Power Tag
By Jane Sartwell (crispy's 9-year-old daughter)
This game combines the simple childhood sport of tag with the insanely complicated concept of super-powers.
Rules (tip: read to the end):
(1) With one exception, It is the only person who has super-powers.
(2) Before beginning, an It is selected, and each player chooses a super-power. One super-power per player per game.
(3) Here are some suggested powers, to give you the concept.
Invisibility: if It yells 'invisibility!' the Nonits have to close their eyes (they can continue walking). Everyone opens their eyes when It yells "powerless!" in a very heroic voice. Again no tag can be made while invisibility is in effect.
Telekinesis: It can knock someone down at a distance by means of an agreed-on gesture. Then It can approach the prone person, calling "dumb!" Then It counts five (perhaps insanely quickly) before making any tag.
Super-strength: It knocks down anyone It tags. This prevents tagbacks (which are otherwise allowed). This is the only exception to the rule that the super-power disappears before the tag.
Flying: when It yells "flying!" all Nonits must drop to the ground. It can take ten heel/toe baby steps in any direction. When It yells "landing!" players can move again.
Super Speed: When It yells "superspeed!" all the Nonits must go into slow motion. Again, before making a tag, It must call "powerless!"
Fairykind is the only power that can be used by the Nonits (except by agreement on something else!). Fairykind can be used once a game. When It is aiming to tag you, you can yell "fairykind!" and you are immune from the tag.
(4) You can only use your super-power three times in one round. If no tag is made (which seems unlikely), then the game becomes a conventional tag.
(5) No tags may be made while It is using her power, with the exception of super-strength.
(6) Kryptonite: if It falls down, It loses its power for the rest of the round, unless It is bleeding, bruised, or broken. Then the game continues until the ambulance arrives. No player can use Fairykind when the It has no power.
(7) Other super-powers can be developed by the invention and agreement of the players.
(8) Tag normally leads to many debates: who got whom, etc. This is even more true of Power Tag. Resolving such disputes is part of the point of the game.