Giants/Elves/Wizards
Like "rock/paper/scissors," this game has three components, none of which holds all the power. There are giants, who stand on their toes with arms stretched up, overpowering elves who squat down with their arms folded in. However, giants are overcome by wizards who stand upright but slightly hunched, with their fingers poised to cast spells. The elves, being more clever than giants, can trick the wizards. To play, two teams huddle to decide whether to be giants, elves or wizards. Team members face off in a long line and chant three counts of "Giants/Elves/Wizards" before, on the fourth count, assuming the prearranged stance. Winning team members then chase the losing members who, if tagged, become part of the winning team. As a learning tool, the game could be played to help players remember any three concepts, such as the natural forces of gravity, electromagnetism and nuclear.
Anatomy Tag
Instead of just tagging a fellow player, "It" and the person tagged need to shout out the bone or muscle where the tag lands. In addition to naming the spot, players who are tagged put a hand on the spot where they were tagged and continue running to escape from being tagged again. At the next tag, the second hand is frozen in the new spot and on the third tag, the player is frozen.
Yurt Circle
Like a yurt's roof and walls pushing against each other to maintain stability, an even number of players in a circle holds hands and counts off as "in" and "out." At the signal, the ins lean in and the outs lean back. Once the effect is achieved, the group can switch back and forth in rhythm. The game clearly demonstrates the architectural power of a yurt's construction.