
Olympic Challenge - First make an indoor obstacle course, don't forget to make a finish line. Some hints for the obstacle course: From the couch to the wall, do the hop on one foot, then place pillows about 1 foot apart from each other and jump over them. Find cans in your kitchen and use them like dumbbell weights. Do about 20 reps for each arm. Find a step in your house, and continue to go up and down on the step for 30 seconds.
Paper Plate Party - Get some paper plates and spoons from around the kitchen, and make your own set of drums out of the plates and spoons. Try to make up your own beats or your own song. Run Up the Stairs - Find a set of stairs in your house. Then run to the top of the stairs as fast as possible, timing yourself at the end. Try it again, and see if you can beat your original time. Hacky Sac - Find a hacky sac, or soft ball that you can kick without hurting your foot. See how many times you can kick the ball straight up into the air and catch it with either your knees or feet. Don't let the ball hit the ground. Keep track of how many times you can kick the ball without it touching the ground. Hallway Bowling - Find 10 empty plastic bottles of any kind. Line them up at the end of a hallway in your house. Place a pillow in between the bottles and wall to protect the wall. The bottles should be in the shape of a pyramid, with 4 pins lined up against the pillow. Then find 2 pairs of rolled up socks or a beach ball and stand about 10 feet away from the pins. Roll the socks toward the bottles, and see how many pins you can knock down at once. Keep track of your scores and see if you can knock down all 10 at once! 

Three Minute Marathon - Set a timer or grab a wristwatch and tell your athletes to jog in place for one minute. Next, have them drop to the floor and do abdominal crunches for another 60 seconds. Lastly, have them get back on their feet for jumping jacks. Let them rest, then time them and see how many crunches or jumping jacks they can do in a minute.
Blow Soccer - All you need for this game is a table, two drinking straws, a ping-pong ball and something to create goal posts (for example, four books). The object of the game is to score goals against the opposite player, as in a normal soccer game. The only difference is you must only move the ball by blowing it through the straw. Cross the River - Each player is given 2 sheets of paper. The player must cross "the river" by stepping only on the sheets of paper. At first the player steps on one of the sheets. Another sheet he/she places in front of the first sheet of paper. Then he/she must step on this sheet and put the previous one in front of the other. The player who crosses the room the first is the winner. Build A Fort - Find a big sheet, a chair and a flashlight. Then take the sheet and place it over a table or the side of the bed and hold the other end up with the chair. Form a cave big enough to crawl into. Don't forget to bring your flashlight and any other games into your new fort. Hide - And-G0-Seek - Play a game of hide and go seek in your house. One person is the "Seeker" while the other is the "Hider". The "Seeker" counts to 50 while the "Hider" hides. The "Seeker" then has to find the "Hider". Once the "Hider" is found, switch roles and start again! Pentathlon - Have a "Pentathlon" with a friend by choosing 5 activities to do. Include activities such as Hallway Bowling, doing sit ups, bouncing a Hacky Sack on your foot, doing jumping jacks and running up the stairs. Take turns and help each other out. While your friend is running up the stairs, control the stop watch for them. While they are bouncing the Hacky Sack, count how many times they do it. Make a "Hall of Fame" and put each other's best scores on it so that every one can see! 
Animal Pairs - Each player is given a card with a name of an animal. When the game starts, each player must find a partner whose card has the same animal. If the name of the animal is written in blue the player makes an appropriate sound to aid recognition. If it is in red the player makes an appropriate movement. The team who finds a match first is the winner.
Catch the Fish - A number of fish shapes are cut out of newspaper, and lengths of string are attached to their `noses. Players tie the strings to the waists of their clothes in such a way that the paper fish is just touching the ground behind them. When the game begins, players must try to detach their opponents fish, while still keeping theirs attached. Any amount of dodging is allowed. The last player left with an intact fish is the winner. This game can either be played as “singles" in which only two players are performing at once or with a large number all at once. Pass the Hat - First form two circles, an inner circle and an outer one. One player in each circle has a hat on his/her head. The object of the game is to pass the hat around the circle. Players can use anything but their hands to pass the hat from head to head. The team which passes the hat around the circle the first wins the game. Sock Wars - Take off your shoes and make a large circle with your friends. Give everyone a number. Have a parent call out two random numbers, or pick numbers from a hat. The two people whose numbers have been called crawl into the center of the circle staying on their knees at all times. Then each person's job is to try and get the other person's sock off by any means possible. The person who successfully grabs a sock is the winner. (note: no scratching, pushing or hitting) All Those - Players sit in a circle. Then there is one "leader" standing in the middle of the circle. He/she shouts out a command such as "All those wearing blue sock change places." If the command applies to you, then you have to quickly stand up and switch places with someone else whom it applies to. The last person to find a seat becomes the new leader, and then shouts out a different command. On the Island/Off the Island - Take a big blanket, or about 4 little blankets and place them in the middle of a room. There is one designated "caller" and everyone else stands on the blanket, which is "the island". The caller will shout out "off the island" all the players jump off the island. When the caller yells "on the island", they jump back on the blanket. The caller will try to trick the other players by switching up his commands. If any player jumps on the island when he/she was supposed to jump off, then they are no longer in the game. The winner is the last one standing, and they get to be the caller for the next game.

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