Monday, January 4, 2016

Unusual Game Equipment Spotlight: Hula-Hoops

It’s a new year, which means new chances to expand your game-equipment arsenal. And with winter still several weeks from being over, maybe adding hula-hoops can bring slight relief by inspiring thoughts of the tropics. Here are a couple games to start your imagination. Have any other hula-hoop games? Share them in the comments!

Game One: Three’s a Crowd

Materials Needed:
  • 3 players per team
  • 1 hula-hoop per team
  • 4 circle pins
  • Scoring pin and beanbag, or 4 scoring pins
  • Game Square
Players begin at their color teams’ diagonals. Trios stand inside their team’s hula hoops, holding the hoops at their waist. At the whistle, trios must work together to race around the Game Circle and cross their colored diagonals without leaving their hula-hoops or knocking over circle pins. Sparks must run one lap, and the first team to grab the scoring pin wins while the team to grab the beanbag gets second. T&T, Trek, and Journey clubbers must run two laps, and the first team to knock over their scoring pin with their hands wins. All three players from each team must be holding the hula-hoop as they carry it around the circle.

Game Two: Hoop Hop

Materials Needed:
  • 1 player per team
  • 1 hula-hoop per team
  • Game Square or other flat race area
Before playing, move two teams to the sides, creating an alley through the Game Square and leaving two color lines empty. Designate one empty color line as the starting line and the other as the finish line. Players start by standing in their hula-hoops behind the starting line. At the whistle, players must lift the hula hoop up over their bodies. Once the hoops are over their heads, players toss the hoops out in front of their feet. Players then jump with feet together into the hoops and lift them up over their bodies before tossing again. Players lift, toss, and jump until crossing the finish line. First player to successfully jump into her hoop across the finish line wins. Players must successfully complete the jumps to continue forward. For Sparks, players who miss a jump (i.e. toss the hoop too far in front to successfully jump with feet together) must retrieve their hoops and try the toss again. For T&T, Trek, and Journey, players who miss a jump must go back to the starting line and start over.

For more information about Awana, visit the Awana Homepage.
To find a club in your area visit the Club Locator.

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Leave a comment! If you have a question about Awana, feel free to email me at twofifteenbits@gmail.com.