• Lava. To be played at a park or some other place with outside play equipment. The ground or the floor is made of lava, and you will immediately burn to death if you touch it. You must move around without letting any part of your body come in direct contact with the lava. Variation: "Acid".
  • Wolf. To be played with any sort of large, dumb retriever type of dog. The dog is a rabid wolf and must be avoided at all costs, or else you become rabid and begin to chase the other players too.
  • Mermaids. To be played using a wading pool full of water. You are mermaids that have been captured and are now kept in a water exhibit. Maybe the wizard can save you. But can you pay his terrible price?
  • Shipwrecked. To be played using a wading pool with no water in it. Inevitably accompanied by lots of philosophical discussion regarding what it takes to be able to eat human flesh. Your ship, carrying valuable cargo, was seriously damaged in a sudden storm and sank. You and the other players are the only survivors from the wreck. Will you find land or will the pirates get you first?
  • Nomads. To be played with thin summer bathrobes and backpacks. You are part of a desert caravan. Bandits set upon your group a week ago and you lost some camels and most of the fresh water. Will you get to the oasis in time?
  • Archaeology. To be played unsupervised at the house of someone who has discovered a network of mysterious little tunnels in the backyard and believes that treasure could be involved and not moles or snakes as their stupid parents insist. Note: This game can lead to a spanking. You are on the verge of the biggest breakthrough of your important archaeology career and have just begun the dig. What will you learn about this mysterious ancient civilization? Only an extensive excavation with garden trowels can provide the answer.
  • Orphans. To be played at the home of anyone fortunate enough to have a play house or even just a tent or a blanket thrown over a clothesline. You were orphaned in a terrible war that killed all the grown ups. Now you live in the woods with a group of other orphans, which was formed for the purpose of defense against big kid orphans who are bad and will try to attack you. You are getting better at providing for food and shelter, but the winter was a struggle. Life is hard and bleak.
  • The Wizards. To be played at the home of anyone with a tree house or a hay loft to represent the fact that all wizards live in towers. You are part of a mysterious and secret cadre of good wizards who are responsible for the magical protection of a town against monsters. The townspeople don't realize this and hate and fear you. Can you protect the tower against their siege machines and prove you are good?
  • Time Traveler. To be played anywhere. You have traveled to medieval times, or perhaps caveman times. For some magical reason, you cannot return to your home until you have used your knowledge of modern life to somehow help these primitive people solve a serious problem threatening their very way of life. After teaching them how to use matches and showing off your Radio Flyer, you are magically transported home by the universe.
  • Lost in Time. To be played anywhere and can continue to be played secretly even after friends have gone home and you are sitting through dinner with your parents. You are from some historical era, like the 1800s when people ate taffy and rode in wagons. For some magical reason you are transported to the future into a ready made life. Everything you see is mysterious and amazing. Television and cars are frightening at first. Spaghetti? What is this?
  • Mind Control. To be played anywhere, like "Lost in Time". You were visited by a mysterious person who has informed you that you have special mental powers and are destined to change the world. But you must practice your powers. Ask your mom if she wants more iced tea. YOUR POWERS ARE WORKING - SHE ONLY WANTS IT BECAUSE YOU WILLED HER TO WANT IT! But you must keep your powers a secret at all costs.
may 28 2010 ∞
may 28 2010 +