10 children’s games from before

1. Fisherman, how deep is the water?

number of players
At least 4 (but the more, the funnier!)

game rules
Before the start of the game, two lines are marked every four to five meters. Each line is a bank, the area in between is water. The fisherman stands on one bank, i.e. behind one of the lines, the other players stand on the other bank.

They shout: "Fisherman, how deep is the water?" The fisherman mentions some depth, for example he answers: "10 meters!"

The children then ask: "How do we get over there?" Now the fisherman can think of how the children should get to the other bank. For example, he calls: "Bouncing on one leg" or "Running backwards".

Now the children start moving in the order they have been ordered. While trying to get over the water, the fisherman tries to catch as many as possible. He moves in the same way as the others, i.e. on one leg, backwards, with his eyes closed or the like.

Anyone who has been caught will help the fisherman catch in the next round. The last player left is the winner.

2. Bounce ball

number of players
1 to unlimited

game rules
First, a box ladder from 1 to 10 is painted on the floor with chalk. The boxes must not be too small!

The starting player throws the ball into the first field so that it jumps back to him. Now the ball must not be caught, it is bounced into the next field with the palm of your hand and so on until it has been in each field in turn.

If the ball does not land in the correct field, it is the next player’s turn. The one who made the mistake may – when it is his turn again – start in the field that he made last without mistakes. He may throw the ball into this field and then continue bouncing from there.

Whoever hits all the boxes first is the winner.

3. Bouncing snail

number of players
2 to unlimited

game rules
A playing field in the form of a snail is drawn on the ground and divided into individual boxes. These should be large enough that you can hop in comfortably.

Now the players try to jump back and forth through all boxes on one leg without touching a line. Anyone who manages to do so can then lock any box.

All other jumps then have to skip this box, only those who have blocked it can rest on their next jumps. It is good if each child blocks “his” box with a different color so that you always know which one “belongs” to whom.

In this way it becomes more and more difficult to make the snail flawless. The one who gets through last is the winner of this child’s play.

4. Stiletto

number of players
From 2 (but the more, the more exciting!)

game rules
As a "peck" you need an approximately 20 centimeter high wooden peg with a diameter of approximately 12 centimeters. In addition, each player must look for a throwing disc, for example a large stone that is as flat as possible.

The pestle is stuck firmly in the ground. Each player has to put 1 or 2 cents on the stick as a bet.

Then they all line up about 8 meters away and throw their throwing discs against the pestle one after the other. If the thrower hits, so that coins fall to the ground, he can take all those who show their head side. The others come back to the high heel. If there are no coins left, a new round begins with a new bet.

If there is still money on the stick, even though all players have thrown, everyone tries again from the "target", which means that they are throwing from a distance of about 3 meters. The first throw is made by the player whose disc was closest to the Stöckel, followed by the next best and so on.

If there is still money left on the target when throwing the target, the new bets are added. So there is more to get on the next round. The new round starts the worst thrower of the last round.