Below is a cut & paste of kids games from http://www.aikidokids.com
Push Hands
all
pairs
By: traditional
Skills: balance connection
Description: 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.
Roll Tag
all
mob scene
By: Michael Friedl
Skills: rolling knee walking
Description: 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. Variations
• 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.
Needs a safe rolling surface.
Snakes
all
mob scene
By: Michael Friedl
Skills: movement timing
Description:
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 end.
Variations - both ends can be held by students, and vertical rope
movement can be included.
Needs a soft rope 10-15 feet long.
Helicopter
all
mob scene
By: Michael Friedl
Skills: movement timing
Description:
Players jump over a rope moving in a circle. A rope is weighted
(typically with 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. Variations include:
• 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 the rope.
• Players are eliminated when the rope touches them.
• Players have to do five rolls in order to rejoin the circle if the
rope touches them
Lead and Follow
any
pairs
By: Michael Friedl
Skills: awareness timing
Description: 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 be continuous. needs dollar
bills (larger denominations seem to be more exciting), pieces of string,
or handkerchiefs - one for every two students.
3 Legged Movement
5-10
pairs
By: Michael Friedl
Skills: balance cooperation
Description: 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
Make a Stand
all
pairs
By: Michael Friedl
Skills: cooperation balance
Description: 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 stand again. Variations - 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
all
pairs
By:
Skills: cooperation connection
Description: 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.
Variations - 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 down again.
Equipment - needs balls, balloons or pillows.
Leaning Tower of Pisa
all
pairs
By:
Skills: cooperation balance
Description: 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
Balloon Pass
5-10
mob scene
By: Michael Friedl
Skills: cooperation connection
Description: 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, knees, etc.
Siamese Connection
all
pairs
By: Michael Friedl Sensei
Skills: blending cooperation
Description: 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.
Balloon Alive
5-10
pairs
By:
Skills: cooperation focus
Description: 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.
Out of Reach and Bop
5-10
pairs
By:
Skills: blending extension
Description: 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 fall.
Balloon Stomp
all
mob scene
By: Michael Friedl
Skills: extension focus
Description: 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.
Flying Dutchman
all
mob scene
By:
Skills: cooperation focus
Description: 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.
Radar Radar
all
pairs
By:
Skills: extension focus
Description: 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 do. Variations - 1] Both partners walk towards each
other, listening intently, and step offline when they think they are about
to collide. 2] Try walking sideways or backwards. 3] Let one partner hum a
tune or emit regular beep sounds until the moving partner gets within 3
feet.
Territory
all
mob scene
By:
Skills: technique cooperation
Description: 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 It.~ 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)
Rag Doll
all
pairs
By:
Skills: blending balance
Description: 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 movment, 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.
Circle Dodgeball
all
mob scene
By:
Skills: blending balance
Description: Group forms a circle with one player in the center. A large
gymnastics ball is rolled back and forth across the circle by the players,
trying to hit the player in the middle, who must avoid being touched by
the ball. If there is room, the player in the middle may roll 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 as quickly as possible.
Variations - the player in the middle must knee walk out of the way of the
ball, or more than one ball can be used simultaneously, or the game can be
played against a wall, with the player forced to move laterally, or the
ball must be bounced across the circle, and the player in the middle must
dive underneath it and stand up again.
Middle Person Dodge
all
three
By:
Skills: blending connection
Description: 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.
Train Tag
5-10
mob scene
By:
Skills: blending cooperation
Description: 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 be targeted.
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.
Pin Ball Bumpers
all
mob scene
By:
Skills: extension technique
Description: 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.
Randori Ball
all
four
By:
Skills: blending focus
Description: 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.
Reverse Dodge Ball
7-10
mob scene
By:
Skills: focus connection
Description: 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. Email me with any questions:
ryan1677@... Aikido of San Luis Obispo
Sock Wars
all
mob scene
By: AikidoKids Staff
Skills: focus balance
Description: 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 sitting.
Slow Roll Racing
all
five-ten
By:
Skills: technique focus
Description: 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.
Name Ball
4-6
mob scene
By:
Skills: cooperation focus
Description: 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.
Handshake Challenge
all
pairs
By: AikidoKids staff
Skills: balance extension
Description: 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.
Mirror
all
pairs
By: Michael Friedl
Skills: connection focus
Description: 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".
exploding enchaladas
all
mob scene
By: Charles Stanley
Skills: balance focus
Description: 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.
Samurai Hockey
all
mob scene
By: William Gray
Skills: technique cooperation
Description: 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.
Balance and Circle Round
all
mob scene
By: Michael Friedl
Skills: cooperation focus
Description: 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.
The Swamp
all
mob scene
By: AikidoKids Staff
Skills: technique extension
Description: 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.
Magic Word
5-10
mob scene
By: AikidoKids Staff
Skills: focus technique
Description: Pick a word, any word. Any time Sensei uses that word in
class everybody does a backward or forward breakfall. Builds attention and
focus.
Frogs and Alligators
5-10
mob scene
By: AikidoKids Staff
Skills: balance technique
Description: 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.
Smile Game
all
mob scene
By: AikidoKids Staff
Skills: extension focus
Description: 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 discretion.
Wake the Dead
5-10
mob scene
By: AikidoKids Staff
Skills: connection focus
Description: 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.
Star Wars Suwari Waza
all
mob scene
By: Peter/Bermuda Aikikai
Skills: balance focus
Description: 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 ?
Janken Relay
all
five-ten
By: Bryan Bateman
Skills: technique focus
Description: 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.
Do-do-do
7-10
mob scene
By: Cornelia Baumgartner
Skills: focus technique
Description: 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.
Roll Free
10-16
mob scene
By: Cornelia Baumgartner
Skills: technique focus
Description: 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.
Revolving Door
5-10
four
By: Kenneth Kron
Skills: blending technique
Description: 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 them.
Sensei Says
all
mob scene
By: Marcel de Beus
Skills: focus focus
Description: A Game To Remember Japanese Words... - - like the game SIMON
SAYS, but use only Japanese/Aikido words. - - Goal: to fool everyone till
only 1 kid is left - - It goes as follows: Sensei is the speaker, kids
are listining. - - Sensei speaks: ''sensei says Seiza'' Anyone who does
not obey is ''out'' and sits back for now. Sensei speaks: ''Seiza'' Anyone
who moves (to seiza) is ''out'' and sits back for now. So when spoken
''Sensei Says ..whatever..'' the kids have to do it. WHen the words
''Sensei Says'' are NOT said kids have to stay in the position they are in
(no movement, no obeying). 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. - - Variations: let them
close their eyes Variations: choose a kid to act like You (sensei) and see
if he/she can beat you. (especially the older kids think it''s easy but
when they stands there is''t kinda hard...) - - Works for me in age group
from 5 to 13 (about 17 kids). - - English is not my native language. Any
q''s? marcel@... Great website !!! Thanks a lot!
Belt Grab
all
mob scene
By: Donna Gellert, Ron Loftis
Skills: blending focus
Description: 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
spread out.~The object is to grab the belt out of the back from everyone
else without having yours taken.~ Variations:~ 1st - Put the belts in the
front instead of the back. 2nd - If they have captured one belt from
another student, they get an extra life if their belt gets taken.~ I only
allow one extra life, otherwise the game gets too long. 3rd - Sensei can
play along with the children and when it gets down towards the end Sensei
can play on his knees.
Whats the Time Mr Wolf
all
mob scene
By: Dave Matthews
Skills: technique focus
Description: 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 role 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
cant see what they are doing! A different variation can be done with back
roles back to the beginning or a combination.
Backwards Aikido
all
pairs
By: Linda Holiday Sensei
Skills: technique cooperation
Description: 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.
Knee Walking Tag
5-10
five-ten
By: Keith Pray
Skills: balance technique
Description: 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.