Whether you're a company, pub/club or college, ring us for a quote on a hire of three or more inflatables delivered to the same address, on the same day, at the same time.
The children sit in a circle. One player leaves the room. While she is away the others decide what she should be when she returns. If they decide on a Rock star, for example, they call her back and she has to ask each player in turn what she has to buy for herself. One will say guitar, another a fancy costume, another a microphone and so on. If the "guesser" goes all the way around the circle without guessing what she is, then she must go out again. Then the players will choose something else. This game is very easy to adapt for different age groups, interests, and themes.
Arrange the players in a circle on the floor and have them number off. Put the highest number in the centre to act as 'it'.
"IT" holds a balloon and calls out a number while dropping the balloon to the floor. The holder of that number then tries to catch the balloon before it touches the floor.
If the player is successful 'it' tries another number. If the balloon touches the floor then that player is "it".
Pick teams of two. Have the pairs stand in a line or circle back to back, with a balloon held between their backs. On the leader's signal, the players press together, trying to burst their balloon. The first team to pop its balloon wins.
If you prefer not to have winners, play until all of the balloons are popped.
Arrange the group in a circle with a blindfolded player in the centre. Then have the players move around the circle very quietly. The blindfolded player should approach the circle in any direction and secure a victim who, in a disguised voice, says 'poor kitty' and then imitates the 'meow' of a cat. If the blindfolded player fails to identify his prisoner, he releases him and the game continues. If he succeeds, the two change places.
Players are divided into two teams. Line up facing each other, about 25 to 50 feet apart. Each side takes turns calling
"Red Rover, Red Rover, send (name) come over."
At that signal, the player called, runs from his line and tries to break through the line of opponents, who have joined hands. If he breaks through, he can take one opponent back with him to his team. If he does not break through, he must join the other team. The team to add the other players on its side first, or which has the most players at the end of a designated time period, wins.