Invent Your Own Game
Instead of playing a game off the shelf, the child makes one up — and decides the rules. It might be a throwing game with a laundry basket, a made-up board game drawn on paper, a tag variation with a silly twist, or a card game with rules only they understand at first. Inventing the rules — and revising them when they don’t work — is sophisticated creative thinking dressed up as play.
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Spark the idea: “Want to invent a brand-new game? One nobody has ever played?” Offer a starting ingredient — a ball and a bucket, a deck of cards, some chalk, a die.
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Let the child decide the goal (“how do you win?”) and the rules (“what are you allowed to do?”). Ask gentle questions to help them think it through: “How do we start? What happens if you miss? How do we know who wins?”
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Play it — for real, following their rules exactly, even the odd ones. Playing their game seriously tells them their ideas matter.
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Notice together when a rule doesn’t work (“it’s impossible to win!”) and invite them to change it: “How could we fix it?” Revising is part of the design.
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Give the game a name. Teach it to someone else — a parent, a sibling, a stuffed-animal tournament.
Variation: invent a new rule for a game they already know (“what if the floor is lava on this board?”). Design a game for a specific person (“a game baby brother could play”). Draw the board and make the pieces from loose parts or junk-modeling bits.
Requirements
- Space: Depends on the game — a tabletop for a quiet game, a room or yard for an active one
- Surface: As needed; paper and floor or table for board games, open space for movement games
- Materials: Almost anything as a starting prop — ball, basket, cards, dice, chalk, paper; or nothing for a made-up running or guessing game
- Participants: At least 1 adult or peer to play with and to test the rules; small groups make rule-negotiation richer
- Supervision: Light to moderate — closer for active games to keep play safe and help mediate rule disputes
Rationale & Objective
Progress Indicators
- Early: makes up rules on the spot and changes them constantly, often so they always win; the rules may not be consistent or fair yet, but the inventing impulse is there
- Developing: sets a basic goal and one or two rules that mostly hold for a whole round; can explain how to win; needs help noticing when a rule doesn’t work
- Proficient: designs a game with a clear goal and consistent rules, teaches it to another person, and revises a rule when it breaks down; accepts fair rules even when they lose
- Advanced: invents games with several interacting rules, balances them so the game is fun and fair for everyone, anticipates problems like the need for a tie-breaker, and adapts the game for different players or spaces
Safety Notes
- For active invented games, clear the space of trip and collision hazards and set a few safety limits up front, such as no pushing and no throwing hard objects at people
- Keep thrown items soft, like rolled socks or a soft ball, and aim at targets rather than faces
- Mediate rule disputes calmly — frustration runs high when a child’s invented rules are challenged, so coach turn-taking and fair fixes
- Match physical challenge to ability to avoid falls, and supervise any game involving stairs, height, or running indoors more closely
- Watch for choking parts if homemade pieces are small and younger children are playing
Hints
- Playfulness: play the child’s game with full commitment and theatrical defeat (‘you beat me with the lava rule!’). Your willingness to follow their rules is the whole magic.
- Sustain interest: keep a running ‘family game we invented’ that grows new rules over weeks, or hold an invent-a-game afternoon; let the child be the referee and rule-keeper to deepen ownership.
- Common mistake: correcting their rules toward a ‘proper’ game, or refusing to play because it ‘doesn’t make sense’ — let the game be theirs, and use ‘I wonder how we could fix that’ instead of ’that’s wrong’ when a rule breaks.
- Limited space / no equipment: invent a guessing or word game with nothing at all, or a quiet game with a single die; one ball and a bucket makes a dozen possible games.
- Cross-domain: scoring and keeping turns builds early math; explaining and defending rules grows language and reasoning; active games build gross-motor skills; negotiating rules with others develops cooperation and conflict resolution.
- Progression: add a new rule to a known game → invent a simple game with one goal and one rule → build a game with several rules and teach it to someone → revise rules that don’t work → design a game tailored to a particular player or space.
Sources
- Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play. MIT Press
- NAEYC (2020). Developmentally Appropriate Practice position statement (play, including games with rules, as central to development)
- Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press (rules in play)
- Head Start ELOF — Goal P-ATL 12 (child expresses creativity in thinking and communication) and Goal P-ATL 13 (uses imagination in play)
- HighScope KDI 2 (planning), KDI 4 (problem solving) and KDI 6 (reflection)
- UK EYFS — Characteristics of Effective Learning — creating and thinking critically