Organized sports are great, but they’ve got some strikes against them, notably rules, equipment, and did we mention rules? Sometimes you need an outdoor game you can just play without much effort that invites a little bit of reckless chaos that doesn’t come with kids’ games filled with rules and regulations. Making a truly iconic outside game for kids to play that is low on organization can be a surprisingly tricky task, as the best require almost zero planning, minimal organization, and no safety equipment while still being a blast for your kids. Though honestly, even the worst outside games, refined over the years while being passed down from one lightly bruised generation to the next, are still pretty great.
To qualify for this ranking, games had to be simple enough that they could be explained to a 5-year-old in the space of two minutes yet have a sophisticated enough structure that winner and loser can be clearly delineated. Do the rules change? Sure. Are there myriad versions of these fun games for kids? Absolutely. We haven’t even begun to crack the rich tradition of regional games. Does that matter? Absolutely not, because these outdoor games for kids are awesome, simple, fun, and easy to organize — though that might not be the right word.
With that in mind, here are our 30 favorite unorganized sports that you should probably teach your kid as summer rapidly approaches. From Kick the Can to Duck Duck Goose to plain old Tag, all of these activities have two very important things in common: They are light on rules and heavy on fun. Let the games begin…
30. Johnny on the Pony
How to Play It: One team crouches in a line, with their arms locked around each other’s waists. Essentially forming a wall. The other team jumps on top of the line with the intent of staying on. If everyone makes it to the top, they win if they can shout “Johnny on a pony!” three times before the bottom team can shake them off.
What Makes It Great: This game is pure madness in the best way possible. Also, good practice for future rugby players.
29. Marco Polo
How to Play It: Everyone has to be in the pool. One person closes their eyes and counts to 10. That person then says, “Marco.” Everyone must reply “Polo.” “It” person has to try to catch one of the swimmers. No getting out of the pool, cheaters.
What Makes It Great: Exceedingly simple to organize — and, as it’s all about stealth; kids tend to stay pretty quiet.
28. Kick the Can
How to Play It: One person is charged with protecting a can (or whatever) while other participants attempt to run up and knock it over. The catch? The kickers hide and join the protectors’ team if tagged. The rules can lead to an impasse, but when they don’t it’s a blast.
What Makes It Great: You get to briefly live the life of a hobo during the great depression.
27. Steal the Bacon
How to Play It: Teams are divided evenly and each person is designated a number. Each team stands on opposite sides with a shoe sitting in the middle (doesn’t have to be a shoe, just something easy to hold). When a number is called, the designated players from each team run for the coveted item and try to get it back to their side. If you succeed, you get a point.
What Makes It Great: Direct competition; plus, the designated caller can set up quality rivalries.
26. Freeze Tag
How to Play It: If the “it” person tags you, you are frozen. You can only be unfrozen if a fellow non “it” player tags you. If everyone is frozen, the “it” person wins.
What Makes It Great: It’s tag, but encourages teamwork.
25. Arm Wrestling
How to Play It: Two participants put their elbows on a steady surface and grip each other’s hands. Whoever can get the other person’s hand to touch the surface wins. No use of second hand and no lifting elbow off the surface.
What Makes It Great: The ultimate one-on-one battle of strength and endurance. There’s no way to gracefully lose an arm wrestling match.
How to Play It: Sardines is the opposite of hide-and-seek. One person is designated to hide while the others count. If you find the hidden person, you join them. Last person to find them loses.
What Makes It Great: One of the few reverse games that actually works.
How to Play It: Two people stand directly in front of each other. They hold out their hands, and try to push each other over while keeping their own feet planted. Whoever moves their feet first loses. In some cases, players can’t push anything other than their opponent’s hands, but that’s optional.
What Makes It Great: You get to push other people over.
22. Duck, Duck, Goose
How to Play It: Everyone sits in a circle. One person is the tagger. They walk around the circle, touching each person’s head and either saying “duck” or “goose.” If they say “duck,” things continue as is. If they say “goose” the person tagged must try to catch the tagger before they can get back to their spot. If the tagger gets caught, they have to sit in the mushpot (the middle of the circle).
What Makes It Great: It’s one of the original “in class” games, which means everyone probably knows how to play it. Plus, everyone thinks of ducks and geese, which is pretty fun.
21. Monkey in the Middle
How to Play It: You try to keep the ball away from one person while throwing it back and forth with your partner. If the person does get the ball, whoever threw it is now the monkey in the middle. No points, no winning, just keeping away.
What Makes It Great: It almost always begins spontaneously and one person naturally ends up ostracized. But it builds character.
20. Silent Ball
How to Play It: A group tosses a ball around. If you drop it, you’re out. If you make a bad pass, you’re out. If you make a noise, you’re out. Last person in wins.
What Makes It Great: Simple, but entertaining. Also gets kids to learn how to shut the hell up for a few minutes.
How to Play It: Players stand at the edge of a pool with their backs turned to the water. One player places a whiffle ball, frisbee, popsicle stick, or some other buoyant objects at the bottom of the pool and then exits the pool. As soon as that player exits the pool, the other players try to spot and capture the ball. Whoever does, wins.
What Makes It Great: The thrill of the hunt. The surprisingly long waiting period. The slight risk of injury.
18. Three Flies Up
How to Play It: There is one thrower; everyone else is a catcher. The thrower stands about 50 feet away from the catchers and then tosses the ball up in the air towards the catchers. If you catch the ball, you get a point. First person to three points becomes the thrower.
What Makes It Great: It’s catch with higher stakes. Plus it’s fun to make a smug catcher miss throws when they have two points.
How to Play It: One person is chosen to be “it.” They get out of the pool. Everyone else secretly decides their color. Once everyone has decided, the “it” person turns their back to the water and starts naming colors. If your color is called, you have to get to the other side of the pool without being tagged. If the “it” person turns around and no one is swimming, they have to take a step away from the pool. Whoever is tagged is now the “it” person.
What Makes It Great: Unorganized pool games that don’t rhyme with like Flarco Folo are hard to find. This one not only does that, but is normally good for a few hours of in-water play before kids get bored.
16. Butts Up
How to Play It: All you need is a ball and a wall. Every time the ball bounces off the wall, someone has to grab it and make a clean throw back to the wall. Then the cycle continues. Anytime someone misses a catch, they have to run and tag the wall. If someone can throw the ball at the wall before the wall-touch happens, the person who didn’t make it to the wall gets an out. First to three outs has to stand against the wall and the other players get one chance to try and hit them with the tennis ball (softly). Then you start again.
What Makes It Great: It’s a perfect mix of chaos and competition. Plus, no other game matches the impending threat of pain.
How to Play It: Form two lines of people. There is one ball. Each line of people kicks the ball back and forth.
What Makes It Great: There are no real rules or any sense of scoring or competition. Just a fun way to pass the time.
14. Hot Hands
How to Play It: One person lays out their hands with their palms facing up. The other player places their hands on that person’s hands but with the palms facing down. The bottom person tries to slap the top person’s hands before they can remove them. If the bottom person successfully slaps their opponent’s hands, they stay on bottom. If they miss, they switch spots.
What Makes It Great: You get to slap another person’s hands.
13. Double Dutch
How to Play It: Two people turn two long jump ropes in opposite directions as one person stands in the jump ropes and tries to jump without messing it up. Players add in different jumps and rhymes and everything else they see fit.
What Makes It Great: Builds coordination and stamina. Plus, it’s endlessly upgradable.
How to Play It: The court is a giant square that has four equal-size squares inside (you can make it with chalk or tape). One person occupies each of the smaller squares. One square is the designated to top square. Then a second place square, third place square, and a fourth place square. The person in the top square hits the ball into another square. If it is hit to your square, you must hit it into another square before it bounces twice. If you hit it out or let the ball bounce twice, you are out.
What Makes It Great: It establishes a hierarchy that is often lacking in games. And kids somehow have an endless amount of ways to skyline a ball with their hands.
11. Four Corners
How to Play It: Same court as Four-square, except this time, runners stand on each of the four big corners while one person stands in the middle. People on corners try to swap before the person in the middle can get to either corner. If the person in the middle reaches a corner, the person they stole it from becomes the person in the middle.
What Makes It Great: The unsteady alliances. The mad dash to an open corner. It’s a nonstop thrill ride unless you’re in the middle.
10. Kill the Carrier
How to Play It: Someone has the ball. They are the carrier until they are tackled. Then they have to give up the ball. Whoever gets it next is now the carrier. And so on and so forth until boredom sets in or someone gets hurt.
What Makes It Great: People get tackled a lot. It no longer has a name that rhymes and is very offensive.
9. Throwing Rocks
How to Play it: There’s no way to play it wrong, so long as things aren’t breaking and people aren’t getting hurt. Pick an inanimate thing a reasonable distance away and see how can be the first to hit thing with rock.
What Makes It Great: You’re throwing rocks at things. Fun!
8. Shark & Minnows
How to Play It: One player is chosen to be “the shark.” The rest are “minnows.” The minnows try to get from the designated starting point to the designated finishing point without getting tagged by the shark. If you are tagged, you are a shark. Last minnow wins.
What Makes It Great: Brings a fun hunting aspect to the typical schoolyard antics. Plus at some point, people start betraying each other to survive the shark attacks.
7. Red Rover
How to Play It: Two groups stand in parallel lines facing each other. Each line must hold hands. One line declares one person they would like sent over, yelling “Red Rover, Red Rover, send Ethan over.” The designated person — in this case Ethan — makes a furious run at the line. If he can’t break the line and get two people to stop holding hands, the team that held strong calls a person from the opposing line to their chain. If they can’t, they now join that line. Whichever line is down to one person first loses.
What Makes It Great: Top notch game for flirting. Also, you get to switch teams a lot, which is underrated.
How to Play It: It’s essentially Three Flies Up, except the thrower can decide a catch is worth a certain amount. The winner is the person who exceeds a previously decided jackpot number (i.e. “Game is to 1,000”). More fun can be added by the thrower yelling one of the following terms: Jackpot (automatic win); Bomb (receiver who touches ball loses a designed number of points); Bankrupt (lose all points); IceBall (stay frozen for one throw); FireBall (steal one point from opponent).
What Makes It Great: It’s catch, but on performance enhancers. So simple, but so satisfying.
How to Play It: Designate two bases (could be real bases, shoes, or pretty much anything you have around) and choose two throwers. Everyone else is a runner. Throwers toss the ball back and forth and the runners try to get safely from base to base without getting tagged. If you’re the last one alive, you win. Pegging is optional.
What Makes It Great: It’s fun, and everyone gets to play. Plus, beating out a throw with your crafty base running never gets old.
4. Red Light, Green Light
How to Play It: One person is the traffic cop. All remaining players stand on the starting line and the traffic cop has their back to them. When the traffic cop says “green light,” players try to run to the finish line. When the traffic cop says “red light,” they turn around and the other players have to stop. First to pass the finish line wins and becomes the traffic cop.
What Makes It Great: Everyone knows how to play. Plus, one lucky person wields all the power, mercilessly deciding the fate of everyone else, which is a good microcosm of life.
3. Hide & Seek
How to Play It: The “it” person has to count to a predetermined number (usually 20) and then goes looking for the others. If you are tagged, you are “it,” and it starts over. Alternative version: If you are tagged, you are out. Keeps going until everyone is tagged. There can also be multiple people who are “it.” Normally if you’re playing with more than 10 people, two taggers should be involved. No climbing trees. Want an edge? Here’s some hide-and-seek advice from a Navy SEAL?
What Makes It Great: It taps into our innate survival instincts; it’s the thrill of the hunt and the thrill of well-executed evasion.
How to Play It: If you are it, tag people. If you are not it, don’t get tagged.
What Makes It Great: It’s tag.
1. The Floor Is Lava
How to Play It: Do whatever you can to not touch the floor, which is now lava. Hop on chairs, couches, benches, logs, or whatever. Try to get from Point A to Point B. Don’t touch the floor/ground, which is lava.
What Makes It Great: The palpable sense of danger around every corner. Plus, you know, lava.