that the following entries are the recovered content following
a crash of the aikidokids.com server and backups. Some games
will be missing, so please send any game ideas along to the webmaster
so we can recreate the list. In due course, the database functions
will be working again, and users will be able to submit their
own content. In the meantime, just send your description to rk-at-aikidokids.com.
content in this directory is courtesy of Michael Friedl Sensei,
who has allowed AikidoKids.com to reproduce the contents of his
to be a Kid".
You can get your own copy at Amazon.com or by emailing him
at email@example.com (he also
has a video available for $35, The Joy of
Teaching Children, which I can personally recommend).
select * from games
<%-- loop through the rows of your query --%>
||# kids / ages
||Description, Rules, Equipment, Variations
||This exercise adds excitement and variation to rolling practice.
Two lines form about 10 feet apart, facing each other. First
person in one line does a regular forward roll towards the other
line, and then "hot dog" rolls the rest of the way
- trying to take out the feet of the first person in that line,
who has to roll over the incoming student. That person, having
rolled, continues to hot dog roll themselves towards the opposing
line, creating a challenge to roll over for the next person.
Variation - instead of two lines facing each other, two lines
can be side by side, and the person rolling then hot dog rolls
back towards their own line, and the two teams race to cycle
thru some specified number of times. Larger classes can divide
into multiple teams, accomodating any number of students, but
individual lines should have 3-5 kids, so they don''t wait too
long between rolls.
Players are paired up and each partnership is given a balloon.
They must keep the balloon aloft as long as possible. The balloon
cannot touch the ground or another participant.
Variations - Game can be played solo - players can be told
to use only feet, only elbows, anything but hands, etc. -
players can be instructed that they cannot move their feet.
Class divides into two groups (or more) of 5-10 players each.
Each group is given a balloon or a small ball. A course is planned
such as running along a straight path for a specific distance,
or the course may contain obstacles. Each member of the group
must complete this course carring a balloon underneath his/her
chin. After completing the course, the balloon is passed to the
next person without the use of their hands. The exchange requires
the players to get close to each other and work cooperatively
. The groups can compete against each other or the clock.
Variations - the balloon can be passed to other body
parts such as elbows, knees or ankles - the course can be travelled
in pairs, with the balloon between the player's foreheads, elbows,
||extension, focus, awareness
Particpants tie a balloon around their ankles with a rubber
band or piece of string. On the "GO" signal, each player
attempts to pop other player's balloons while protecting their
own. Players may not use their hands or body to push off other
players. Players with popped balloons can sit on the side and
watch, or fill up more balloons for another game.
Variation - instead of just starting a full melee with
a "Go" command, music or rhythm instruments can be
used : when the music is playing, they can play the game, when
the music stops they have to freeze.
| Leaning Tower of Pisa
||balance, power, connection
Two partners stand face to face, legs shoulder width apart,
and touch hands above their heads. They slowly lean into each
other, staying as rigid as possible, as they move their feet
backwards. Continue leaning progressively more and more until
the structure collapses onto the mat.
Variations - instead of touching at the hands held over the
head, hands can start straight out from players chests, or
partners can connect at the shoulder and lean sideways. -
Three or four players can perform this as a group
|Make a Stand
Two players sit back to back with legs out straight and arms
linked. First practice one leaning forward and the other back,
then side to side, then in circles. Then have pairs try to
stand up on a count of three without touching hands to the
floor. Successful pairs then try to sit down in unison and
- change partners, so that sizes are mixed
- perform in groups of three or more
- play in
groups of three, with two trying to stand while the third tries
to foil the attempt.
|Make a Stand If You Can
two players sit back to back with legs out straight. A ball,
pillow, or balloon is placed between the backs of their heads.
First practice one leaning forward and the other back, then side
to side, then in circles, all without losing the trapped object.
Then have pairs try to stand up on a count of three without touching
hands to the floor. Successful pairs then try to sit down in
unison and stand again.
- change partners, so that sizes are mixed
- perform in groups of three or more
- place the object between elbows, lower back, foreheads,
ears, knees, etc. and have pairs then try to stand and sit
Equipment - needs balls, balloons or pillows.
|3 Legged Movement
Players are paired up, and each pair has their inside legs
tied together (spare gi belts, ribbon, or short ropes all work).
General objective is to move from point A to point B without
falling, but this can be spiced up by:
- having them face opposite directions
- make them pick up objects along the route
- make them maneuver, climb, or crawl over/under obstacles
along the route
||Students stand arm's reach apart, feet parallel, shoulder width
or more apart. Placing palms together, and without interlocking
fingers, each tries to unbalance the other. Touching anything
other than the partners's hands loses a point. Moving one's feet
to restore balance, or falling, loses one point.
|Lead and Follow
One player, the Leader, has a dollar bill (or piece of string,
or a handkerchief), which they try to keep just out of reach
of the second player - the Follower - whose job it is to catch
the bill, must commit to the action and may not stop moving once
the game has begun. The Leader may change hands, but motion must
needs dollar bills (larger denominations seem to be
more exciting), pieces of string, or handkerchiefs - one for
every two students.
|Reverse Dodge Ball
We try to encourage games where children are not throwing things
at each other. This game is a little like keep away, or monkey
in the middle.
Split the class in two teams, give each team three Nerf
soccer balls. Call one to three students into the middle.
The object is for teams to pass the balls across the
matt, without letting the person in the middle intercept them.
If a ball is intercepted, the thrower replaces the person in
the middle who caught their ball. I only allow underhand throwing
(bowling). Students in the middle are challenged to split their
focus between both sides of the matt while staying connected
with throwers to anticipate the trajectory of the balls.
|Aikido of San Luis Obispo
||rolling, knee walking
Players can roll forward or backward to avoid being tagged
by the IT, who can roll or knee walk. Players can only roll.
Game is over when all players have been tagged.
- allow players to knee walk (this version also
called "Samurai Tag")
- or stand and take 1-3 steps
- or tagged players become IT
- either replacing the IT
or joining the IT by holding hands
(aka "Samurai Blob Tag")
- or by being additional ITs so the
remaining players have more
to roll away from.
Begin as with randori, three ukes lined up on one side,
nage on the other.
Basic level: Ukes each hold a large soft
rubber ball at chest level with both hands. Nage bows to start,
and everyone jumps up and attacks. Nage moves through the ukes,
spinning them out of the way by nudging their shoulders or
the ball. Ukes must respect the "throws" and spin away before they "attack" again.
Ukes' goal is to pin nage between all three balls, NOT to clobber
nage with the balls.
Next level: Discard the balls. Ukes still
don't attack, but they do run at nage, who still focuses on
movement, but this time, by nudging one of uke's shoulders,
she causes him to roll in a direction -- left shoulder means
right roll, for example -- this lets nage practice strategy
and ukes practice randori ukemi.
Next level: Introduce a single
attack and a single throw, always keeping the movement. Then
any attack, one technique, then one attack any technique, then
any attack, any technique full-on randori.
|Pin Ball Bumpers
Players form a circle at least 10' in diameter. One player
is selected as "the ball" and moves into the circle.
All the other players are the bumpers, and their task is to gently
push the ball across the circle. The Ball's job is to roll, forward
or backward depending on which way they were facing when they
were pushed, and stand up again within the circle. As they stand
up they walk towards the circle until someone in the circle pushes
them back into a roll.
Variation - the Ball can be blindfolded, or there can
be objects (small ball, towel, etc.) in the circle that they
are to pick up as they roll by
Players learn to avoid confrontation by blending with oncoming
train. Players spread out on the mat and freeze. One player is
designated "The Engine" and given a large gymnastics
ball. The Engine rolls the ball towards anyone else in class,
who has to blend at the last possible moment to avoid getting
hit, and then joins the line forming behind the Engine, thus
creating the train. The Engine can make sudden stops, and all
the other cars in the train must avoid colliding with the person
in front of them. Players hit by the ball do not join the train,
but move to another spot on the mat and are eligible again to
Variation - the train can move sideways or backwards
without notice, and all cars in the train have to stay in order
and not bump into each other.
|Middle Person Dodge
Three players form a straight line. The student in the middle
must remain on the line till the last possible moment, while
a large gymnastics ball is rolled along the line towards him/her.
Getting off the line too soon allows the player with the ball
to track the movement. Players in the middle are only allowed
one irimi or one tenkan movement, so they must time it well.
Switch roles after every few attempts.
Variations - blindfold
the middle player, and have the player rolling the ball announce
when they are doing so.
||One player is the rag doll, standing with feet about shoulder
width apart. Feet stay on the ground. Partner can move the rag
doll into different positions by moving arms, head, pushing shoulders,
knees, etc. Rag doll must go with the movement, and can adjust
rest of body to keep balance. For example, if partner pulls arm
behind, rag doll might have to turn hips or bend knees to stay
balanced. Partners take turns as rag doll.
The student that is IT stands in the middle of a section of
mat designated by lines or boundaries dividing the mat into 3
sections. IT stands in the middle section while the rest of the
participants move from one outside section to the other by rolling
or doing Shikko through the middle where IT tries to tag them.
IT may not tag the players once they cross the opposite
line of the territory. The first person tagged becomes the next
As necessary, IT can have his/her job made more difficult
by having to shikko or being blindfolded. If you want to add
a competitive flavor, they can keep score of how many players
the IT manages to tag (the first of these will be the next it)
Divide class into pairs, with partners standing about 15 feet
apart. Players on one side close their eyes, stick their hands
out a few inches in front of them, and slowly walk in the direction
of their partner. Blindfolds can be used if you have enough.
Players are supposed to stop when they think they are only a
few inches from their partner. Then they open their eyes and
see how they did. Start again 15 feet apart and the other partner
tries. Each player should try several times and compare how they
- Both partners walk towards each other,
listening intently, and step offline when they think they
are about to collide.
- Try walking sideways or backwards.
- Let one partner hum a tune or emit regular beep sounds
until the moving partner gets within 3 feet.
||Kids stand in a circle holding hands facing inward. Two are
running around the outside of the circle, also holding hands.
The inside kid then chooses two new kids by knocking their hands
apart with the handblade. Those two kids now have to run around
the circle in the opposite direction. The aim is to reach the
free space first and join the circle again.
|Out of Reach and Bop
Like Lead and Follow, except using a balloon instead of a dollar
bill, with the additional component that anytime the balloon
is brought up to the follower's face, the follower must do a
back roll or fall.
Students are paired up, and one member of each pair
is given a small balloon. The one partner, leading, tries to
keep the balloon just out of reach of the other partner, the
follower. Once the follower commits to trying to snatch the balloon,
he/she must keep moving. They may not stop and calculate where
they think their partner is going to move next - they must just
follow. The leader can change hands, but must keep the balloon
moving. Anytime during the game that the balloon is placed in
the follower's face, he/she must react by doing a back roll or
||Partners move about with a balloon between their foreheads.
They try not to lose the balloon, and cannot use their hands.
Balloon can also be held between other body parts to increase
body awareness of hips, feet, elbows, etc. Entire class can have
a changing destination called out by the teacher, a relay race,
or an obstacle course to maneuver thru.
||Pick a word, any word. Any time Sensei uses that word in class
everybody does a backward or forward breakfall. Builds attention
|Balance and Circle Round
||Using a large gymnastics ball, the group lies down in a circle
- either heads out (in which case they use their feet) or heads
in (in which case they use their hands) - and work together to
balance the ball up in the air, and then start moving it around
the circle, without letting it roll or bounce away.
|Game requires the flexible foam pipe insulation tubes (described
in the equipment listing) as "hockey sticks". All players
are divided onto two teams - with a goal marked on each side
of the mat (two opposite sides which do not involve the shomen).
All players samurai walk. All players get a "stick",
but can only hit the ball (soft, about a foot or so in diameter).
Any player who hits another player instead of the ball, or does
anything but samurai walk, is put briefly into the "Harmony
Box" - where they can only say "yes Sensei" or
otherwise agree with anything said to them - until they are released.
Games are played for five or ten minutes, high score wins - but
the fundamental purpose is to practice focus amidst almost total
chaos - and to have fun.
||Partners face each other and decide who will lead first. The
object is to duplicate the leader''s movements exactly. Both
partners must face each other throughout the activity, but otherwise
any slow deliberate movement is fair game. Encourage students
to move around and use up all the practice space available. Primary
variation is to have one leader and multiple "reflections".
|| to develop diving ukemi. Place a towel on the mat. This is
the "swamp" filled with any number of terrible imaginary
things (usually alligators or radioactive peanut butter). Children
make breakfall over the towel starting across the width then
working up to going lengthwise.
Players jump over a rope moving in a circle. A rope is weighted
a knot) and the players form a circle around the teacher,
who swings the rope. The players stand back while the rope gets
going, and then have to come close enough that they have to jump
over the end of the rope as it passes by.
- Individual players can try to tag the teacher,
moving forward one step each time they clear the rope
- The entire class can count revolutions of
the rope, with the group
score being how many rotations without anyone touching
- Players are eliminated when the rope touches
- Players have to do five rolls in order to
rejoin the circle if the rope
Players jump over a moving rope without being "eaten".
Teacher and a student sit seiza and hold opposite ends
of a rope long enough that they can wave it back and forth on
the floor creating snake-like wave patterns. Players line up
on one side and try, one at a time or in pairs, to cross the
area with the moving rope. If a player is touched by the rope,
they replace the student holding one
Variations - both ends can be held by students, and
vertical rope movement can be included.
Needs a soft rope 10-15 feet long.
||Partners, paired by size, stand in ai-hanmi and shake hands.
Each tries to unbalance the other using only the handshake point
of contact. Players score points by causing their partners to
move their feet or touch anything with their other hand. After
some predetermined score (i.e. first to five points), players
switch hands and repeat.
||My 4-6 year olds love this. Could work for older students as
well. Good for getting acquainted, though my little ones want
it every week. Sit in a circle. Start with one medium-size ball.
Player calls another player's name and rolls them the ball. It's
okay to ask someone's name, then roll them the ball. If a player
holds the ball, I count 1-2-3-Roll! to get the ball moving. We
now play with 2 or 3 balls of wildly varying size, all rolling
as fast as names are called.
|Slow Roll Racing
||This can be done with low rolls or high, forward or back. The
winner of the race is the slowest student, with the best form,
who has not stopped but kept moving throughout the race. Any
student who touches another, or has slowed to the point of stopping,
is automatically disqualified.
Group forms a circle with one 'IT" player in the center.
The players roll a large gymnastics ball back and forth across
the circle, trying to hit the IT in the middle, who must roll,
fall, or two-step out of the way. The ball is treated as a "hot
potato", so the players in the circle cannot take careful
aim but must push it away quickly.
- the IT must knee walk
- more than one
ball can be used
- the game can be played against a wall,
with the player forced to move laterally
- the ball must
be bounced across the circle, and the player in the middle
must dive forward or fall backward and stand up again.
||Sock wars pits two teams against each other, with a long rope
running down the middle of the dojo from shomen to clock. A collection
(we keep ours in a pillow case) of socks (each tied with a knot
in the middle so as to be easier to throw) is strewn along that
middle line, and both teams start touching the outside edge of
the mat. On a signal, everyone sprints to grab some socks, with
which, bombardment or dodgeball-like, they fling at each other.
If the sock is caught, the thrower must sit down, if it is not
caught, but touches the student, that student must sit down.
Sitting students may not catch or throw socks, but can be released
by a tap from the samurai - one player on each team armed with
a shinai. If the samurai is hit by a sock, the shinai can be
passed to another player or not, depending on how much time you
have left in class. Once the shinai is no longer freeing players,
it is only a matter of a few minutes before that side is all
Cut up old gi belts into 18 inch long strips. Have the children
tuck the strips into their gi belt in the back. Have the students
The object is to grab the belt out of the back from
everyone else without having yours taken.
- Put the belts in the front instead of the back.
- If they have
captured one belt from another student, they get an extra
life if their belt gets taken. (only allow one extra life,
otherwise the game gets too long.)
- Sensei can play along with the children and
when it gets down towards the end Sensei can play on his
|Donna Gellert, Ron Loftis
||A regular tag game, but when a student is tagged, they have
to sit down. Other students can free them by making a nice roll
past them (new students) or over them (advanced students). This
game is only safe when you have lots of space, so remind the
kids to be careful.
||All the players form a standing circle, with one person chosen
to be the "it" person in the middle. The It person
chooses someone in the circle to engage with. To that player,
the It person says, "If you like me, you''ll give me a
smile." And the player in the circle
has to respond with, "I do like you, but I just can''t smile." The
player must then remain smile free for a ten count from the circle.
The It person may do everything in his/her power to make the
player smile without touching them. The player must keep his/her
eyes open for the whole count, and look directly at the It person.
If the player cracks a smile, then he/she is now the It person,
and the process repeats. If the player does not smile, the It
person must choose someone new, and the process repeats. The
other players in the circle may help with counting and laughing,
but are not allowed to interfere with the It person''s attempt
to make the player laugh, i.e. the players must stay in their
own spaces within the circle. The game is called at the teacher's
||Tag game with breathing restriction: One patch of wall is the
breathing spot. The taggers can only inhale while touching the
breathing spot. As soon as they disconnect from this wall space
they have to continually say "do-do-do-do-do" to show that they
exhale only. They have to run back to the breathing patch to
take a breath before they can continue catching. "It" students
can either stay it until everyone is tagged, or there can be
only one it at a time.
||janken relay (janken = scissors, paper, stone). I have two
variations on this, split them into 2 teams starting in opposite
corners of the mat. The first one from each side meet in the
middle and play janken with me officiating. The winner does mae
ukemi to a neutral corner, the loser does ushiro ukemi to the
back of their starting line. the game is over when one team gets
all of their players to the neutral corner. Variation on this
is a shikko version, they shikko to the middle of the mat, winner
shikko''s to the neutral corner, loser does backwards shikko
to the back of the line. Points to note, keep the tempo up playing
janken otherwise the kids in the line can start to lose interest,
and when they get to the neutral corner, have them kneeling in
a line in seiza otherwise they will just stand around and talk.
|Star Wars Suwari Waza
||Participants are seated in a large circle with another student
opposite. Partners must exchange positions by knee walking with
their eyes closed without bumping into each other. Must use all
their senses to avoid their partner and end up as close as possible
to their partners original start position. Start with one pair,
then two pairs and then everyone at once!!! Lots of fun, who
can be a Jedi ?
|Wake the Dead
All the players lay down upon the mat, in their own spaces.
One person is designated to be "It" first. The It person
attempt to "wake the dead" by going around to each
player and attempting to make them move/laugh/smile etc. The
player's job is to remain motionless on their backs with their
eyes open. The players are allowed to breathe and to blink, but
any other movement constitutes being awoken. Once a player is
awoken by the It person, they too become It, and must assist
in waking up the other players.
As in the Smile Game, the It persons are allowed to
anything within reason to awaken the other players, without
touching them. The game is over when there is only one player
left "dead." That
player is the "It" person for the next game, if the
teacher chooses to play again.
||Equipment 1 ball. Rules: The sensei stands at one end of the
room with the ball. The game begins when the ball is put into
play by throwing it towards the center of the mat. As soon as
a student gets control of the ball, he or she counts to ten while
the other students run away. The student with the ball may then
take two steps and throw the ball at any other player. Hit players
are eliminated. Variations: Reincarnation - when you get hit
with the ball you become a chinchilla which means you have to
crawl until you tag someone then you are up.
|Frogs and Alligators
||All the players split up into two groups, the frogs and the
alligators. The alligator''s job is to tag the frogs, thereby
making them alligators. The frog''s movement is limited flat-footed
frog hops, and the alligator''s movement is limited
to belly crawling and pencil rolls. The game begins when all
the frogs and alligators are in ready position on opposite side
of the mat. Any frog that moves off the designated mat area is
automatically turned into an alligator. Tagging is limited to
a simple touch or tap. The game is over when everyone is an alligator.
||balance, samurai walk, rolling
Also known as "Samurai Tag" - A simple game of tag where
shikko (knee walking) is the only allowed way of moving around.
1] "It" may be allowed to roll, making it easier
to move around and thus freeing oneself by taging someone else.
2] If you become "it" you _have_
to roll before you can tag others. This will give more experienced
participants the opportunity to try to place themselves so
that the "it" is
not able to roll, while "it" can practice searching
for openings and rolling under harder conditions.
3] 1 person is "it" while the rest try to get to
the other side of the mat (safe zone). stress proper knee walking
and light tags and safety. Variations can be done with obstacles
and creating temporary safe zones.
|Lester Goodwine, Joel Riggs, Keith Pray
|Keep Away Hands
Nage holds up both hands in front of their body, facing
uke. Uke hold up their hands palms out with 3-4" separating their
palms from nage's. Throughout this game nage's and uke's hands
never touch. As nage moves their body and hands--forward, backward,
up, down, sideways, in circles, whatever! -- it is uke's job
to maintain the 3-4" distance between palms. See what new
and interesting shapes a pair training together can make. Pairs
can interact with other pairs, making bridges that others can
pass under, for example.
1] Try executing aikido techniques such as ten-chi
nage, or a randori throw into a forward roll, all just by leading
uke to the proper positions.
2] Groups of three can form a triangle. Even four or six or
the entire class can form a single polygon, with the 'leader'
being the one who moves freely while everyone else works to maintain
the 3-4" distance between their own hands and their neighbor's
||All students gather in a tight circle, facing inward, eyes
closed. Sensei walks around the circle behind them, tapping a
few of them on the back in the process. Those tapped don''t say
anything, but will be "IT" when the real game begins.
All students spread out evenly on the mat, not knowing which
of their fellow students they need to be looking out for. On
a clap, the IT students start chasing everyone else. Anyone they
tag has to stand frozen in good hanmi stance until another free
player crawls thru their legs. IT players have one minute (or
two, or three) to freeze all the other players before the game
|Steal the Tanto
||cooperation, attention, forward rolls
This game requires 9 players and many more people to sub in.
4 kids are located in each corner sitting seiza and one is given
a soft ball. In the center of the square is a tanto and one player
to guard the tanto. Around the guard are three or four children
attemping to take the tanto and complete a forwards roll without
being tagged by the guard.
If a child is tagged by the guard
they are out for the round and another aikidoka is subbed in
for the tagged player. While this is going on the 4 players
in the corners are ROLLING [not throwing] the ball to try and
hit the guard to get him or her out of the game.
takes the tanto and completes a forward roll or hits the guard
with the ball is the new guard. Then the instructor may choose
new players for each corner and the players for the position
of attempting to steal the tanto. This game can help the children
to practice their forwards rolls, focus, awareness and cooperation
with each other and it is alot of fun.
|Fish in the bucket
||The class divides into two lines/teams (it helps for each team
to name their team, like the "Sharks" or the "Demons,"etc.).
At the other end of the mat are two buckets. 1st player of each
line has a plastic fish, which they try to throw into the bucket
after taking a roll. They retrieve the fish and hand off to the
next person in line, who rolls and then tries to toss the fish
themselves. Every fish in the bucket gets one point. A boom box
with loud/fast music helps keep the children reved up during
the game. Shout the points out as the points are scored. This
hi-energy game makes kids forget how hard they think rolling
and just focus on the game - which helps them learn faster.
|Whats the Time Mr Wolf
||This one seems to be popular with the kids. I get them all
to line up at one end of the mat. I sit it seiza at the other
with my back to them. They call out "whats the time Mr Wolf" to
which I respond with a number (x) from 1 to 12. They then knee
walk out towards me x times. We continue doing this until I call "Lunch
Time" at which point they have to turn round and front roll
back to the start. I have to tick as many of them as I can doing
front roles myself. The ones that I catch then join me at my
end of the mats. The game continues until there is only one left.
It helps if you have a helper watch the kids as they tend to
cheat when you can't see what they are doing! A different variation
can be done with back rolls back to the beginning or a combination.
||Partly a game, partly an activity, Backwards Aikido is just
that - perform full partner techniques in reverse, as if the
film were running backwards in the projector. Paired student
teams can compete for best backwards technique or the most impressive "un-falls".
To really challenge more advanced students - have them perform
kaeshi-waza (reversals) backwards.
Revolving door is designed to help kids master the two step.
The game is incredibly simple, yet kids really love it. There
are two roles: revolving door and walker. The door stands with
both arms parallel to the ground at at chest height to the
walkers. The walkers walk normally through the revolving door
and the door is supposed to respond to them just like a revolving
door does. After a couple sessions of revolving door their
partnered two step improves dramatically. For groups always
have more doors than walkers or the walkers get clogged in
the doors. You can have them change roles every "N" passes
through the doors. Kids can approach the front or the back
of the door and I encourage the doors to have a little momentum
and to move with the walkers neither ahead of them nor resisting
|Defend the Daimyo
This dodgeball game is played by two equal-sized teams with
at least three people per team. Each team also chooses one daimyo,
which was the term used for the feudal lords during the times
of the samurai.
The play area is divided length-wise into four equal
areas. The center two are combined to form one, large "No throw"
neutral zone. Any player may enter the neutral zone,
but only to pick up balls. Nobody may throw while in the neutral
zone. The two teams defend opposite end areas. The end areas
may only be entered by a person from that team.
At a signal from the sensei, play begins. Players try
to hit opposing team members with the balls. If struck, a player
is out. If a ball is caught, the thrower is out. If the daimyo
gets out, the entire team is out!
- require either the daimyos or the other players,
or everyone to move in shikko.
- the daimyo is only out if he or she is struck by
a ball, not if their ball is caught.
- players switch sides when hit rather then having to stop
- daimyo are forbidden to enter the neutral zone.<br><br>
(This game is based on Save the King, which was in the March
2006 issue of _Family Fun_ Magazine.)
|William M. Reed
||blending, attention, focus
||Reportedly based on a Native American game, Counting Coup is
a tag game in which EVERYONE is it at the same time. The catch
is that you must tag your partner on the back of the knee, while
avoiding getting tagged yourself. Because everyone is tagging
at the same time, it encourages participants to be aware of all
players, rather than just the intended target. Play is for a
set period of time, score is kept on an honor system.
||William M. Reed
Like the game SIMON SAYS, but using only Japanese/Aikido
words. Goal: to fool everyone till only 1 kid is left
Sensei speaks, kids listen. When sensei says: 'sensei
says' before giving an order (sit seiza, do a forward roll,
etc.), students must obey or they're out. When sensei just
gives the order, students must NOT obey, or they're out.
Use AIkido movements such as seiza, kisa, ukemi, taisabaki,
tenkan, ki-ai, ... etc...
I do it sometimes at the end of class to get them calm
down in Seiza.
1] let them close their eyes
2] choose a
kid to act as sensei (which is harder than they think)
| Marcel de Beus
Taken from The New Games Book, by
The New Games Foundation. Also available from Klutz Press.
foxtail is a ball with a tail, and can be purchased from Klutz
Press, or can be made with a few items: a small beanbag or
rubber ball (approx. 3 in. diameter) and a tube sock. The foxtail
is created by dropping the beanbag into the tube sock, then
tying a know at the open end (see Bola Game).
The foxtail is best used as an outdoors activity,
but with attentive students can be used indoors. The foxtail
is used to play almost any kind of ball game, with the following
modifications: You can only throw or catch the foxtail by the
tail , and you can only throw or catch it with one hand. Playing
with a foxtail especially helps to develop timing.
|William M. Reed
Bola requires three simple props: a small beanbag or rubber
ball (approx. 3" in diameter), a tube sock, and a length
of clothesline. The bola is created by dropping the beanbag into
the tube sock, then tying a know at the open end (see Foxtail
Game). Tie the clothesline around the sock above the knot, so
that it wouldn't slip off if you were to twirl the tube sock
around by hanging onto the rope because that's what you're going
to do. Lying on the floor, begin to twirl the bola around the
floor in a circle. Once you get it going, students should move
into the circle so that they have to jump into the air as the
bola passes beneath them. The twirler can alter the spped, or
the length of the rope, at any time as they choose. Anyone hit
by, or tangled in, the bola is out. The last player to be out
gets to twirl the bola next.
This is taken from The New
Games Book, by The New Games Foundation.
|William M. Reed
|Cranes and Crows
This tag game divides the class into two equal size
groups, and divides the play area in half. One team is the cranes,
the other team is the crows. Opposite walls are bases. Teams
line up opposite each other at the dividing line. Sensei gives
the signal to tag by calling out
"Cranes!" or "Crows!"
The team called is the team that is it. They try to
tag the other team members before they get to the base. Sensei
may call either team name, alternating if, and when, he or
she chooses. Sensei may also call out trick words like Crazy!
Crash! Candy!, etc., but neither side gets to go until sensei
calls out Cranes! or Crows!
Players tagged switch teams, confusing things because
they have to remember to go on a different call than before.
Play continues until everyone is on the same team.
|William M. Reed
Materials: soft, assorted color balls, (we used dish washers
from dollar tree) white belts tied together to form a line that
will divide the mat in two. Students sit seiza until one designated
student counts to 5 in Japanese. Cleverly "go"!, and
all students roll or shiiko to retrieve one fruit, then head
back to original position before throwing their fruit. If a player
is hit by a fruit, he/she sits seiza at the side of the mat in
the order in which they are called out. A Player that throws
a fruit and is caught by another teammate on the opposing side,
is out and a teammate from the opposing side comes back into
the game. The order in which they sit after being called out,
is important to know who is allowed to come back in. Game is
finished when all teammates are out on either side.
1] Team Sensei: All students versus Sensei!
2] Use different ukemi waza for throwing fruit: tsuki, yokomen,
|12 O''Clock Jump Rope
||cooperation, timing, balance
||using a long soft rope, with a knot at the far end, stand in
the center of the matt, with all the kids in a line facing you.
If you have more than 5 kids on the mat, have every group of
five form a line facing you like the numbers on a clock face,
with you and your rope at the center. Every kid in each line
should put their hands on the shoulders of the person in front
of them. Start swinging the rope around in a circle, with each
line jumping en masse as the rope gets to them. When the rope
does hit someone - either that kid, or their whole line, has
to do 5 (or 2, or 10, etc.) rolls in the corner, then get back
in line, with the kid who was actually hit moving to the back
of the line (adding a "king of the hill" element).
|Sock Hockey ("Sock-ey")
||cooperation, focus, timing
||Sock hockey (or "sock-ey") is played with the long foam swimming
pool "noodles" as hockey sticks, and a knotted sock as a puck.
Divide the class into two equal teams. Give each player a noodle
to use as a hockey stick. Establish goals at opposite ends of
the mat. One option for goals is to lay an extra noodle on the
ground at each end. Drop a sock in the middle of the play area
and let the teams use the noodles to whack it into the goal.
When using noodles as the goals, the sock must hit the noodle
Introduce rules as you see fit to encourage fun. For example: Players
may only use their noodle to hit the sock-ey puck; or, Players may not lie down
on the sock-ey puck.
When a team scores, halt play and return the puck to the center of the
play area. Play for a set time period, or for a set number of points.
||samurai walk, attention, cooperation
||Class splits into 2 teams facing each other, all in shiko.
Using as many soccer or similar balls as you want (the more the
better to increase awareness), those on one team try to tag kids
on the other by rolling the balls across the mat to hit them.
Kids evade oncoming balls with tenkan in shiko. Kids tagged out
help to gather balls and give them to kids still in play. Kids
hit by an "air ball" or ball thrown instead of rolled render
the thrower "out."