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States and
Capitals

Using heavy red construction paper or poster board, cut out 100 stars.
On one star, neatly print the name of a state; on the next, the names
of its capital, and so forth. You may wish to laminate finished cards
for greater durability.
Option One (similar to Memory)
Place all cards face down on a table or other flat playing area. Each player
flips over two cards. If the cards form a pair, the player keeps the set
and takes another turn. If the cards do not form a pair, the player
lay both back on the table face down and play progresses to the next
player. Of course, a primary objective of this game is to aid players in
memorizing the states and capitals. If a player makes a match, fails to recognize
it as such, and returns cards to the playing area, no other player should
point out his/her mistake. However, a subsequent player who noticed
the match can flip both cards and claim the pair. In other words, players
need to pay attention throughout the game--not just during their turns. When
all states and capitals have been matched, the player with the most pairs
wins.
Option Two (similar to Old Maid)
Thoroughly shuffle stars. Arrange players in a circle. Deal
one star at a time to each player in the circle, continuing to deal
until no stars remain. (It doesn't matter if some players have one more card
than others.)
Holding his/her cards so that no one else can see them, each player should
review his/her cards, looking for pairs. Players should remove any pairs
from their hands and place these on the table or floor in front of them.
(It does not matter whether other plays see pairs. Only unmatched cards should
be kept secret.) The player to the right of the dealer begins play by drawing
one card from the player of his/her choice. If the card drawn enables him/her
to make a pair, he/she places the pair in front of him/her. If the card drawn
does not enable the player to make a pair, he/she simply adds the card to
his/her hand. Play continues around the circle.
At the end of the game, players receive ten points for each pair. The player
who go rid of his/her hand first receives an additional fifty points. Any
player who makes an incorrect match loses twenty points per mistake. (If
any player makes an incorrect match, two other cards will then not have mates.
No penalty is assessed on players who end up with unmatchable cards.) The
person with the highest score wins the hand.
Provide children with blue and red paint as well as white paper. Show them
pictures of American flags from the original design representing the thirteen
colonies to today's design. Let them use sponges to re-create various flag
designs. (You might wish to assign each child a different flag, then allow
children to practice placing them in chronological order once
dry.)
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Capture the
Flag

Few childhood games are more appropriate for Independence Day than
the old favorite Capture the Flag.
Mark off a large playing area, at least 40' x 40' (although larger is
better, if possible). Divide playing area into two roughly equal sides. Divide
players into two teams. Give each team five "flags." (Red and blue bandana
or handkerchiefs make ideal flags. They're easily seen and easily
laundered.) Both teams place their flags in an evenly-spaced row about
two feet inside the outside boundaries of their respective sides (as far
as possible from the opposing team). Players then spread throughout
their respective sides of the playing field.
At a starting signal, each team rushes to grab the other team's flags. After
players cross to enemy territory, them may be tagged. Tagged players are
considered captives and must go stand behind the row of flags (still within
boundaries). A captive player may be released if a member of his or her team
can reach him behind enemy lines and tag him without being captured in the
process.
Any player who secures one of the other team's flags is temporarily safe
from being captured. The player holding a flag must walk or run back to his/her
own side and deposit the flag on the sidelines before returning to the game.
No player may capture more than one flag at a time or capture a flag and
free a prisoner at the same time. Each flag capture or prisoner release requires
a separate venture into enemy territory.
Play is over when one team has captured all of the other teams flags or when
all players on one team have been captured. The team with all the captured
flags or all the captured players wins. If playing time must come to an end
before all of one team's flags or players have been captured, the team which
holds the greater number of its opponent's flags wins.
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Around the
USA

Players sit in a circle. The first player announces, "I'm
traveling around the country, and in [state] I visited [place]." For example,
"I'm traveling around the country, and in New York I visited the Rockefeller
Center." The next player must repeat what the first player said ("I'm
traveling around the country, and in New York I visited the Rockefeller
Center."), then add another phrase ("and in Pennsylvania I visited the
Liberty Bell.") Play continues around the circle with each player repeating
previous all phrases, then adding a new one. As a player forgets items in
the list, he or she is eliminated from play until one winner
remains.
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Patriot
Games

On 3" x 5" cards, write the names of American heroes with whom
players should be familiar. Examples include John Smith, Pocahontas,
Squanto, William Bradford, William Penn, James Oglethorpe, George
Washington, Betsy Ross, Thomas Jefferson, Benjamin Franklin, Daniel
Boone, Clara Barton, Frederick Douglass, Abraham Lincoln, Harriet Beecher
Stowe, Booker T. Washington, Clara Barton, etc. Tape or pin one
card to the back of each player without allowing the player to see it.
The players must then ask yes/no questions of others player to try to guess
their own identities. Sample questions include, "Am I a man?", "Did I live
before the Revolutionary War?", "Was I a President?", and so forth. Allow
play to continue for about ten minutes. All who guess their identities within
that time may receive a small prize. If desired, cards may be shuffled and
redistributed for another round of play.
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Paul
Revere's Ride

Most players will recall from
Longfellow's
poem Revere's famous command, "Hang a lantern aloft in the belfry
arch / Of the North Church tower as a signal light,-- / One if by land, and
two if by sea...."
Mark off a large playing area, at least 30' x 30'. Divide players
into two teams, the British and the Colonists. The British stand on one end
of the playing field, the Colonists on the other. When the game begins, the
Colonists will attempt to cross the playing field to reach safety just past
the British starting line. Meantime, the British try to tag them. Tagged
players are out of the game and should exit the playing field.
A referee holds up either one or two fingers to tell whether the British
will attack by land or by sea. If the British are to attack by land, they
must gallop like horses. If they are to attack by sea, they must rock from
side to side like a ship as they run or walk quickly. British soldiers
who use an incorrect method of approach are also out of the game.
When all Colonists are either out of the game or safe beyond the British
line, the turn ends. Teams reverse roles (the British become the Colonists
and vice versa), and a new round ensues.
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