A selection of ball games taken from the BB Anchors Pro Pack Body B-4
Tennis type balls
Large soft ball
(for two or more players)
Use a rubber or tennis ball to throw against a brick wall. The aim of the game is to throw and catch the ball in seven different ways. Below is a common sequence:
• Throw against the wall and catch (7 times)
• Catch after one bounce (6 times)
• Bounce on the ground and catch (5 times)
• Throw up against the wall under one leg and catch (4 times)
• Throw against the wall, let it bounce, then hit against the wall before catching (3 times)
• Throw against the wall and touch the ground before catching (twice)
• Throw against the wall and turn around before catching (once)
If a mistake is made when playing, it is the next player’s turn.
(for 3 or more players)
It is advisable to use a soft ball.
• One or more players are ‘throwers’.
• ‘Throwers’ have to try and hit the other players, the ‘jumpers’, on their legs below the knees.
• When a ‘jumper’ is hit he swaps places with a ‘thrower’.
• If there are only a few players, the game could be played with a wall or fence behind the ‘jumpers’.
• A lot of players can be divided into two teams.
• ‘Throwers’ form a circle with ‘jumpers’ in the centre.
Not on my land
• Use chalk, cones or tape to mark out areas.
• Lots of small soft balls. A good idea is squashing up newspaper into a ball and taping with masking tape. (One advantage with newspaper balls is they don’t fly too far when thrown by the boys and there is less chance of losing them. If you do, they are cheap and easy to replace.)
• A whistle is vital or a some other means of being heard over the noise
• Divide a playing area into as many sections as you have teams of six. For example, if you have four teams of six, four sections.
• Each team/six stands in their defined area.
• Divide all balls equally between the teams.
• On the first whistle, the teams throw the balls out of their own area whilst trying to keep their own area clear of other teams’ balls.
• On the second whistle after a short period of time, perhaps two minutes, they must stop throwing the balls and count all balls that remain within the team’s area.
• The team with the fewest balls in their area are the winners when the second whistle blows.
• Split the boys into two teams standing in opposite corners of the hall. Set up two smallish goals and place a football in the centre of the hall.
• When choosing the teams choose boys with similar abilities (and put them on opposite teams with the same number).
• Number the boys, if there are an odd number of boys give someone two numbers.
• The leader shouts a number and the corresponding boys from each team have to try and score in the opponent’s goal.
• At any time the leader can shout a new number, the boys playing must stop and run back to their positions whilst the new boys play.
• Also the leader may wish to say ‘fours and fives,’ to have two players scoring at the same time.
• When a goal is scored the ball is replaced in the centre ready for the next call of numbers.
• This is just a variation of netball, where the goals are replaced by a member of the team (the goalkeeper).
• Divide the boys into 2 teams each nominating a goalkeeper. Place two chairs at opposite ends of the playing area and mark off goal areas in which no player is allowed to go.
• The elected goalkeeper has to go and stand on the chair behind the opposition team.
• No “snatching” the ball out of player’s hands.
• No player is allowed to take more than 2 steps with the ball.
• The ball must be thrown (without bouncing) to your keeper for a goal to be scored.
• Team with the highest score at the end wins.
• With a large number of players you may wish to complicate the issue by introducing more than one ball or even more than two goals.
• Split boys into teams, standing in file at one end of the hall.
• The boy at the front of the line passes a ball over his head to the boy behind who in turn must pass it through his legs to the person behind and so on.
• When the ball arrives at the back of the line the boy runs to the front and does the same.
• The first team to reach the end of the hall wins
For full details see Anchors Pro Pack B-4