1. Game: Capture the Flag
- A cloth representing the flag
- A circle
- Starting line, which is also the destination for both teams
- The facilitator divides the group into 2 teams with an equal number of players, about 5-6 players per team, standing in a line at the starting line of their team. Each player is assigned a sequential number (1, 2, 3, 4, 5...).
- When the facilitator calls a number, players with that number from both teams quickly run to the circle and try to capture the flag.
- When the facilitator calls a number to return, players with that number must return to the starting line.
- The facilitator can call 2, 3, or 4 numbers at a time.
- If a player holding the flag is touched by an opponent, they lose the game.
- If a player successfully captures the flag and returns to their team's starting line without being touched by the opposing team, they win.
- If there is a risk of being touched, a player is allowed to drop the flag to the ground to avoid losing.
- A player can only touch the person with the corresponding number. If touched by a different number, they do not lose.
- Once a player loses, the facilitator does not call that number to play anymore.
- Players are not allowed to hug or hold each other to prevent flag capture.
- Players use strategies to deceive opponents and bring the flag back. They choose appropriate paths to avoid risks, keep the flag within the circle, and only capture the flag inside the circle.
- The distance from the flag to both teams must be equal.

2. Game: Risky Road
1. Playing area: A road with a minimum length of 20 steps.
2. Number of players: From 12 to 40.
3. Setup: Play in teams, each with at least 6 players. In each team, choose 3 players to be obstacles. These players stand 7.8 steps apart. The first player bends down, the second player stands straight, and the third player stands with legs apart. All remaining players stand in their respective teams at the starting line of the road.
4. How to play: When the whistle blows, the first player in each team runs forward. If they encounter the first obstacle, they jump over their back. If they encounter the second obstacle, they run around them in a circle. If they encounter the third obstacle, they crawl through the space between the legs and continue running straight to the end of the road. Then, they run backward, encountering the three obstacles and repeating the actions. Upon reaching the end, they tap the second player's hand to continue.
5. Mistakes: Removing a barrier tape and not jumping, crawling instead of jumping, or running around the obstacle. Starting to run before the other player has tapped their hand.

3. Game: Dog Release
- One player takes on the role of a dog.
- One player plays the role of the owner.
- The remaining players act as baby rabbits.
- All players sing the song together: “buzz buzz, group group, the ball is on fire, three fire ants, three elephants worshiping the deity, three crickets go searching, uh ah uh itch.”
- One player acts as the owner, extends their right hand upward, and the other players form a circle around the owner, placing their left finger into the owner's hand. When they hear the phrase “uh ah uh itch,” the players withdraw their hands, and the owner quickly clasps their hand.
- When a player's finger is caught by the owner, they become the dog, and the remaining players become rabbits.
- When the owner drops an object, the rabbits must run forward, touch the object within a certain time, and the owner releases the dog.
- Upon seeing the dog, the rabbits must quickly run to touch the spot where the owner dropped the object. Afterward, they return to touch the owner.
- When the rabbits see the dog, they must move while crouching, hands crossed over their ears. If they move without crossing their hands, they are caught by the dog or, if they stand up to run, the dog catches them, and they become the dog, replacing the previous player as the dog.

4. Game: Who's Drunk
1. Playing Area: A spacious field with a tree.
2. Number of Players: 5 – 40 people.
3. Equipment: A circle with a diameter of 20cm, a stick with a length of 80cm. Hang the circle about 1m5 above the ground on a tree branch.
4. How to Play: Players take turns. Each player stands about 5m away from the circle, rotates around themselves 10 times. After the final rotation, stand up straight, step forward, and extend the left arm straight into the hanging circle. Players who manage to get their hand inside the circle score 5 points. If they fall during the rotation, when stepping toward the circle, or if their hand goes outside the circle, they will be eliminated.

5. Game: Duck Playing Ball
1. Playing Area: A long field of 20m.
2. Number of Players: 10 – 40 people.
3. Equipment: Round ball.
4. Arrangement: Divide players into 2 teams evenly matched. Before playing, each team stands at opposite ends of the field. The referee stands in the middle of the field and throws the ball up. When the ball falls to the ground, the player who picks it up first throws it to the other team, and the game begins. The other team picks up the ball and throws it back.
5. This continues, throwing the ball back and forth. Wherever the ball falls, players must stand there and throw it back. The goal of this game is to throw the ball to the opponent's target. To do this, you have to step into the opponent's territory. Each time a team throws the ball, when team A throws the ball to team B, and before the ball falls, team B can use their hands to block and prevent it from going deep into their territory, but they cannot catch the ball, only hit the ball with their hands. When the ball falls to the ground, you can use your feet to block it and prevent it from rolling away.

6. Game: Symphony Band
- Group 1 will perform the drum sound ''Boom Boom''
- Group 2 will perform the beak sound ''Tap Tap''
- Group 3 will perform the string sound ''Pluck Pluck''
- Group 4 will perform the bell sound ''Ding Ding''

7. Game: Journalist Finding the Hero
A circle selects someone as a journalist who goes out of the circle (or out of the room). Inside the circle, someone else is chosen as the hero. The entire circle (or room) carefully observes the characteristics of the hero.
Upon hearing the news that there is a hero within the circle (or room), the journalist is sent to interview. The journalist can ask questions within the circle (from 3 to 10 questions) depending on the circle's rules. The journalist's questions can only be negative or affirmative. For example: Is the hero male? Or does the hero wear a right scarf? If the hero is male, the entire circle applauds, but if the hero is female, the circle remains silent, shaking their heads. Note: No one is allowed to speak, and anyone who speaks will be penalized, meaning they have violated the rules of the game. After asking the prescribed number of questions, only the hero sitting inside the circle remains. If only the hero is correct, they go out and switch with the journalist. If wrong, they will face the penalty determined by the group.

8. Game: Water Carrying Contest
1. Playing area: It can be a school yard or a large room.
2. Number of players: From 3 to 40 players.
3. Materials: Each team has 2 cups of water.
4. Arrangement: Teams stand in a vertical line. The distance between the heads of the teams is 10m, marked by a line. The ones at the front of the line each hold a cup of water.
5. How to play: When the whistle blows, the ones at the front of each line run to the marked line, pour the water down, and run back to slap the hands of the second person. Then, they run to the back of the line and stand. The second person quickly runs up, takes the cup of water, gives it to the third person, and continues running back. The team that runs the fastest and still has the most water wins.

9. Game: Rainfall
1. Playing area: In the auditorium, in a circle, or on a vehicle.
2. How to play: Pay attention to the one in control. When the controller puts their hand below the waist, the circle claps lightly (meaning light rain). When the controller raises their hand gradually, the circle claps louder and faster. When the controller moves their hand over their head, the circle claps quickly and loudly (meaning heavy rain).
3. Note: The controller can raise or lower their hand multiple times, at different speeds, to create a more interesting sound. To keep the circle engaged, the controller can also divide the circle into two groups and alternate the actions between the groups.
The game can also incorporate specific sounds. Light rain is 'drip, drip...' and heavy rain is 'oo, oo...' reminiscent of strong wind.

10. Game: Crocodile on Shore
1. How to play:
- Mark two lines about 3m apart to create the shore, or choose a location with steps like a podium...
- After a round of rock-paper-scissors, the loser becomes the crocodile and moves between the two lines to find and tag anyone in the water or with one foot in the water (meaning stepping outside the lines or extending one foot beyond the lines).
- The remaining players take turns standing on the shore (meaning standing outside the lines or on the podium) teasing the crocodile by either extending one foot into the water or jumping in and chanting 'Crocodile, crocodile, on the shore.'
- When the crocodile turns back, the players must quickly jump back onto the shore.
2. Rules:
- Anyone caught without reaching the shore in time becomes the crocodile.
- If the crocodile catches two or more people simultaneously, the caught players must play rock-paper-scissors to determine the loser.
- If the crocodile fails to catch a replacement, they continue as the crocodile until they become 'teary-eyed' or too tired. The game restarts with a round of rock-paper-scissors to find a new crocodile.

11. Game: Limbless with Hats
1. Playing area: School yard or a spacious room.
2. Number of players: 10 to 40 people.
3. Equipment: Each team has 01 hat and 1 chair.
4. How to play: When the whistle blows, the game begins. The players at the front of each team run up, use their mouths to grab the rim of the hat, flip it upside down, find a way to put it on their head, walk and then return it to the chair, flipping it back. Note: They are not allowed to use their hands for the tasks. Once done, they run back and tag the second person to take their turn. The team that finishes first wins.

12. Game: Cluster Connection
1. Preparation: The number of people can be from 20, the more, the merrier.
2. How to play:
- Everyone stands in a wide circle. There is a commander in the middle.
- When the commander shouts to form a cluster of a certain number, players must quickly gather into a group with the exact number specified by the commander. For example, if the commander shouts: 'cluster of 5, with at least 1 female,' players must quickly gather accordingly, running around the circle to find their group. If they fail to gather correctly, they lose.
3. Game rules:
- If the commander shouts to form a cluster and players fail to gather correctly and in the required number, the excess players will be penalized.

13. Game: Jumping Sack Race
1. How to play:
- Players are divided into teams, each team must have an equal number of players and be arranged in a vertical line.
- The player at the front steps into the sack, holding the sack's mouth with both hands.
- After hearing the start signal, the player at the front of each team jumps to the finish line and then returns to the starting point to hand the sack to the second player.
- Only when the first player jumps back to the finish line can the second player start jumping. This continues in sequence until the last player. The team that finishes first wins.
2. Game rules:
- Jumping before the start signal is a violation.
- Turning back without reaching the designated point is also a violation.
- Dropping the sack before reaching the finish line is a violation and may result in elimination from the game.

14. Game: Boat Racing
1. How to play:
- Divide players into small teams (each team with 7 – 8 members), each team sitting in a vertical line, the person behind placing their legs around the abdomen of the person in front to form a racing boat.
- When the starting signal is heard, all racing boats use the strength of both hands of all team members to lift their bodies and move forward to the finish line. The team that reaches the finish line first wins.
2. Game rules:
- Racing boats must try to hold onto each other tightly to avoid breaking the boat while moving.
- The team that reaches the finish line first is the winning team, and the team that arrives later will be penalized.

