
Knights of the Round Table
Equipment: hula-hoop and sword
The players should be in a circle with one knight in the canter with the
sword. The knight tries to touch a person in the circle with the
sword, run to the middle, put the sword on the table (hula-hoop) and
get to their spot in the circle without being touched by the sword.
The person touched has to chase the knight, get the sword from the
table and touch them with it before they get to the spot or they are
the new knight. If for some reason the sword does not land on the
table, the rest of the players must yell, "THE SWORD IS NOT ON THE
TABLE!" This means the play is cancelled and the knight must try
again.
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