Sample Games to Develop
Throwing & Catching

1.  CEREAL-BOX KNOCKDOWN - Save 6 empty, cereal boxes.  Stuff them with crumpled-up newspaper, tape the lids closed, and number them 1 through 6.  Now, place them in a line about two inches apart.  Use rolled-up socks or a soft ball to throw at them.  Players, in turn, call out a number and try to knock over that particular box while leaving the others standing.  Earn a point if the right box is knocked over, lose a point for each wrong box knocked over.  You can make the game harder by stacking one box on top of the other, and trying to knock down only the top box.  Or, you can have two players face away from the boxes and take turns calling out the box to be hit.  When the number is called, the first player to turn around and knock it down wins a point.  By placing the boxes in different, creative positions the game can be new and freshly exciting each time it is played. 

2.  BEAT YOUR RECORD
- Two players play catch at any distance apart they decide.  They count each time the ball is caught without dropping it.  The object of the game is to see how many times you can catch the ball before one of you misses.  That's the record to beat.  Try to get a higher score each time.  Teams of two players each could compete, too.
 
3.  AROUND THE WORLD IN YOUR SHOES - You'll need pennies or buttons for this game.  First, players take off their shoes and place them in a wide circle.  Then they take turns trying to throw a penny or button in each of the shoes in order from a set point outside the circle.  If you miss, you may take a chance and throw again, but if you miss the second time, you must go all the way back to the beginning and wait until it's your turn again.  Whoever makes it around the world first wins.

4. BOUNCE BACK
- If no one's around to play with, or you just want to play alone, try bouncing a ball against a fence or wall.  Challenge yourself to make a certain number of correct catches without a miss.  Other challenges:  try to catch the ball after a certain number of bounces, or with your right or left hand, or after jumping over it.  A famous tennis player says this game (using a tennis racket) helped him perfect his tennis shots and eventually led to the championship.
 
5.  RING A LEG - Turn a chair over so the four legs are pointing toward you.  Make hoops by rolling newspapers and stapling or taping them so they make rings large enough to fit easily over one of the chair legs.  (Be sure you use soft material so you don't scratch the legs.)  The object of the game is to stand back an agreed upon distance and ring each of the four legs in the fewest throws.  See how good you are or have a contest with your friends.

6.  WASHERS -
This game is played like horseshoes, except large washers (about two inches in diameter) are used instead of horseshoes.  Instead of a stake, small holes (just barely larger than the washers) are placed in the ground.  Two points if you get your washer into the hole and one point for each of the two closest to the hole.  Players throw two washers each turn.
 
7.  CURBS - Each player has a coin, such as a dime, nickel, or penny.  The object of the game is to throw your coin against the curb of the street or the wall in a room in such a way that it remains closer to the curb or wall than any of your opponents' coins.  The pitching line should be about ten feet from the curb or wall.  The player whose coin is the closest earns one point for that round. The player earning ten points first wins.

8.  KEEP AWAY -
One player, called the chaser, stands between the other players who try to keep passing a ball around without the chaser intercepting it.  If the chaser gets the ball, the last person touching it becomes the next chaser.  If a player is tagged by the chaser while still holding onto the ball, he becomes the next chaser.
 
9.  DODGE BALL - Half of the players form a circle around the other players. Using one or two soft play balls, they try to hit the players inside the circle trying the dodge the balls thrown. Balls are to be thrown at the legs only.  No other part of the body counts as a score.  When a player is hit, he takes his place on the outside and the player who threw the ball that hit him goes inside the circle.

10.  TARGET THROW -
In this game, players may use buttons, coins, rolled-up socks or any other suitable things to throw.  The object of the game is to choose a target and see who can land or hit closest to it.  A wall could be used as the target and the winner could be the one able to get his throwing object to land and stay nearest to it.  Almost anything could be used as a target.  The game could be played outside or inside.
 
11.  CATCH - One or more players.  Each player gets a box or paper bag to use as a catcher.  An oatmeal box is best -- an empty half-gallon milk carton opened at the top may also be used. Throw a rubber ball into the air and catch it in the box.  If a group is playing, each player gets 5 turns and keeps score by counting his catches.  Played solitaire, see how many times you can catch the ball in the box without missing.  Then start all over and try to beat your previous score.  Two or more players could play catch using their boxes as catchers.

12.  PITCH BASEBALL -
Take several full sheets of newspaper and fold them each lengthwise into a long strip 2 or 3 inches wide. Tape them together to make a hoop.  Place the hoop against a fence or tree or hang it up with a rope.  Now try to throw a tennis or soft rubber ball into the hole from about 10 or more feet away.  Let the age and skill of the players determine how far away the throwing line will be.  Each ball thrown into the hole is a strike; each ball thrown but missing the hole is a ball.  So, the pitcher either gets his imaginary opponent out with three strikes: or walks him with four balls.  The game can be played solitaire or with friends taking turns.  Player achieving the most outs wins.
 
13. BALLOON VOLLEYBALL - Using balloons play a regular game of volleyball -- in your living room if allowed!  But each person plays on his knees.

14.  BLINDFOLD GAME OF CATCH -
A ball, such as a kick ball,4-square, child's rubber ball, or tennis ball is used.  Players are divided into teams of two.  Only one team plays at a time.  Both players are blindfolded and stand facing each other close enough to hand the ball back and forth.  The partners may talk to each other and give instructions or feedback concerning the various throws, such as "too far to the right, etc."  After each successful throw and catch, the player throwing the ball must step back one step.  The object of the game is to see how far apart the teams can throw and catch before dropping the ball three times.  As soon as the ball is dropped the third time, the distance the two partners are apart is measured.  The team scoring the longest distance wins.
 
15.  PASS IT ON - Players form a circle.  An object is chosen that can be passed from one person to another.  For example, a lemon or a pillow.  A type of challenge is decided upon, such as naming a certain number of words that start with a certain letter, etc.  Any challenge will do that is interesting for the group.  It should then be decided how many times the object should be passed around the circle before the player having the challenge should be finished with it.  To say the least, he should be rushed.  Players in turn, then, are given a challenge when they have the passing object (lemon) in their hands.  They must immediately pass it on to the next player and finish their challenge before the object is passed around the circle the number of times the group has decided upon.  The successful player gets one point.

16.  LEMON ROLL -
Players try to roll lemons in one shove through doorways cut in a box and placed 6 or so feet away.  Various doorways could have different point values depending on the size of the doorway.  You can never be sure where a lemon will actually roll, so the game can be played equally well or poorly by children and adults.
 
17.  FLYING SAUCERS - Using paper plates or regular playing cards players try to make baskets by successfully tossing them into a box or wastebasket from an agreed upon distance.  Players could take turns, or the game could be played solitaire if you continue to try to improve your score.

18.  COTTON THROW -
Actually, you could use balloons or a crumpled-up-newspaper formed into a light ball.  The object of the game is to see who can throw the light object the farthest.
 
19.  PILLOW THROW - Two players cooperate.  The pillow may be thrown with any part of the body, such as the left or right hand, foot, head, etc.  The other player tries to catch it with the same part of his body.

20.  DISCUS THROWERS -
Each contestant tries to throw a paper plate the farthest or on a designated, small, landing field.
 
21.  BOUNCE BASKET - The object of the game is to see who can bounce a ball into a basket (box, etc.) the greatest number of times.

22.  PENNEY TOSS -
A muffin pan or egg carton is used with a point value assigned to each cup.  The object of the game is win the most points by tossing ten pennies one at a time so they land in the high point cups.  Paper clips could also be used.
 
23.  TWENTY-ONE - Two or more players.  The best way to play this game is with a basketball on a basketball court, but the game could also be played using a box and anything you can get to throw into it.  It could even be played indoors with beanbags or rolled up socks.  Take turns being first to start a game.  One player takes a shot from the free throw line.  If he makes a basket, he keeps on shooting until he misses.  He gets two points for each basket.  If he misses, the second player gets a shot from under the basket and gets one point if he makes it.  The second player now gets his turn at shooting from the free throw line.  This continues until one player reaches exactly 21 points and wins the game.  If a player goes over 21 points he loses, so he must plan his last several points.  If he has 20 points, his last point must come from a one-point lay up.  The distance of the shots could be adjusted according to the ages and skill of the players.

24.  H-O-R-S-E -
Same playing conditions as above.  The first player takes any kind of shot he wants from anywhere.  If he makes it, the next player must take the identical shot in the same way from the same spot.  This shot must be attempted by every player until someone misses.  That person receives the first letter of the word horse.  The next player gets to try his own choice of shot, and the game continues.  Players drop out of the game whenever they miss enough required shots to spell the word h-o-r-s-e.
 
25.  SKILL BALL - Two players and one large, rubber ball.  Draw a center line on the ground.  On each end draw out-of-bound lines. Each player stands a few yards back of his side of the center line.  In turn, each player hits the ball with his hands or fists so it will bounce first on his side of the center line, then on the other player's side of the line.  The other player must return it after it bounces once on each side.  He hits it so it bounces once on his side and then once on his opponent's side without going too far to the side and being out-of-bounds.  The object of the game is to bounce the ball higher and higher or to the left or right to make it harder and harder for your opponent to return it properly.  Last player to return the ball successfully wins.

26.  PAPER BAG GOALS -
When you roll the top of a paper bag down to give it more stability it becomes an instant goal.  Players take turns trying to throw regular playing cards (or rolled up socks, etc.) one at a time into it.  Player getting the most cards in wins.  An interesting variation is to count points by the values of the cards.  Face cards could count ten each.  Aces could count twenty.  The other cards would earn their stated number value.  The game could also be played solitaire by having a player try to beat his own previous high score.
 
27.  MILK CARTON BOWLING OR TARGETS - Wash milk cartons and then tape closed.  Use them for bowling games or for target games.

28.  CHECKERBOARD PENNY TOSS -
Use an old checkerboard and Write number values on the squares of an old checkerboard.   (0,1,2,3,4,5, etc.)  Play like at a carnival.  Each player gets ten pennies.  Take turns throwing a penny on the board.  Get whatever number is landed on in pennies.  Adjust the difficulty level of the game by varying the distance or the numbers written on the board.  Player winning the most pennies wins.
 
29.  VARIETY CHALLENGE - Players challenge each other or themselves to perform successfully various throwing and catching feats.  (e.g., to throw a certain distance, catch a ball so many times in a row successfully, hit a target so many feet away, etc.)

30.  BACK STEP -
Two players face each other about a step apart. One tosses a ball to the other.  Each time a player catches a ball, he takes a step back.  Keep throwing and stepping back until one player drops the ball.  Then start over again and see how far apart you can get and still catch the ball.  Count the number of steps as your score.
 
31.  CIRCLE TARGETS - Draw circles about 3 feet in diameter and about 3 feet separating each one in a line (or at random).  Write the number one in the first circle, #2 in the second, #3 in the third, etc.  Each player on a turn throws a ball and tries to land in (first bounce) in the first circle.  If successful, he gets to try for the #2 circle, etc. until he misses.  Last successful circle indicates his score for that round.

32.  HORSE SOCKS -
Play like horseshoes, but use rolled-up socks so the game can be played indoors.  Instead of stakes, use paper bags with tops rolled down to give them more stability.  (It would be fitting, of course, to use shoe boxes instead of bags if they are available.)  Place one stake (bag) at each end of the room.  Play begins with one player pitching two horse shoes (socks) toward the far stake.  The second player then has his turn and does the same.  When each player has thrown two horse shoes (socks), an inning is completed and the players tally their score.  A ringer (sock in the bag) counts three points, and a shoe (sock) closer to the stake than an opponent's counts one point.  First player to score 21 points wins the game.  In doubles play, two opponents are at one stake, while their partners pitch from the opposite stake.
 
33.  DODGE-BALL BASEBALL - Two teams or players.  One player tries to run from home plate to first base, first base to second base, second base to third base, and third base to home.  opposing player tries to throw ball from pitcher's mound and hit player.  Pitcher gets four tries.  One between each base.  If runner gets home without being hit, he scores a run and tries again.  If the runner is hit, the players or teams switch.  The runner becomes the pitcher, and the pitcher becomes the runner.  (Have another player catch ball thrown by pitcher and throw it back so game can keep moving.)  Use a rubber ball like what would be used in playing foursquare.  Pieces of cardboard could be used for bases.

34.  FACES
Each player draws a large face on an 8 1/2 X 11 sheet of paper or cardboard.  Place them on a wall or fence.  Inside, use a rolled up pair of socks.  Outside, use any small ball.  See how often you could hit a particular face.  When you've gotten very good, play Round the World with your friends.  Space the pictures out in a row.  Take turns trying to hit each face in sequence.  If a player misses, he can take a chance to throw it again, but if he misses on the second throw, his turn is over and next time must start at the beginning.  If he doesn't want to take a chance, he can wait and try to hit the same face on his next turn.  First player to hit all faces in sequence wins.
 
35.  BOUNCE CATCH - Leader throws rubber ball into the air and yells a number.  Players try to catch the ball on that bounce. For example, if leader yells the number 5, then players try to catch the ball after it hits the ground 5 times, but before it hits the ground the 6th time.  This can be played with only one player trying to catch the ball, or players could compete with each other.  Player correctly catching the ball could become the next leader.  Played solitaire, a player could first try to catch the ball on one bounce, then throw the ball up again and try to catch it on the second bounce, etc. and see how far he can get before making a mistake.  Players could use this variation of the game to hold contests to see who can get to the highest number.

36.  TANKS -
Each player has an equal number of empty cereal boxes on which are taped pictures of tanks the players have drawn for the game.  Players set their "tanks" on opposite sides of the room and take turns trying to knock over their opponent's tank by throwing rolled up socks at them.  Last player to have a tank left wins.
 
37.  BOUNCE BACK - Player selects a wall or garage door that would be alright to throw a ball against.  He could use a tennis ball, rubber ball, 4 square ball, etc.  He practices throwing and catching by throwing the ball against the wall and catching it as it bounces back.

38.  SPOT BALL TAG -
Use a soft, rubber ball.  Determine the playing area.  This might be a large lawn, basketball court, or other area with clearly defined boundary lines.  Draw or mark a circle in the center.  The player chosen to be IT stands in the circle with the other players around him.  IT starts the game by bouncing the ball four times.  While he is doing this, the other players scatter to other parts of the playing area.  As soon as IT finishes his fourth bounce, he attempts to hit one of the other players with the ball.  If a player is hit, he becomes a SPOT.  SPOTS become helpers.  They must remain on their spots, but can be thrown the ball so they can throw it at any un-hit players.  IT must fetch any missed balls and must return to his center circle to make any further attempts at hitting another player or throwing a ball to a SPOT.  Play until all players are hit.
 
39.  SPUD - Same playing area as SPOT BALL TAG.  Players stand in middle of playing area.  One player throws the ball in the air and calls out the name of one of the players.  That player catches the ball while the other players scatter.  When he catches the ball, he yells "STOP".  All players must stop instantly and cannot move from that position.  Without moving from the spot where he caught the ball, he attempts to hit one of the other players.  Players may dodge in any direction as long as their left foot remains stationary.  If the thrower misses, one SPUD is scored against him.  If he hits a player, a SPUD is scored against that player, and he throws the ball up.  Player with the fewest spud at the end of the game wins.

40.  GUARD BALL -
Two teams take turns being PASSERS and GUARDS. Set up 2 parallel lines about 10 feet apart.  The passers set up so that half of them are on one line and half on the other. GUARDS station themselves between the two lines.  The object of the game is to see how many times a team can successfully pass a ball from one line to the other without it being blocked or captured.  PASSERS on the lines try to throw the ball past the guards to their own team members on the other line. Players in the center try to block the ball.  Score a point for each successful pass.  Balls thrown higher than the guards heads don't count.  After 5 minutes (or a certain number of throws) teams switch.  PASSERS become GUARDS, etc.  Count each time both teams have a turn as an inning.  Team with the most points after a certain number of innings wins.