The meeting in Sweden


What we did in Sweden

For the meeting in Sweden we prepared at least five ouside games or activities typical for each country.

The Finnish team chose these games:


Leap
In this game one person is the leap. He/she says a number between 1 and 20. Then all the players start to leap as many leaps as told. When the players have leaped, the leap starts to leap towards the players. The leap always leaps one leap less than the players. The leap is trying to catch the players by reaching to them. If he/she doesn't catch the players by reaching them, he/she says "FIRE!" and then the players run home which is a circle that is drawn before the game starts. The leap tries to catch them. If a player gets caught, he/she will become the leap for the next round.


Dodgeball
First you must choose a burner. The burner takes the ball and the rest of the players go to the circle. The burner tries to hit the players with the ball. When the ball hits the player, the player becomes a burner and he/she goes out of the circle and tries to hit other players. The game ends when all the players are burned. The winner is the one who remains the last in the circle. If the game is too slow, you can take another ball to the game.


Point/Church rat
First you must choose a seeker. The seeker counts to thirty for example, and everyone else hides somewhere. When the seeker has counted he/she tries to find other players. The hiders try to get back to the "point tree", which is the tree where the seeker first counted, so that the seeker doesn't catch them. When the seeker finds someone, he/she and the hider both run as fast as they can to "the point tree". If the seeker comes there first, he/she shouts: "HIDER'S NAME POINT!", for example "LEO'S POINT!". If the hider gets there first, he/she shouts: "MY POINT!"
The hiders can run anytime. If for example the the hiders sees that the seeker is far enough, he/she can run to the "point tree". If the seeker gets to the "point tree" first, the hider is caught. If another hider sees that someone is already caught, he/she can save the caught hider by running to the "point tree" and shouting "MY POINT, EVERYONE SAVED!". The game ends when the seeker has caught every player. The next seeker is the player who was caught first or the same seeker, if everyone gets saved.


The police and the thief
The police team runs after the thief team and tries to catch them. If a police catches a thief the police brings the thief to a “prison”. Another thief can free the thieves by giving a high five. The game ends when the police give up or when all the thieves are captured.


Tar jar
First, we draw a giant circle with many bases around it. Everybody gets a base BUT there is this one person who doesn’t get one: The one, who gets no base, gets a stick. He/she starts to run around the circle with the stick in his/her hand. When he/she feels like it, he/she drops the stick behind someone in his/her base and starts running around the circle. When the one who got the stick realizes that he/she has the stick, he/she grabs it and starts running around the circle to the opposite direction. Whoever gets first back in the base can stay there. The other one becomes the one with the stick and it all starts again.
All the ifs:
· IF you don’t notice the stick, you are going in the tar jar
· IF you think that you are slow and don’t get to your base before the other one, you can also drop the stick to someone else's base while you are running.
· IF everybody does that, there will be a huge chaos and it is very fun.
How to save the one who is in the tar jar:
· Another player has to run into the tar jar and run around the inmate 3 times to save him/her.
· IF someone gets to the saver's base while he's/she's saving the one in the tar jar, he/she has to stay in the tar jar.

The Estonian team's games

VAlGUSFLOOR (Traffic light)
At the beginning of the game the players choose the game leader and then you can play the game. The leader says what move goes with what colour (traffic light colours, red green yellow). The game leader says the colour and you have to make the move that the colour represents. If you make the wrong move you're out. The last man standing wins.
SAAPA VISKAMINE (Boot throwing)
For this game you only need a boot and a measuring tape. If everything is ready you can start throwing the boot. You make a line and you stand behind it with you're back to the direction you are throwing. When the persons score is measured and written down the next person throws. And the person with longest throw wins.
VIPS:
There can be as much as 8 players. There are 4 same size squares that the players are in. There can be up to 2 players in one square. The players roll the ball diagonally to the other player/players or they can throw it. You have 2 touches in the square for 2 people if you play alone you have 2 touches as well. If the ball goes out of bounds in you're square you get a point if it goes out of bounds in someone else's square they get points. You can decide how many points each body part does. The square that gets 21 points loses.
HEERINGAS (HERRING)
One of the players is selected to be the game leader. He/She goes away from everybody else (for example: in the back of the room) and turns his/her back. He/She says herring,herring 1,2,3 and the other players run towards him/her. When the game leader turns over, everyone should stay as they were when they stopped. When somebody moves and the game leader sees him/her move the game leader can send him/her back to the start. Then the game leader says herring, herring 1,2,3 and turns around again. If someone makes it to the game leader they win and they are the new game leader.
TRIFFA:
One of the players is the game leader and chooses a spot to read. The game leader can choose borders that you can't run out of. When the game leader starts counting (all the players including the game leader choose how long should he/she read) all the players go and hide anywhere. When the game leader stops counting he/she can look for the hiders. When the game leader sees someone he/she goes to the place he/she was reading at and says “_____triffa shut (in the plank goes the players name the game leader saw). When you are sure the game leader doesn’t see you, you can run to place where the game leader counted at and say “_____triffa loose. You have to touch the place the game leader read at. The new game leader is the person who was caught or shut first. If nobody is cought or shut the new game leader is the last one that was hiding.’

STONE SCULPTURE

All of the players, you have to pick the game leader.The game starts and then everybody has to move around the room,but if the game leader says STOP then everybody has to take one pose.Then game leader picks the best pose and then that person is next game leader and the game starts again.

ROTTEN EGG
First the players have to make a circle and one of the players goes to inside the circle with the ball.And if everybody is ready then the person who is inside of the circle throws the ball in the air and yells somebody's name(of the players).Then that person whose name was yelled has to catch the ball.If that player has catched the ball,then he\she has to go inside to the circle and yell next person name.


Haned, luiged, tulge koju.
Gooses, come home!


Everyone goes to one side of a big room. They are gooses. One player go to other side of room. He/she is gooses owner. And one player go in middle of the room. He/she is wolf. The owner shouts "Gooses, come home."(Home is that room side where owner is.) Gooses shout back "We can't. The wolf is here." And owner says "Come anyways!" Gooses start running on the other side of room. Wolf is trying to catch gooses and everyone who wolf touches is out of game. When everyone who are not touched by wolf are in the home (owner room side) then everything happens again. (Shouting and running back to the other side of room.) The game ends when only one goose is left.  The last goose is winner.

Kotijooks.
Jumping in the bag.


Every player step into his/her bag, bulling the top edges up arond the waist. They must race to the finish line by holding the bag up and jumping inside the bag. Whoever wins the race and jumps fastest is the winner.
 

Introduction of schools

Vastse-Kuuste

Ventspils

Fria Intermiliaskolan


No comments:

Post a Comment