onto a tally sheet. Player should draw the number of tiles that he used, and place the new tiles on the rack. The racks should always have seven tiles on them during game play. Have player two place a new word onto the board, using a letter from the first word to link the two. A new word must be made at right angles to a word, or parallel to another word, as long as all adjacent words make sense, or encapsulate a word on the board. You can add one letter to an existing word to create a new word. For example, cubit can become cubits from the photo shown in the image. All words must connect. Remember that no tile can be removed after it comes into play.

16 The first word to be placed on a premium square can claim the extra points, but no additional word can. Blanks can be used for any letter to make to complete a word. They are worth zero points.add 50 points to total score for a turn where all seven tiles are played for a word. This is called "Bingo. Challenge any word that you believe is spelled incorrectly or does not exist in the dictionary. The dictionary can be used at this point to prove the challenge. If the word is unacceptable, the player must remove the tiles, and lose a turn. If the word is acceptable, the challenger loses the next turn.give up a turn to exchange all of your tiles when you cannot play a word. This will make the next turn easier to play.end the game play when all the letters have been drawn, and one player has used all of the letters on his rack.tally the score on each letter that is unused, and add it to the score of the player that has used up all of her tiles. The player with the highest score wins the game of Scrabble.

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