Relay Games

Metro Medley

 

Divide the group into two or more teams; line them up in shuttle formation, with half the team at one end of the playing area and the other half at the other end. The first member of each team is the conductor.

 

On 'Go', the conductor dons the hat, hangs the whistle around his neck and runs to the far end of the playing area, where one half of his team waits. Here, he picks up his first 'car' by bending down and placing his right hand between his legs, to join the left hand of the next player. Having attached the first car, the conductor blows his whistle and the two players run to the other end to pick up another car.

 

The relay continues until all players on the team are part of the 'metro'. The conductor signifies a complete train by blowing his whistle four times.

 

 

Sweep 'N' Scrub

 

Divide the group into two or more teams, and line them up in straight lines at one end of the playing area. Give the broom and the apron to the first player on each team; at the other end of the playing area, place the dustpan, the bucket, the dishes and the towel. The garbage can is put between the buckets.

 

On 'Go', the first player puts on the apron and sweeps the floor to where the dustpan lies. He scoops the dirt into the dustpan and dumps it into the garbage can. The player then washes and dries the two dishes and races to the start carrying the apron and broom.

 

The house is clean when all players have swept the floor and dried the dishes.

 

 

Stock-car Racing

 

The Sixes line up in files. Each Cub is given the name of a car and when that car is called, he travels to the end of the area and back in the manner described, e.g.,:

1) Rolls-Royce: this never goes wrong - the Cub runs.

2) Austin: has a flat tire - the Cub hops.

3) Morris: is stuck in reverse - the Cub runs backwards.

4) Ford: very old model, can only go slowly - the Cub walks.

5) Mini: only small - the Cub runs, crouched down.

6) Humber: Pulls caravan - the Cub tows his Sixer behind.

7) Stock-car: everyone runs.

 

 

Kangaroo Hop

 

The Sixes line up in files, a chair in front of each. The first Cub grips the ball between his knees and hops round the chair and back to his place. He hands over the ball to the next Cub, who does the same. The first Six to finish is the winner.

 

 

Radar

 

The Sixes line up in files with their Sixers about 10 meters ahead of them. The first Cub in each Six is blindfolded. The Sixers then change places and proceed to call the blindfolded Cubs by their Six name, that is, bringing them in by radar. The first Cub - 'airplane' - to 'fly' home scores four points, the second three points and so on. The next Cub is blindfolded, the Sixers change again and the game proceeds until all the 'airplanes' are safely home.

 

 

Whirling Wheels

 

Formation: Relay, like the spokes of a wheel, facing in a clockwise direction with the Sixers in the center.

The beanbags lie at the feet of each Sixer and when the leader gives the starting signal, they pick up the beanbag, run down the back of their Six and in a clockwise direction, round the wheel and back to the outside end of the Six. The beanbag is then passed up the Six to the Cub now at the center. This continues until all the Cubs have had a turn.

 

 

Round the Moon

 

All the Sixes line up at the end of the room. Each Cub places his hands on the waist of the Cub in front so the Sixes form a 'rocket'.

 

One chair is placed at the far end of the room opposite each Six, these are the 'moons'. When the leader calls 'Go', the Sixes run the length of the room, round their 'moon' and back into orbit. As they pass base, the 'rockets' drop a section each time and the Cubs sit down there one by one, until finally the 'nose cone' - the Sixer - returns home. The first team to be sitting down is the winner.

 

 

Rocket Relay

 

The Sixes line up with a chair at the head of each, facing away from the Six. The chairs are 'launching pads' and the first Cub or 'rocket' stands on the chair awaiting the countdown.

 

When the leader reaches zero, the 'rocket' blasts off round the room, touching all four walls, and returns to the 'launching pad' where the next 'rocket is waiting to be launched. The first 'rocket' lets off the second and returns to his Six.

 

 

Bat the Balloon

 

Teams line up with members standing side by side, separated by the distance obtained when players stretch their arms sideways. Fingertips should touch between players.

 

The first player in line takes and inflated balloon, and bats it towards the second person in line, who bats it to the third person, on down the line and back again.

 

The only rule is this: once the players have taken their stance, they may not move their feet. If a balloon falls to the floor, or if someone moves his feet in an attempt to reach the balloon, the first person in line must run and get the balloon, and take it back to the starting line to begin again.

 

Variation: add more than one balloon per line, going in both directions.

 

 

Tight Rope Walk

 

Line up the teams in shuttle formation at either end of their 20' rope. The first player on each team, on 'Go', puts on the moustache, tights and hat, picks up his balancing pole and walks along the rope.

 

Halfway across, he meets a stool; the player climbs over the stool and continues on his way to the other end of the rope where he exchanges his outfit with the next player.

 

The relay ends when all players have completed the walk TWICE - once walking forward and the second time backward.

 

 

Art Consequences

 

The first player in each group walks to the end of the playing area, picks up the pencil and draws the head of a man, woman or child. After he draws the head, he folds the paper so that only the neck shows. He then walks back to his Six and tags the second player in line.

 

The second player walks down and draws the shoulders, folds the paper, walks back and tags the third player.

The relay continues on down until the figure is complete with waist, hips, legs and feet.

 

The fun of this relay is opening up the piece of paper and passing around each 'creature' that each Six has created.

 

 

Bean and Straw Relay

 

Have the first player in each line pick up a bean with a soda straw, carry it across the room and deposit it in a container. The first team to have all its beans deposited, wins.

 

 

Bucket Relay

 

On 'Go', the first player runs to the other end of the playing area where the buckets have been placed, pours the water into the other bucket, leaves the empty bucket there, and carries the full bucket to the next player in line.

 

The second player takes the bucket with water down to the other end of the playing area and empties it into the empty bucket. He then picks up the full bucket and carries it back.

 

The relay is finished when all have had a turn. The winner is the team with their water intact.

 

 

Feather on a Yardstick

 

Give the first in each line a yardstick and a feather. On signal, he places the feather on one end of the yardstick, and holds the other end at arm's length while proceeding to the goal line and back. If the feather falls off the yardstick, the player must put it back on the yardstick before continuing. The first team finished wins. To speed up the game and for variation, use paper plates instead of yardsticks. You could even try to balance paper plates on the end of the yardsticks.

 

 

Banana Relay

 

Line up the boys in relay formation, facing each other, and give each boy a banana. He must keep his right hand behind him while he eats the banana, which he must peel with his teeth. On the signal, the first boy peels and eats his banana. When he is able to whistle, the next boy may begin. The first team to finish wins.

 

 

Dizzy Izzy

Line up the Sixes for a relay race. Have the first player in each line run up to a given point, place one finger on the floor, revolve around his finger seven times, and run back to tag the next player in line. Repeat until all have had a turn. Keep the runners away from the walls and other obstacles.

 

 

Variation: Give each Six a baseball bat or equivalent. Have the boys run up, put the bat against their forehead, the other end of the bat on the floor and revolve around the bat three or four times.

 

 

Gum-Glove Relay

 

Hand a closed paper bag to the first player on each team. The paper bag contains one pair of gloves and the gum.

The first player on each team opens the bag, puts on the gloves, digs down into the bag for the gum, pulls it out, unwraps it and begins to chew it. He then replaces the gloves in the bag, closes it and hands it to the next person in line, who repeats the procedure. The first team to be chewing all the gum in the bag wins.

 

 

Balloon Baseball

 

Players are divided into two teams. Each team designates a pitcher who pitches to his own team.

Each batter gets two pitches to hit a balloon with his fist. If the balloon is hit, the fielding team tries to blow the balloon to the ground before the batter runs around the bases. If they do not, a run is scored. Play continues until everyone on the batting team has been 'up to bat'. Then the inning is over and teams switch places.

 

The game continues for a specified number of innings.

 

Note: Depending on the age of the players, the distance between the bases may be altered.