Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, June 7, 2010

Money Game

When the 
Kids are driving you crazy 
 and need a break take 
49 pennies 
and throw them in the grass 
in the back yard and tell them
not to come back
  in until they  
find all 50 of them.

Make your own fish and fishing pole

Help your child decorate a cardboard box up like the ocean our what ever you like.  Color it all up on the outside.  This is your fishing pond.  Make your own fishing poles with a stick, dowel, pencil or ruler, tie a string on it with a magnet on the end.  Cut out different fish with different colored paper.  Attach a paper clip so the magnet can connect to it.  Put your fish in your pond(box)and fish away.  Kids can do this alone or put different points on the fish to have a contest with each other, see who gets the most points.

Fast Clap

We often clap our hands together to express our approval- to say we loved a musical show, to praise our favorite sports player.  But how fast can you clap your hands?  And how do those numbers change with the position of your arms?  Write down your number to find out.  Clap your hands in the usual position, right in front of your body, for 30 seconds.  How many claps did you manage to make?  Now do the same with your hands over your head.  Now do the same with your hands behind your back.  What muscles did you use when you did that?  Do it on your own or beat someone elses score.

Squirt Bottle Tag

Use clean, empty dishwashing liquid bottles or squirting water bottles.  Use masking tape to tape an ordinary tissue to each player's back.  The object of the game is to flood your fellow players' tissues with enough water to cause them to tear from the masking tape and fall to the ground.  The last player with a tissue still in place wins the game.

Sunday, June 6, 2010

Hopscotch

Hopscotch


Hopscotch dates back to the Roman occupation of Britain. The first thing to be done is to draw a course. Several common court styles are seen below:

hopscotch Each player then chooses a marker, usually a stone. Play begins with the first player tossing his stone into the first space. If the stone lands completely within the designated square, the player proceeds to hop through the course. A player can only have one foot in any given square, so single squares must be balanced and double squares (side by side) are straddled.While hopping, the player should alternate the foot he lands on for each square. Any space not marked with a number, ie London, Home, etc., are considered rest squares and can be landed in in any fashion.

When the player reaches the top of the court, he then turns around and comebacks, collecting his marker along the way. Play then continues with the player tossing his marker into the second square and so on.

If a player fails to toss his marker into the correct square or if it touches a line the players turn ends. The same is true if the player stepson a line, misses a square, or loses his balance and falls.

The first player to complete the course for each numbered square wins.

7-11 Candy bar Game

A fun party game that allows you to win candy. The game is simple. There is enough candy for everyone participating to have at least 2 in the center of the gaming area. A die is rolled to determine the starting player. A timer is set for 10-15 minutes. Each person rolls 2 dice. With the roll of 7, 11 or doubles the roller chooses a candy either from the center untaken candies or from a person who has taken one. If that person does not have that specific candy that the roller asked then no candy changes hands. When the timer goes off the game is over and the candy you have is yours.

Post timer trading is always an option.

Spoon Card Game

Spoons Card Game

Few cards serve up the kind of excitement that are part of every game of Spoons.

What You Need

* Deck of cards
* Spoons (one less than # of players)

Instructions

1. The object is to collect four cards of one kind (four twos, four kings and so on) and not to be the person left without a spoon. To begin, place the spoons (one fewer than the number of players) in the center of the table within grabbing reach of all players. Each player is dealt four cards. The dealer keeps the deck.

2. The dealer picks a card from the deck and then discards one card from his hand, sliding it facedown to the player to his left. That player takes it, then picks one card from his hand and passes it to his left.

3. Each player in turn does the same, as quickly as possible. Each person should have four cards in his hand at all times. The player to the right of the dealer places discarded cards in a pile to his left to be used by the dealer when the original deck is used up.

4. Play continues until one player has four of a kind, at which time he takes a spoon from the pile. He may steal the spoon surreptitiously, continuing to pass cards until someone else notices. Or he may grab his spoon, creating a mad rush for spoons at the table.

5. The player left without a spoon has lost the round. If you like to keep score, that player is given an S. As players spell S-P-O-O-N-S, they are out. The player left at the end is the winner.

Sock Wars

SOCK WARS

This is a wild and goofy game but great fun. Each teen should bring three pairs of socks WITH THEIR NAMES CLEARLY ATTACHED TO THEM. Using a rope and a tarp, divide the room in half, as high up as you can go. Put half the teens on each side of the divider with their socks rolled up, like baseballs. On the word GO the teens throw the socks over the divider as fast as they can. This round is only 45 seconds, so they must move fast. While they are throwing, toss in two beach balls, and tell them they are worth double points. Give them a ten second warning and then say "stop". Count the socks on each side of the divider. The team with the least number of socks - and beach balls - wins. Second round is 1 minute, third round is 90 seconds.

Card Games


Child Card Games
Snap, Go Fish, Concentration and More...
Child card games have been popular since Victorian times when parlour games were played by the whole family as a means of entertainment. These days they are a great way to spend time indoors particularly for rainy days or on holidays where there is no tv! The kids card games here are suitable for children aged four and up. It is best to start with the simpler games and gradually teach skills so that they can learn the more complex ones.

Children can start by playing with picture cards, often with popular cartoon or television characters. They can soon move to a real deck of cards and grasp the values of the jack, queen and king. Playing card games give good practice with basic mathematical principles and also the value of gamesmanship which is a valuable lesson for children. These games focus on fun, some of them can become quite frantic as it is often speed that becomes the winning factor.

Cheat (I Doubt It)
Players- three or more
Duration- 5-10 minutes per round
Shuffle the cards and deal out the entire deck to the players. Players guard their hands closely, some players may have one card more which does not matter.
The first player places a card from his hand face down in the middle and annouces its rank. He may or may not be telling the truth! Following players do the same, claiming a higher rank than the previous card.
At any time a player may call out 'Cheat!' or 'I doubt it!' as a challenge. The card just layed down is turned up and if it was truthfully laid then the challenger picks up the centre pile. If a falsehood is revealed then the offending player must pick up the pile.
The pressure increases as the card's rank climbs towards ace high as the players are more likely to have to allege fraud.
The opening player can choose a middle or low ranking card to start the game. Similar to poker in the deceptions and ability to maintain a 'poker face'.
Concentration (Pelmanism)
Players- two or more
Duration- 5-10 minutes per round
After the cards have been shuffled they are all laid out randomly. Each player has a go to turn over two cards. If they are a match, the player keeps them and has another turn. If they are not a match then they are turned facedown in their original positions.
A game often better for children as they often have better memory than adults. This can also be played with picture cards especially for children. The winner has the highest number of pairs.
Go Boom
Players- two or more
Duration- 10-15 minutes per round
Each player is dealt seven cards with the remainder going facedown into the middle as the stockpile. The first player places a card in the middle faceup. Each player to follow must place another card on top that matches the previous either in rank or suit. Any player who cannot lay down a card must begin drawing from the stock, continuing to add cards to their hand until they draw a playable card. If the stock has all been used then the player must pass.
The first with an empty hand shouts 'Boom!' and is the winner. If the play reaches a stage where all players must pass then the winner is the player with the fewest number of cards.
Go Fish
Players- two to five
Duration- 5-10 minutes per round
For two or three players, seven cards are each dealt out; with four or five players, five cards each. The remainder of the deck is placed facedown in the middle becoming the 'fishpond'. Each player is attempting to collect a set of four cards, this may change as the game progresses and new cards fall into their hands.
The first player turns to his right and requests a card, say a king. If that player holds any kings they must be handed over. If not he announces 'Go fish,' and the original player selects a card from the fishpond. If the card matches the original request (in this case a king) then the player says, 'I fished upon my wish' and can now make another demand of the player on his right.
As each set of four is completed they are laid down. The player to completely empty their hand by converting it into sets of fours is the winner, or the one with the most sets when the fishpond dries up.
Old Maid
Players- three to five
Duration- about 10 minutes per round
Three queens are removed from the deck leaving the queen of clubs as the Old Maid. The deck is shuffled and all cards are dealt. From their hand each player matches up pairs that are the same rank and colour and they are discarded.
The first player now draws a card from the player on his right and the game continues until all of the pairs have been matched up and removed from players hands and only the Old Maid remains. The player holding the Old Maid loses the game.
Slapjack
Players- two or more
Duration- about 15 minutes per round
All of the cards are dealt out, it does not matter if some hands have an extra card. Each player recieves a pile of facedown cards which they place in front of them, unseen. The first player turns her top card and places it into the middle. This continues around players until a jack is turned. The first player the slap a hand over the pile wins it. The game ends when one player has won all of the cards. If any players run out of cards they remain in the game as they cab begin playing again if they can win a pile.
Snap
Players- two or more
Duration- about 15 minutes per round (two decks will be required for four or more players)
Probably the easiest of all child card games.
All of the cards are dealt out, it does not matter if some hands have an extra card. The cards are stacked facedown in front of each player.
Starting to the left of the dealer each player deals one card face up in the centre of the table, making a pile of cards.This continues until one player deals one card on top of another player's card, which is of the same value, suits do not matter. When this happens the first player to call out "Snap" and slap the deck wins the pile.
The game continues until one player holds all of the cards.
Spit (Speed)
Players- two
Duration- about 10 minutes per round
The deck is shuffled and dealt out with each player receiving half of the deck. Each player lays out their cards the same way beginning from the left.
A stack of five cards with top card turned over, then a stack of four, three, two and one. The remainder of each of their hands goes into the middle  to form two stockpiles, each having the first card turned up beside it, starting the 'spit pile'.
Once the cards have been laid out the players call, 'One, two, three, spit!' and the game begins. Each player using only one hand plays cards from their upturned piles onto their respective spit piles. The cards must correspond in rank either up or down- so a jack can be covered by a queen or a ten. Kings are high and can only be covered by queens, and similarly for aces, they are low and can only be covered by a two.
As a player removes a card from the layout pile the next card is turned over. Players can place upturned cards within their own layouts, thus keeping the game progressing as new cards are exposed.
If the game reaches a point where neither player can lay down a card then a fresh card is overturned from each players stockpile and the game continues. The round concludes when both players stockpiles have been exhausted. The ultimate winner of the game is the first player to get rid of all of their cards from both their layout and stockpile, having cards only on the spit pile.

Memory Games

Child Memory Games

Improve Concentration and Memory

Child memory games give children the opportunity to exercise their brains and help to improve their language and concentration skills as well as their memory. Surrounding children with books, puzzles and generally providing an enriching environment has been shown to stimulate their developmental growth and capacity for learning. So what sorts of child memory games are appropriate and how technical is all this? Not complex at all, read on...
Child memory games help to improve concentration as well as 
memory. Simple memory games to play with younger children can involve asking which sound matches which animal, or what colours certain household objects are; 'What colour is a banana, what colour are your socks?'
Once your children reach four or five years of age they will enjoy looking at books that challenge them to spot the difference or find hidden items on a page.

Use playing cards to play Concentration or other similar games of finding pairs. Once they begin to recognize the alphabet you can challenge them in letter recognition and sounds. Other specific memory games can be played easily at home with individual children or in a group.

Make Your Own
I've even made my own memory game using pictures of people in our family.
 

How to make: wood: about 40 - 1/8 - 2x2's or 3x3's or so....  
I do have some of this wood on hand if you don't want to cut your own. Just contact me at kimberly@lastingimpressionbykim.com
Pictures: 2 each of 20 different pictures
Paint all the wood squares and let them dry.

Modge Podge pictures on one side of flat wood squares.
and if you want you can also modge podge a decorative paper on the other side also.
When they are dry play it forever.

Building Blocks

Building block are another fun thing to do. It would also be fun to make your own and let the kids paint them.


Just use some
2x4's - 2x2's - 1x1's 
Large Dowel Sticks
and Wooden curtain rods
or Wooden closet rods.

Cup Stacking

If you have kids in the Elementary most likely they already know how.

Sport Stacking is an exciting individual and team sport where participants stack and un stack 12 specially designed plastic cups in pre-determined sequence.

Learn How To Stack

For a pdf file with great instructions go here.
www.speedstacks.com/docs/SportStackingInstructions.pdf


Check out the videos at the link below for stacking tips and tutorials, then visit the Stacking Gear page to learn all about the special cups and mats top stackers use, or visit the Speed Stacks Store to shop.
hhttp://www.speedstacks.com/about/learn_how.php



Hand Clapping Games

This is a hand-clapping game.

Easy Directions for basic hand clapping game:
Sit across from your clapping partner. Begin by clapping your hands together at the same time, then reach out with your right hand to clap your partner's right hand. Next, clap your hands again. Now reach out with your left hand and clap your partner's left hand. Repeat. Clap on the beat.

Double, Double

Double double this this,
Double double that that,
Double this, double that,
Double double this that.

 
 An Example:
Difficulty: Easy Instructions
 

    Double, Double

  1. Step 1
    Sit in front of your partner, close enough for your hands to touch hers.

  2. Step 2
    Learn the saying for this game, as well as the hand motions. A movement should be done on each word. There are four words in each line, therefore there will be four hand movements, one to be done as you say each word. Each action is in parenthesis below.

    The Rhyme:
    Double double this this,
    Double double that that,
    Double this, double that,
    Double double this that.

  3. Step 3
    Say the first line: "Double (clap your hands) Double (clap your hands) This (clap both your palms with your partner's palms) This (clap both your palms with your partner's palms"

  4. Step 4
    Say the second line: "Double (clap your hands) Double (clap your hands) That (clap the backs of your hands with the backs of your partner's hands) That (clap the backs of your hands with the backs of your partner's hands)"

  5. Step 5
    Say the third line: "Double (clap your hands) This (clap both your palms with your partner's palms) Double (clap your hands) That (clap the backs of your hands with the backs of your partner's hands)"

  6. Step 6
    Say the last line: "Double (clap your hands) Double (clap your hands) This (clap both your palms with your partner's palms) That (clap the backs of your hands with the backs of your partner's hands)"

Variations:  You can use almost any compound words.
Double double ice ice,
Double double cream cream.
Double ice, double cream,
Double double ice cream.


Miss Susie
Miss Suzie had a steamboat
The steamboat had a bell
Miss Suzie went to heaven
The steamboat went to
Hello operator
Please give me number nine
If you disconnect me
I'll kick you from
Behind the refrigerator there was a piece of glass
Miss Suzie sat upon it and cut her little
Ask me no more questions
Tell me no more lies
The boys are in the bathroom zipping up their
Flies are in the meadow
The bees are in the park
Miss Suzie and her boyfriend are kissing in the
Dark is like a movie
A movie's like a show
A show is like a TV screen
And that is all I know

Miss Susie
Miss Susie had a baby,
She named him Tiny Tim
She put him in the bathtub,
To see if he could swim
He drank up all the water,
He ate up all the soap,
He tried to eat the bathtub
But it wouldn’t go down his throat.
Miss Susie called the doctor,
Miss Susie called the nurse,
Miss Susie called the lady,
With the alligator purse
In came the doctor,
In came the nurse,
In came the lady,
With the alligator purse
Mumps said the doctor,
Measles said the nurse,
Hiccups said the lady
With the alligator purse
Miss Susie punched the doctor,
Miss Susie kicked the nurse,
Miss Susie thanked the lady
With the alligator purse 



Oh Little Playmate
Verse:
Oh little playmate Come out and play with me
And bring your dollies three
Climb up my apple tree
Slide down my rain barrel
Into my cellar door
And we'll be jolly friends Forever more
more More more more

I'm sorry playmate I cannot play with you
My dolly's got the flu
Boo hoo hoo hoo hoo hoo
'Ain't got no rain barrel
'Ain't got no cellar door
But we'll be jolly friends
Forever more more More more more

 Miss Mary Mack
Miss Mary Mack, Mack, Mack
All dressed in black, black, black
With silver buttons, buttons, buttons
All down her back, back, back
She asked her mother, mother, mother
For fifty cents, cents, cents
To see the elephant, elephant, elephant
Jump the fence, fence fence
They jumped so high, high, high 
They touched the sky, sky, sky 
And didn't come back, back, back 
Till the fourth of July, July, July
Contributed by Angela Martin and Heidi Wallis

Or, add to the end the following lines:

He jumped so high, high, high
He touched the sky, sky, sky
And he never came back, back, back
Till the fourth of July, July, July!


These came from:
http://www.childstoryhour.com/gamesclapping.htm
http://www.gameskidsplay.net/games/ClappingRythmsGames/index.htm

Jump Rope Games

Jump-rope rhymes:
These are some I remember playing at recess in Elementary School.

Cinderella
Cinderella, dressed in yellow
went upstairs to kiss a 'fella
made a mistake
and kissed a snake
how many doctors
did it take?
[count until someone messes up]

 Down by the River
Down by the river, down by the sea,
Johnny broke a bottle and blamed it on me.
I told ma, ma told pa,
Johnny got a spanking so ha ha ha.
How many spankings did Johnny get?
1, 2, 3....
Keep counting until the jumper messes up.


Queen Bee
A mix of jump rope, tag, and follow the leader Queen bee follow me See if you can catch me (Anything the Queen bee does, the worker bee must copy while trying to catch up with and tag the Queen bee. The Queen may leave and enter the rope as s/he wishes. With more than two people, you may have more than one Queen and one worker, but the worker always follows only one Queen.) 

 School
"School, School the golden rule, spell your name and go to school" Person spells name and then runs out without touching rope. Then each subsequent turn, the person jumps through the grades. Kindergarten--person just runs though the turning rope; First Grade--the person jumps once, saying "first grade" then runs out; and so on, through the 12th grade. The persons turn ends when s/he has tripped on the rope at any time, or when completed through the 12th grade.





These all came from here. 

http://www.gameskidsplay.net/jump_rope_ryhmes /http://www.gameskidsplay.net/jump_rope_ryhmes/

Jacks

How to Play Jacks

Play Jacks
Play Jacks
How to Play Jacks
True classics never die, and this childhood game doesn't require much to keep it thriving: a little bouncy ball, at least 10 jacks, and a hard, level playing surface.

Difficulty: Easy
Instructions

Things You'll Need:

  • Jacks
  • Small Rubber Balls

  1. Step 1
    Sit on the ground (blacktop, sidewalk or floor) unless you're playing on a table, in which case standing is usually better than sitting on a chair.


  2. Step 2

     

    Toss the 10 jacks gently out onto the playing surface.


  3. Step 3

     

    Toss the ball into the air with your throwing hand.


  4. Step 4
    While the ball is in the air, pick up 1 jack using only your throwing hand.


  5. Step 5
    Catch the ball in your throwing hand before the ball hits the ground.


  6. Step 6

     

    Repeat steps 3, 4 and 5 until you've picked up all 10 jacks.


  7. Step 7
    Toss the 10 jacks out onto the playing surface again.


  8. Step 8
    Toss the ball into the air, and now pick up 2 jacks each time and catch the ball before it hits the ground.


  9. Step 9

     

    Continue tossing the ball, picking up jacks and catching the ball - increasing the number of jacks you pick up when the ball is in the air until you pick up all 10 at one time.


  10. Step 10
    It's the other player's turn when you don't pick up the correct number of jacks or you miss the ball.


  11. Step 11
    Begin where you left off when it's your turn again. If you were picking up 3 jacks at a time, toss the 10 jacks onto the playing surface and pick up 3 each time.


  12. Step 12
    Declare a winner if you want to when you or your friend succeeds at 'onesies' through 'tensies' (1 jack through 10 jacks).



Marbles

http://www.landofmarbles.com/marbles-play.html

Most children understand the game of marbles the first time it is explained, but to make it easier, these drawings show the most common plays, such as frequently occur in marble tournaments.
In studying these diagrams imagine that two children are going to play a game. To determine who shall play first each child lags with his or her shooter marble. printer-friendly version
Figure 1 - LaggingFIG. 1: To start a game of Ringer the children lag from a line, drawn tangent to the ring, to a parallel line across the ring, which would be 10 feet away. The child whose shooter comes nearest the line has the first shot. Players must lag before each game. Practice lagging, as the first shot may mean the winning of the game before your opponent gets a shot. In lagging, a child may toss his or her shooter to the other line, or he or she may knuckle down and shoot it.

Fig. 2 - The 
game begins.
FIG. 2: This shows child No.1 who won the lag, preparing to knuckle down. His knuckle has not quite reached the ground, which is necessary before shooting. he can take any position about the ring he chooses. Notice how the 13 marbles in the ring are arranged at the start of the game.
Fig. 3 - 
Success!
FIG. 3: child No.1 knocks a marble from the ring on his first shot and his shooter stays in the ring. He picks up the marble. As he has knocked one from the ring, he is entitled to another try. Players are not permitted to walk inside the ring unless their shooter comes to a stop inside the ring. Penalty is a fine of one marble.
Fig. 4 - 
Preparing for his next shot...
FIG. 4: Here we see child No. 1 continuing play. He "knuckles down" inside the ring where his shooter stopped on the last shot. This gives him the advantage of being nearer to the big group of marbles in the center of the ring for his next shot. Expert marble shots try to hit a marble, knock it out of ring and make their shooter "stick" in the spot.
Fig. 5 - Oh 
darn!
FIG 5: On this play, No.1 hit a marble, but did not knock it from the ring. At the same time his shooter, too, stays inside the ring. he can not pick up the marble, neither is he allowed to pick up his shooter. He must leave the shooter there until the other child has played.
Fig 6 - Now 
it's my turn!
FIG. 6: child No. 2 may start by "knuckling down" anywhere at the ring edge. In this case he may shoot at the 11 marbles in the center or if he wishes, he may go to the other side and try for No.1's shooter or the marble that No.1 almost knocked from the ring.
Fig. 7 - I 
win!
FIG. 7: child No.2 chooses to try for No. 1 child's shooter and knocks it out of ring, winning all the marbles No.1 has taken and putting No.1 out of that game. Or he could shoot as shown in Fig. 8.
Fig. 8 - Turn 
over!
FIG. 8: child No.2 hits a marble but does not knock it out of the ring yet his shooter goes thru the ring and stops outside. The marble remains where it stopped in the ring, and as No.2 did not score, it is now the turn of No.1 to shoot again.
Fig. 9 - The 
game goes on
FIG. 9: No. 1 "knuckles down" inside the ring where his shooter stopped (Fig. 5). he is going to shoot at the marble nearest his shooter. By hitting it at the proper angle and knocking it from the ring he can get his shooter near the center of the ring for his next shot.
More Marble Games
Bear in mind that rules vary wildly from region to region and making up a game on the spot is not at all unusual. Players should also agree in advance whether they are playing 'for fair' (all marbles returned to owner) or 'for keeps' (winner keeps, loser weeps).
RING TAW (aka RINGER, RINGO ) - A one foot ring is drawn inside of a ten foot ring. Each player puts in a number of 5/8" marbles so that there is about a dozen marbles in the smaller ring. At the National Marble Tournament, thirteen marbles supplied by the organizers are arranged in a cross at the center of the ring and there is no one foot ring. Shooting order is determined by 'lagging', shooting to see who can get closest to a designated line. The first player, starting outside the ten foot circle, attempts to thumb his or her 'taw' (a 3/4" shooting marble) to knock a target marble out of the large ring while keeping the taw inside the ring. If he or she succeeds, he or she shoots again from where the taw stopped. 'Sticking' or shooting seven consecutive marbles out of the ring and winning the game without giving an opponent a turn is usually good for two days of playground bragging rights. If the player fails to knock a target marble out of the ring, or his or her taw leaves the ring, his or her turn is over and next player takes his or her turn.
At the National Marble Tournament, if your taw is in the ring at the end of your turn, you must remove it. In informal games, if your taw is in the ring, it becomes a legitimate target and any player who hits it out collects a forfeit from you. Players should agree in advance whether to use this rule. Play alternates until one player has knocked a majority of the marbles out of the ring. The process of picking the best possible position for starting is referred to as 'taking rounders'.
BOSS OUT (aka LONG TAWL ) - First player shoots one marble. Second player trys to hit the first player's marble. If he or she hits it, he or she collects both marbles. If the two marbles are close enough, he or she can attempt to 'span' them. He places his or her thumb on his or her own marble and his or her index finger on his or her opponent's marble. He then draws his or her hand up while bringing his or her fingers together. If the two marbles hit, he or she collects both marbles. If he or she misses, the first player may shoot at either marble on the field. If a player collects the last marble on the field, he or she must shoot a marble for the next player to shoot at.
BRIDGEBOARD - A board with nine cutouts along one edge is propped up on that edge to form nine archways. The numbers 6, 2, 3, 1, 5, 8, 7, 9, 4 are painted over the arches, one number over each arch. Players try to shoot through the holes and win the number of marbles indicated by the number above the hole. Any marbles which miss become the property of the board owner. The board may also be used to play NINE HOLES.
BUN-HOLE - A one-foot wide hole is dug in the center of the playing field. Players attempt to get a marble as close as possible to the hole without going in. Whoever's marble comes closest without going in wins a marble from each player. Knocking in your opponent's marble is permitted.
CHERRY PIT - This is the reverse of RING TAW. A one-foot wide hole is dug in the center of a ten-foot circle. Each player places a number of marbles around the hole so that there is about a dozen marbles surrounding the hole. Players take turns trying to knock marbles into the hole. Like Ring Taw, as long as marbles are knocked into the hole and the taw remains in the ring, players may continue to shoot. If a taw goes into the hole, the owner must forfeit a number of marbles and place them around the hole to 'buy back' his or her shooter.
HUNDREDS - Both players try to shoot their taws into a one-foot hole. If both taws go in, players start over. If one player's marble goes in and the other player's marble doesn't, the player whose marble went in scores ten points. If neither player's marble goes in, the first player now tries to hit the second player's marble. If he or she hits it, he or she earns ten points and another chance to shoot his or her marble into the hole for ten points. If he or she misses either his or her opponent's marble or the hole, the second player tries to hit the first player's marble for ten points and another try at shooting his or her marble into the hole for ten points. Whenever a marble goes into the hole, both players start over from the starting line, otherwise all shots are made from wherever the marble stopped rolling. First player to reach one hundred points wins.
NINE HOLES - This name is given to two different marble games. The first game is Miniature Golf played with marbles. Players construct a miniature golf course from materials at hand and take turns shooting their marbles around, through, and over the obstacles they've built. First player to complete nine holes wins.
The second version of the game is played with an arch board. Players take turns shooting their marbles through the arches in numerical order. Arches that are shot through out of sequence don't count. A successful shoot through the correct arch entitles the shooter to an additional turn. First player to send his or her marble through all nine holes in the correct order wins.

String Games

Cats Cradle String Game for Kids

Kids Cats Cradle String Game Instructions

Cats Cradle is a two person kids game using string that is free, fun and easy.  All you need is a string (or thin rope) and two children who want to have a good time!  This game can be played indoors, outdoors, in the car, at a party, waiting at the doctors office or anywhere!  It is a great time killer when you need to keep the kids busy.  Keep an extra string in your purse or pocket and surprise the children with this activity when they least expect it.
Do you realize that the Cats Cradle kids game is probably over 100 years old!  Yet the children play it today like it was just invented.  These drawings are loaned by The Chicago Park Commission.  Special thanks to Clarence Squareman for helping to write these wonderful games.
To play Cats Cradle follow these simple step by step instructions.
The first child takes a piece of string and knot the ends together and slip it over your hands as shown below.
Cats Cradle Instructions (Kids Game)
Next wind the string round your hands, not including the thumb.
Cats 
Cradle Instructions (Kids Game)
Slip the second fingers through the string on your hands and you have your cat's cradle.
Cats 
Cradle Instructions (Kids Game)
Now the second child puts his thumbs and first fingers through the cradle.
Cats 
Cradle Instructions (Kids Game)
Draw out the string and take it under the cradle.
Cats 
Cradle Instructions (Kids Game)

Cats 
Cradle Instructions (Kids Game)
Slip the thumbs and first fingers again into the side pieces of the cradle, draw the string sideways and take it under the cradle, and you will end up like the figure below.
Cats 
Cradle Instructions (Kids Game)
Now curl the little fingers round the string, slipping one under the other as shown, and draw out the side pieces.
Cats 
Cradle Instructions (Kids Game)
Slip the thumb and first fingers under the side string, bring them up the middle, and you have your original cat's cradle again.
Carry an extra string around to play Cats Cradle anywhere!


If you like to do thing like this the link below will give you many more idea's or just google String games and you can even you-tube it and hind some.

http://www.arvindguptatoys.com/arvindgupta/stringgames.pdf