Supplies:
none
Facebook Twitter Pinterest Email Print
Setup: 

1. Ask all the children to sit in a circle.
2. One child will be selected to be "it".
3. "It" stands on the outside of the circle.

How to Play: 

1. The game begins as "it" walks around the circle, behind each child, tapping them on the head.
2. With every tap he says "duck!"
3. After saying "duck, duck, duck" a number of times, "it" will select a child to call "goose!"
4. The standing child can choose whomever it likes to call "goose!"
5. The child called "goose" must run up immediately and chase after the standing child.
6. The standing child will try his/her best to run to the vacant space in the circle (from the child called a goose), without being tagged.
7. If the standing child gets to the space in the circle without being tagged, he/she becomes part of the circle group, and the chasing child is now "it". The game repeats.
8. If the standing child IS TAGGED, he/she must sit in the middle of the circle which is the "Mush Pot." Once this child sits down, the entire circle yells "MUSH, MUSH, MUSH" throwing hands toward the center.
9. This child, must stay in the mush pot until another child is tagged.
10. This game can go on and on until the children are ready for something new.

Variations: 

1. Sometimes the Mush Pot can get a little mean, you can always play without!
2. "Dry, Dry, Wet": see the description. This version uses sponges filled with water.
3. "Handkerchief Drop": the rules are the same, however no words are spoken. Instead, the standing child has a handkerchief. When the handkerchief is dropped in one of the seated children's laps, that child gets up and runs after "it."
4. "Loyal, loyal, traitor": in this variation, "it" is a Captain is looking for traitors in his crew. (One child in the circle, will hold a small jewel in hand.) The Captain goes around to each person and taps them saying “loyal, loyal, loyal…” When he gets to the person he wants to try for his jewel, he says “traitor!” If the child doesn’t have the jewel, he must run around the circle and get back to his seat without being tagged by the Captain. If he is tagged, he must walk the plank (always fun) and the circle gets smaller. This elimination game keeps going until the Captain finds his jewel. When he does, the game is over (the jewel keeper can walk the plank if he wants).

Tips: 

"Walk the Plank": a balance beam "plank" is set up on little boxes about 9" off the ground. The players are blindfolded (or not, if they are nervous) and told to walk the plank. A guide may be used and spotters can be on hand to keep anyone from falling. This can be used in any game instead of the traditional "you're out!".

Activity Length: 
Indefinite (as long as you want!)
Age: 
Preschool
School-age
Tween
Competitiveness: 
Either/or (can be played either way)
Difficulty: 
Easy peasy (fun and simple)
Indoor/Outdoor: 
Either
Mess Factor: 
Clean and tidy
Noise Level: 
Semi-rambunctious
Number of Players: 
10 to 20
20+
Prep Time: 
No prep time needed!
Space Needed: 
Medium (a clearable open space the size of a 2-car garage)
Team Division: 
Every man for himself (individual players)