< Summer
< Summer Games

Catch Quoits
Continental Drift
Rippingly Good Space Hopping
What's This?
Darn 'n' Dash
Hanging Spoons
DIY Kites
Sweetie Treasure Chase
Hare and Hounds
Up Jenkins!
Speed Scrabble
Underwater Magic
Fairy Fair
Tom Thumb Garden
Fruity Art
Matchbox Miniatures
Poppy People
Duck Races
Leaf Boats
Fizzy Drink Splutter
One-Metre Safari
Fairy, Elf and Sylvanian Houses
Bubble Gum Competition
Build a Tea Kitchen
Whittle a Toasting Fork
Cream Chase and Shoot
Sprouting Bubbles
Milkmaid's Butter-Making
Flying Bubbles
Giant Bubbles
Make a Giant Bubble Wand
XXXtra Strong Bubble Mix
Whittle a Walking Stick
Bubble Walk


Jane: After being rained off the beach for the nth time this drippingly awful week, we decided to play Gridlock, a paper and pencil game for two I found in an old 1960s' activities book. It's actually quite tricky to play - the idea is to 'draw' your way from 'home' (the cross in the top left hand corner of the grid) to your destination square (the bottom right hand corner of the grid) without being forced out of the grid by your opponent.

First you take a sheet of squared paper, or draw a square (as we did here) with at least eight smaller squares on each side. Fill in the top left hand corner with a cross, and black out your destination square - the bottom right hand corner. You then have to draw your journey square by square, each player taking it in turns to fill in one square at a time.


There are three possible ways to fill the squares - see the three choices above. You can choose any one you want (except on the very first go, when the first player cannot use the cross) so long as you attach it to an existing line.

Keep filling in squares turn by turn and you will see a 'snail trail' building up through the middle of the squares you have coloured in on the grid. All the while, you are trying to push your opponent into a position where they have no option but to 'draw' themselves out of the grid - leaving you to reach the final destination alone.

The picture above shows one of our first attempts - you can see the central 'snail trail' leading out of the top of the square, thus losing the game for the player who filled it in. Instead, aim to loop the trail back around itself (see the first image above) to manoeuvre yourself to the 'destination' square, timing it so you, and not your opponent, draw in the final square and thus win the game.

For some other good wet weather games, see the 'games' section of the Den.