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.