Showing posts with label The Game Square. Show all posts
Showing posts with label The Game Square. Show all posts

Monday, March 14, 2016

6 ways to get your clubbers thinking about Easter

For Christians, Easter is the most important holiday of the year. Sure, Christmas is important because of the celebration of Jesus’s birth, but if Christ didn’t rise again, then Christmas and Christianity itself would be pointless. Jesus’s resurrection is the crowning moment on a sinless life that sets Him apart from every other person on Earth. If He had stayed dead, then He would have been just like us spending eternity paying our debt of separation from God because of our sin, as per Romans 6:23. Instead, by rising again, Jesus proved that our debt was paid in full, and He made new eternal life with God possible. So with that in mind, here are six ways to help your students celebrate Easter and its significance.

1. Have a “Christmas in Spring” theme night and tie Christmas to Easter

2. Share “The Wordless Book” using jelly beans. Bring extra beans for snacking — and enough for the kids to snack, too

3. Host a “Walk With Jesus” night during club night and have clubbers invite their friends and families. Let them count anyone they bring for the “Bring a Friend” section in their handbooks

4. Replace pins, beanbags, and batons with Easter baskets, plastic eggs, and fake flowers

5. Make a scavenger hunt using Resurrection Eggs (instructions here)

6. Host a “Good News Basket” drive by having the kids bring in stuff to make gift baskets for less fortunate kids. Examples of items include small toys or stuffed animals, new kid-sized clothing items, kid’s books, and of course, candy. Make sure to include some presentation of the Good News in your Good News Baskets, such as a child-focused tract or a salvation bracelet with an explanation card.

What are some things you do to bring Easter into your club?

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

Monday, March 7, 2016

Super games for standard equipment: Beanbags

The second installment in our list of new ways to use standard Awana game equipment takes a look at beanbags. Awana beanbags come in five designs: the four Awana colors and a black-and-white stripe pattern. They’re the perfect size for balancing on one’s head or holding in one’s hand to throw. Here’s a couple of beanbag games to help clubbers perfect their aim.

Game 1: Greed

Materials needed:
  • 1 player per team
  • 1 beanbag per team
  • 1 small basket or bucket per team
  • Center pin
  • Game Square
Place the baskets at the intersections of the diagonals and the circle. Players start at their colored diagonals. At the whistle, players run around the circle once. When they return to their colored diagonals, they can either choose to drop the beanbag into their basket for 100 points, or throw the beanbag at the center pin, getting 300 points if they knock it down, or no points if they miss. Players get only one throw, and they must decide between the basket and the center pin within 10 seconds of completing their lap.

Game 2: Overthrow Relay

Materials Needed:
  • Whole teams
  • 1 beanbag per team
  • Color lines
Players begin lined up on their color lines tallest to shortest. The shortest player starts with the beanbag. At the whistle, the shortest player tosses the beanbag over his team to the tallest player. When the tallest player catches the beanbag, she runs to the end of the line where the shortest player is. She then tosses the beanbag over the team to the second-tallest player, who runs to the end of the line and tosses over the team to the third-tallest, and so on. First team to have all players back in their starting positions wins. Players not throwing or catching may (and probably should) duck.

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

Monday, February 1, 2016

Super games for standard equipment: Pins

Some clubs don’t have a big enough budget to purchase unusual game equipment. Other clubs may not have space to store more than just the standard game equipment kit from Awana. And sometimes, clubs just like using familiar equipment to try something different. In such cases, game directors have to think outside the Awana Game Box and come up with new ways to use basic equipment. Here are a couple games using Awana pins.

Game One: Pin-up

Materials Needed:
  • 1 player per team
  • 4 circle pins
  • Scoring pin and beanbag, or 4 scoring pins
  • Game Circle
Play begins with circle pins laying on their sides where their matching colored diagonals intersect the circle. Players start at their team’s color diagonals. At the whistle, players run one lap around the circle. When they reach their colored pins, they sit down and use only their feet and legs to stand the pin up. For Sparks, once a player’s pin stays standing, the player runs in to grab the scoring pin for first or the beanbag for second. In T&T, Trek, and Journey, the first player to knock over his or her scoring pin with his or her hand wins. Players may only use their feet and legs to stand the pin upright.

Game Two: Pin Defender

Materials Needed:
  • 1 player per team
  • Whole teams
  • 4 pins
  • 2-4 foam balls
  • Game Square
Begin by placing a pin in each team’s small triangle in the center of the Game Square. One player from each team comes to the center and either straddles or stands in front of his or her team’s pin facing the circle. The remaining players stand outside the circle. At the whistle, players on the circle throw the balls and try to knock over an opponent’s pin. Players in the middle defend their teams’ pin. When a pin is knocked over, the player who was defending said pin returns to his or her color line. Last team with their pin standing wins. Players in the center may not leave their small triangle unless their pin is knocked down. If a player accidentally knocks over his or her own pin, he or she is out.

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

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.

Monday, December 7, 2015

Games for the giving season

I love the Christmas season with all its giving. I love giving physical presents. I love giving time to family and friends by caroling, attending a Christmas Eve church service, or simply being together. Most of all, I love reflecting on how God gave the ultimate Gift of eternal life by sending Jesus to die on the cross for our sins and rise again.

Here are two games to bring the giving spirit into your club night. Have any other giving or Christmas games? Share in the comments!


Game One: Giveaway

Materials Needed:
  • 1 player per team 
  • 1 hula-hoop per team 
  • 5 miscellaneous items per team, each item must be small enough or light enough for a child to carry with one hand 
  • Stopwatch or other time-keeping device 
  • Game Square 
Place each player's hula-hoop where the player's team's color diagonal intersects the white circle, and each player's five items inside their respective hula-hoops. Have players stand up straight with their hands behind their backs next to their hoops. At the whistle, players must pick up items from their hoops and “give” them to the other players by placing them in an opposing player's hoop. The first player to successfully empty his hula-hoop, or after 30 seconds, the player with the least number of items in his hoop, wins. Players may only carry one item in each hand, meaning two items total per trip. Players must set items in the hoops—no tossing. If a player still has items in his hands when the whistle blows after 30 seconds, those items are included in his own count.

Game Two: Wrapping Relay

Materials Needed:
  • Whole teams 
  • 1 small box per team 
  • 1 piece of pre-cut wrapping paper per player. Pieces must be big enough to initially cover the box 
  • 1 roll of masking or scotch tape per team  
  • Game Square 
  • Optional: enough candy or trinkets in each box for all team members
Pre-game setup: Cut enough sheets of wrapping paper for each player to have at least one. Put candy or trinkets in the boxes and close the boxes. 

Start with the sealed boxes in each team’s small triangle in the center of the Game Square, along with a stack of wrapping paper pieces and tape. Have players spread out along the white circle between their colored diagonal and the colored diagonal immediately clockwise. At the whistle, player 1 (player furthest right on each team) runs in, grabs a piece of wrapping paper and wraps the box as quickly as possible. When finished, player 1 runs back to his place in line and tags player 2 (immediately left of player 1). Player 2 runs in, grabs another piece of wrapping paper and wraps the box. Play continues until the last player finishes wrapping the box. First team whose last player holds the completely wrapped box over her head wins. Wrapping does not have to be neat. Leaders may need to help Sparks wrap the boxes. If using candy or trinkets, at the end of the game, have all the teams unwrap and open their boxes. Let each clubber have a candy or trinket.

Option: After all the boxes are wrapped, have teams return to their lines, leaving the boxes in the middle. At the whistle, have a predetermined player race to unwrap the multiple layers of paper using only one hand. First player to completely unwrap the package and hold it up wins. Hand out the candy or trinkets to all the clubbers.

*With any food game, please be conscious of the allergies of the participants and the possibility of staining clothes or carpets.

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

Monday, November 2, 2015

7 ways to get your clubbers thinking about Thanksgiving

1. Replace pins, beanbags, and batons with pumpkins, apples, and Indian corn

2. Play some harvest or Thanksgiving-themed games (here are some ideas)

3. Have a Pilgrims and Indians theme night

4. Hold a canned food drive for those who can’t afford a Thanksgiving meal

5. Teach a Large Group lesson on the Fruit of the Spirit using a cornucopia as a visual

6. Read “Sparky Shines His Light” by Jack Eggar

7. Have clubbers write what they’re thankful for on feather-shaped pieces of paper, then stick the paper onto a turkey wall decoration

What are some things you do to bring fall and Thanksgiving into your club?

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

Monday, October 26, 2015

Unusual Game Equipment Spotlight: Pumpkins

Pumpkins, pumpkins everywhere! Pumpkin decorations, pumpkin pie, pumpkin spice lattes, muffins, and cookies, and pumpkin-scented candles. Here are a couple games to bring these seasonal squashes into your Game Time. Have any other pumpkin games? Share them in the comments!

Game One: Pumpkin Partners

Materials Needed:
  • 2 players per team
  • 1 medium-sized pumpkin per team (players must be able to lift it together)
  • 4 circle pins
  • Scoring pin and beanbag, or 4 scoring pins
  • Game Circle

Players start by holding their pumpkin between them at their color teams’ diagonals. At the whistle, all pairs must work together to carry their pumpkin around the Game Circle and cross their colored diagonals. Once a pair crosses their diagonal, they gently set the pumpkin down and run in to the middle. 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. Both players must be touching the pumpkin as they carry it around the circle.

Game Two: Pumpkin Bowling

Materials Needed:
  • 1 player per team
  • 1 medium-sized pumpkin per team
  • 4 circle pins
  • Scoring pin
  • Game Circle

Players start at their color teams’ diagonals. At the whistle, players carry their pumpkins around the outside of the circle pins to the bowling zone (the space between their colored diagonal and the colored diagonal immediately clockwise). When players enter their bowling zone, they try and knock down the scoring pin in the center of the circle by rolling their pumpkin from outside the white circle toward the middle. First team to knock down the scoring pin wins. Players must stay outside the white circle when bowling, but may bowl from anywhere along the circle in their bowling zone. If players miss, they must go get their pumpkin and return to their bowling zone before bowling again.

*With any food game, please be conscious of the allergies of the participants and the possibility of staining clothes or carpets.

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

Monday, September 14, 2015

Unusual Game Equipment Spotlight: Brooms

Game One: Clean Sweep

Materials Needed:
  • 1 player per team
  • 1 broom per player
  • 1 ball (or other rolling object) per player
  • 4 circle pins
  • Scoring pin and beanbag
  • Game Circle or other flat race area

Players start at their color teams’ diagonals. At the whistle, players sweep their balls around the Game Circle for one lap and cross their colored diagonals. Once a player crosses her diagonal, she drops the broom and runs in for the scoring pin or beanbag. Players may only use their brooms to touch the balls, and balls must go around the outside of all the circle pins.

Game 2: Pony Express

Materials Needed:
  • 3 players per team
  • 1 broom per team
  • 1 letter envelope per team
  • 1 basket
  • 4 circle pins
  • Game Circle or relay area

The starting players on each team begin at their color team’s diagonal. They must straddle the brooms like stick horses and hold their envelopes. At the whistle, players “ride” their “horses” around the outside of the circle pins to the passing zone (the space between their colored diagonal and the colored diagonal immediately clockwise). When they enter the passing zone, player 1 hands the horse and “mail” to player 2. Player 2 then rides around the circle and hands off the horse and mail to player 3. Player 3 goes around the circle and crosses his colored diagonal. Once he crosses his diagonal, he rides his horse to the middle of the circle and “delivers the mail” by dropping the envelope into the basket. First team to deliver the mail wins.

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

Monday, August 3, 2015

Unusual Game Equipment Spotlight: Donuts

Sometimes it’s fun to break away from the traditional and try something different. Unusual game equipment switches up the Game Time routine and adds something fresh to keep the kids excited and wanting to come back.

In a previous post, I discussed some ways to use car sponges, ping pong balls, and combats. But sometimes unusual game equipment can include food items*, as is the case with this week’s article. Today, I want to share a couple games using donuts.

Donuts come in many shapes, sizes, and levels of messiness, which makes them fairly versatile. Also, many kids (and leaders — make sure you have enough for them, too!) love the treats, often covered in glaze, chocolate and/or sprinkles. Donuts can make any game time sweeter!

Here are two donut game ideas to start your creative brain train. Do you have any other donutty games? Share in the comments!

Blind Donut

Materials needed:
  • Several 3-foot pieces of string (1 piece per team of 3)
  • Several messy ring donuts (1 donut per team of 3)
  • Powdered mini donuts work for younger kids
  • Glazed regular sized donuts are great for older kids and adults
Pre-game prep: Tie a donut onto the end of each string.

How to Play: Break players into groups of 3. Each group must decide who gets blindfolded and holds the string, who gives directions, and who eats the donut. Eaters lie flat on their back with their arms resting comfortably — they are not allowed to use their arms or hands for the duration of the game. Nor are they allowed to sit up or lean forward. String holders are blindfolded and placed at the heads of the eaters, dangling the donuts at least a foot above the eaters’ mouths. Direction givers stand next to the string holders.

At the whistle, direction givers must tell the string holders how to move the string so the eaters can eat the donut. First team with a completely swallowed donut wins.

Jelly Donut Feed

Materials needed:
  • Jelly Donuts
  • Bowls (1 bowl per player, disposable are recommended – easy clean-up)
  • Optional: Whipped cream and/or chocolate syrup
Pre-game prep: Slice the donuts into sizes appropriate for the ages of the players (quartered, halved, etc.). Put one slice into each bowl. Optional: add whipped cream and/or chocolate syrup to each bowl.

How to Play: At the whistle, players must eat the donut slices out of the bowls using only their mouths. First player with a completely swallowed donut slice wins.

Variations:
  • Make it a team event — all team members eat at the same time. First team to have all players swallow their donut slices wins.
  • Make it a relay — one player from each team eats a donut piece, then tags the next player.
  • Make it a relay race station — team chooses a representative to eat the donut piece. When the representative swallows, team can move to the next station.

*With any food game, please be conscious of the allergies of the participants and the possibility of staining clothes or carpets.

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

Friday, January 30, 2015

5 myths about Awana

When you get an organization as big as Awana, sometimes information can get mixed up or misunderstood. Below are five myths that the missionaries in my region had to debunk in their travels to start new clubs.
A town can have as many Awana Clubs as it has
groups of people willing to run them.


Myth: The official order of the colors is red, blue, green, yellow.

Fact: There is no official order.

Myth: Each town is only allowed one Awana Club.

Fact: A town can have as many Awana Clubs as it has groups of people willing to run them.

Myth: You can’t have an Awana Club until you have an official Game Square.

Fact: Some clubs run with no game square at all!

Bonus: Check out these nontraditional Awana Game areas!

Myth: Awana is only for kids within the church; outside kids cannot attend.

Fact: On average, 10 percent of the kids attending any giving club don’t attend a church at all. Awana has complete sets of resources dedicated to bringing in the outside kids, including the “Bring-A-Friend” section in the handbooks and The Great ShakeUP four-week program.

Myth: Awana can only be held in a church building.

Fact: There are Awana Clubs in schools, community centers, parks and apartment complexes, just to name a few.

Have you heard any Awana myths? Do you want to know if something you heard about Awana is a myth or fact? Share in the comments!

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

Saturday, March 1, 2014

To know and be known: Summit 2014 Saturday

Hi everyone! This week I am writing to you from Awana's national high school competition, Summit 2014: Destination St. Charles. We have a week overflowing with events and activities, from Bible Quizzing to Volleyball. Representing Awana programs from across the United States are 97 quiz teams, 32 volleyball teams, and 33 games teams. And that doesn't even include all the high school students participating in the fine arts competitions.

This year's theme is "Know and Be Known," and the week kicked off with a few words from National Director of Awana Youth Ministries Jeremy Pettitt, worship songs lead by Aaron Niequist, and a performance from the Summit Choir.

Sean McDowell pretends to be an atheist to remind kids to
love nonbelievers even when defending faith.
Our guest speaker tonight was Sean McDowell. McDowell teaches apologetics at Biola University, has published several books, and earned a double masters in theology and philosophy. Tonight he role-played as an atheist, answering questions from the audience from an atheist's viewpoint.

After about 30 minutes of going back and forth with the students, he stopped role playing, commended the students for their efforts and good questions, and asked the students a question of his own: "What sort of attitude did you have toward me as an atheist?" Words such as "rash," "harsh," and "not good" echoed through the audience. McDowell mentioned that at one conference, when he entered the role, many in the audience began booing him. He also shared answers from atheists about what Christians can do better: be willing to listen. If we don't listen to what they have to say, why would they be willing to listen to us? He pointed out that we're commanded many times in scripture to love our enemies and our neighbors. And 1 Corinthians 1:1-2 explains that even if we have all knowledge and all faith, if we don't have love, we're nothing.

Earlier in the day was check-in and various games for the kids to play. One game was Cross Boards — a game similar to King of the Hill. Only four players played at a time, and all began at the outside ends of two two-by-sixes that crossed in the middle. Each of the four extensions of the "x" was a different Awana color. Players tried to push their opponents off their colors without falling themselves. Players were out if they did not keep at least one foot on their own color or if they touched the floor.

Kids participated in several activities before the opening
ceremony, including 9-Ball.
Kids also lined up around the corner and down the wall for 9-Square-in-the-Air — a cross between four square and volleyball. There were nine players at a time in a grid three blocks by three blocks (9 blocks total) that stood on supports about 7 feet tall. The server stood in the middle block and lobbed an 18-24 inch indoor rubber ball over the top of the pipes and into another player's block. Players had to hit the ball back over the pipes to other players without letting it touch the ground, go under the pipes, or leave the grid. As long as the ball remained in their individual block, players could hit the ball as many times as needed to get it over the pipes.

Along with the high-energy games were three giant Jenga stacks and several Sport Stacking stations.


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

Friday, November 15, 2013

4 games to celebrate fall and Thanksgiving

Fall and Thanksgiving are great times to discuss how God provides for us, giving us things like food, clothing, and seasonal game equipment. You can use Indian corn or bread sticks for batons, pumpkins for color pins, gourds for beanbags, etc.*

If you're feeling even more festive or adventurous, here are four games for additional seasonal fun with God's bounty! All games can be played throughout the year with standard game equipment or other themed items.

*Phony food is recommended and can be found with other seasonal items at your local dollar store. If you opt for real food, be prepared for cleanup — Indian corn flings kernels, pumpkins show their squashyness, and bread may be mistaken for mashed potatoes.

Feast Relay

Materials Needed:
  • 1 flimsy paper plate per team
  • 1 apple per team
  • 1 bread stick (or ear of Indian corn) per team
  • 1 gourd per team
  • 1 small pumpkin per team
  • 5 players from each team
  • Game Circle or other relay area
Each player receives one food item. The starting players also receive the plates. At the whistle, the starting players balance their single food item on their plates while running one lap around the circle to the passing zone (the space between their colored diagonal and the colored diagonal immediately clockwise). Depending on the age group, players may or may not use their hands to help with balance. When the starting players enter their passing zone, they hand off their plate and food item to the second players. The second players balance both pieces of food on their plates for the second lap, then hand the plate and both food items to the third players, who balance all three food items on their plates. Play continues until the last players complete one lap with the plates and all the food. Once they cross their team's diagonal, they may drop everything and run in for the scoring pin or beanbag.

Variations:
  • Place obstacles in the way, such as hoops they must step in or chairs they must step over.
  • Use more food items.
  • Use smaller paper plates.

Pumpkin Toss

Materials Needed:
  • 1 small cornucopia per team
  • 1 small pumpkin per team
  • 2 players from each team
  • Game circle or other tossing zone
Starting players stand holding their cornucopias in their teams' small triangles in the center of the game circle. Second players stand with their pumpkins outside the white circle in their teams' zone. At the whistle, Second players try to toss their pumpkins into their teammates' cornucopia. Cornucopia holders may move their cornucopias to catch the pumpkins, but they may not leave their triangles. When they catch the pumpkins, they run down their teams' diagonal, around their pin, and in for the scoring pin or beanbag. They must be holding their cornucopias and pumpkins to score.

Variations:
  • Increase or decrease the tossing distance.
  • For younger players, have a tub or bucket in the middle to toss pumpkins into. First player to get his pumpkin into the bucket wins.

Bundle-Up Relay

Materials Needed:
  • One oversized sweatshirt per team
  • One oversized pair of sweatpants per team
  • One pair of giant gloves per team
  • One winter hat per team
  • 3 players from each team.
  • 1 leader per team to help players
  • Game Circle or other relay area
Put each team's winter wear at the color diagonals. The first players start at their color lines. At the whistle, Players put on all the clothing (leaders, teammates may need to help) then run one lap around the circle. When they reach their teams' zones, they remove the clothing and give it to the second players. The second players put it all on and run one lap. Play continues until the last players run one lap, cross their color diagonals and go in for the scoring pin or beanbag.

Variations:
  • Only use sweatshirts
  • May choose different clothing items. 
  • Team sizes may vary

On the Farm

Materials Needed:
  • 1 blindfold per team
  • 1 player from each team
  • Game Square or other square area
Each team is assigned a farm animal. Players are blindfolded, spun around, and placed somewhere in the square away from their teams. At the whistle, teams make the sounds of their farm animals. Players must listen for their teams' farm animal sounds and try to return to their team lines. First team to guide their teammate back across their color line wins. Teams must remain behind their lines when making animal sounds.

What are some of the seasonal games you do with your clubbers? Share in the comments!

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

Monday, September 30, 2013

3 pieces of non-Awana game equipment every game box should have

Ping Pong Balls

Found at: Wal-Mart, most sporting goods stores, ~$0.50 each, starting in packs of 6
Blow them, bat them, balance them, toss them in buckets, or some combination thereof. These come in many colors and can be used for many games.

Pearl Dive can use ping pong balls or golf balls.
Leaders can play, too!
Game 1: Pearl Dive
Materials Needed:
  • An odd number of ping pong balls
  • 1 blindfold per team
  • 1 bucket or bag per team
  • 1 player per team
  • Game Square or other square or rectangle playing area
Players are blindfolded, spun around, and placed by Game Director somewhere in the Game Square. Then ping pong balls are spread around on the ground inside the Game Square. At the whistle, blindfolded players drop to hands and knees and search for the ping pong balls. Teams can help by giving players directions to the balls. However, teammates must remain behind their team line. Once all the ping pong balls are picked up, player with the most wins. Because the ping pong balls are so light, players may bump into them and not feel them. For easier game play, use golf balls (easier to feel).

Game 2: Air Golf
Materials Needed:
  • 1 ping pong ball per team
  • 1 box for the center of the circle (note, if running on alleys, have 1 box per team)
  • 1 player per team
  • Game Square or other flat playing area
To prep, cut a 1 ½in. -2 in. square out of each side of the box—big enough for a ping pong ball to roll through. Place the box in the center of the Game Square with each hole straddling a colored diagonal. Give the players from each team a ping pong ball. Have them start on hands and knees at the corner where their team’s colored line and colored diagonal intersect. At the whistle, players must blow their ping pong ball up their diagonal and into the box. The first person to blow their ping pong ball into the hole on her color diagonal and have it stay in the box wins. Players may not use their hands. For a more difficult race, have players blow ¼ the way around the circle to the next colored diagonal. For variety, players may use a straw or balloon to blow the ping pong ball instead.

Car Sponges

Car sponges are great for any age. Even Cubbies enjoy
squishing them onto leaders or each other.
Found at: Most auto stores ~$1-3 each
There are sponges, and then there are sponges! These 9in.x5in.x3in. sponges absorb tons of water and are great for the hot outdoor game nights. Kids love sloshing them against their leaders and peers. Towels and changes of clothes are recommended for club nights when these are involved.

Game 1: Over-Under
Materials Needed:
  • Car Sponges
  • 1 five-gallon bucket of water (half full) for each team
  • Whole teams
  • Outdoor alleyway or relay area.
To prep, place at least one car sponge in each team’s bucket. Squish all the air out and soak up as much water as possible. Leave the full sponge in the water. Starting players stand facing the bucket and teammates line up behind. At the whistle, the starting players grab the full sponge and pass it over their heads to the second players. The second players pass the sponges under their legs to the third players. Third players pass the sponge over their heads to the fourth players. The pattern continues until the last players have the sponge. They race to the bucket, fill their sponges, and take player 1’s spot, pushing everyone back one space. The first team whose starting player returns to the start wins. For more wetness or faster gameplay, teams may have more than one sponge going at a time.

Game 2: Dodge Sponge
Materials Needed:
  • Minimum 4 car sponges
  • 1 five-gallon bucket of water (half full, may need refilled periodically) for each team
  • 2 teams (if you normally have 3 or 4 teams, you may need to split or combine)
  • Square or rectangle outdoor field or lot divided down the middle with cones, rope, or visual landmarks
To prep, evenly divide sponges into buckets. Squeeze air out and fill with water. Leave the filled sponges in the water. At the whistle, players grab the sponges from their team buckets and throw them across the divide at their opponents. Sponges must be refilled before they are thrown again. If a thrower hits an opponent, the hit player is out. If the opponent catches the sponge before it hits the ground, the thrower is out. Throws will not count if thrower steps into opponent’s zone. Play continues until all members of a team are out. For longer game play, if a player catches a sponge before it hits the ground, one team member may reenter the match.

Combats

Found at: usgames.com $129.99/pair
These foam-filled, nylon-covered cylinders stand about four feet tall and have two handles on one side. They can be used as pins on Big Night, pillows for sleepovers, pillars for dodging on an obstacle course, or golf clubs for batting footballs, just to name a few.

Game 1: Combats
Materials needed:
  • Combats
  • 1 Player from each team
  • Inner Game Square or other small playing area
The players each receive a combat and stand in the small square. At the whistle, players try to push their opponents outside the small square. A player is out if both feet leave the area—players are allowed to have one foot out as long as the other is in. Players may only push with the Combats: no headshots, stomach shots, foot shots, or smacking of any sort.

*Players with glasses should give their glasses to their leader during their turn.

Three Sparks ride their horse together
Might be able to fit four!
Game 2: Horse
Materials Needed:
  • Combats
  • Scoring Pin and Beanbag 
  • 3 players from each team
  • Game circle or relay area
The starting players from each team begin at their team’s colored diagonal. They must straddle the combat and hold one of the handles, like riding a stick horse. At the whistle, the players “ride” their “horses” around the circle to the passing zone (the space between their colored diagonal and the colored diagonal immediately clockwise). When they enter the passing zone, player 2 also gets on the horse and grabs the second strap. Both Players 1 and 2 go around the circle again to their passing zone. Then Player 3 gets on the horse, holding the second strap. Player 2 is now in the middle with no strap. All three players go around the circle and cross their colored diagonal. Once all three are across, Player three drops the strap and runs in for the scoring pin or beanbag. If riders fall off their horses, their team must stop and wait until all riders are back on.

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

Tuesday, August 6, 2013

Around the Game.... Oval?

The regulation Game Square is about 37-40 feet across, with a 30-foot circle. But as most of you may already know, the norm doesn't always work. Awana clubs come in all shapes and sizes, and so do their game areas.

Several clubs, such as the ones at Summit Christian Church, New Life Christian Center, High Sierra Fellowship, Sierra Bible Church, and Good Shepherd Wesleyan Church can set up a permanent game area in a church room. But while they have a space for a game area, many don't have space for regulation size. Of the four listed, only Summit Christian can fit such a square.

Some churches can't fit a game square. So they do something
different for their game area.

So, what do you do if you can't fit a normal game area? Well, one of the sayings I've heard ad nauseam about Awana leaders is "be like Jell-O and mold." If you can't fit a normal game square, then you fit an abnormal one.

For some clubs, molding means keeping the game square's proportions, but at a smaller size. This is what the commanders did at Good Shepherd Wesleyan, as their game area is inside a long and narrow rectangular room. The square and circle are about one-fourth the size of regulation. Two sides of the square have just enough room for the clubbers to stand between the color line and the wall. The other two sides have room for the game equipment to be out of the way and for visiting parents or other spectators to watch from chairs at a (mostly) safe distance.

Sierra Bible Church Awana shares its Sparks game room with the King's Academy — a private elementary school. As a school, the walls are lined with chairs, mobile white boards, storage cubes for the students to use, and other school supplies. Commanders John and Penii Jo Trautwein put in a smaller square so the clubbers could safely navigate the circle without running into storage cabinets mounted on the walls.

Some clubs can't fit a game square at all. They may have a much longer rectangular game area, or they may have other obstacles that make a square a hazard. For whatever reason, these clubs simply cannot use a game square unless the weather's warm or they can visit a different club for a couple sessions. But they still have a space for the clubbers to run and have fun.

Consider the club at New Life Christian Center. Instead of a circle, the commander chose to put in a game oval. "New Life Christian Center uses an oval because the building is long and narrow," said Awana Missionary Jeff Gilpin, who recently helped start the club. "A circle would fit, but only a small circle. The oval would be bigger."

High Sierra Awana Club faces a different problem: Pillars in the runway. "We'd considered using a small game circle, but in order to avoid big wooden posts that go to the ceiling, it would have been really tiny," High Sierra Commander Jennifer Van Beuge said. "We were afraid kids would run into each other or into the posts." So to keep things as fun and safe as possible, they run most games down the length of the foyer, with a chalked circle outside during the occasional light and warm evening.

Do you have any other ideas for a non-regulation square game time? Share them here!

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

Tuesday, March 26, 2013

5 Pre-Games to start club before club starts

Once the starting whistle blows and the clubbers run to their color lines for the opening ceremony, the night enters a normal routine. But pre-whistle, what can leaders do with all those high-energy kids?

Some clubs have an area for clubbers to work on their handbooks a great idea for those kids who come with 20 sections ready, or for those who want the little extra help before Handbook Time.

But if your club is like many, then most of your kids don't embrace the extra study time. Many clubs direct the kids to the Game Square and let them just hang. But some prefer a bit more controlled environment. For the latter, cue the pre-games. Below are five ideas to get you started.
Clubbers play a game of Four-Pie while waiting for the club night to begin.

Four Pie

Materials needed:
  • Rubber playground ball (or an 18in.-24in. indoor rubber ball for younger players)
  • Game Square
This game is derived from Four Square and works well for early arrivals or clubs with smaller numbers. Players rotate each round, but only four clubbers are actually playing at any time.

The Game Circle is divided into four "pies" by the colored diagonals (Hence "Four-Pie"). The pies are numbered clockwise, with 1 being the entry pie and 4 being the service pie. Each player gets one pie. The object of the game is to reach pie 4 by eliminating the people in the pies ahead of you.

The game starts with the server standing behind the white line at the back edge of her pie. She bounces the ball once, then hits it into one of the other three pies. If the ball bounces in pie 2, then the person in pie 2 must hit the ball into a different pie. Play continues until a player is disqualified. The disqualified player exits the game and stands in line outside the Game Square. Remaining players advance one pie until all pies are filled. Then the server serves again. If the ball lands on the lines instead of inside or outside a pie, players may choose to replay the round.

Players may be disqualified five* ways.
  • If the ball bounces in their pie and they fail to hit it to another pie.
  • If the ball bounces twice or more in a single pie without bouncing in another pie.
  • If the players bounce the ball in their own pie
  • If the players double-dribble
  • If the players hit the ball outside the circle
*Clubs may include house rules, such as no spikes or the ball must bounce in the pie prior to hitting.

Variations:
  • Use the Game Square instead of the Circle, making each section a triangle instead of a pie.
  • Play in the Center Square for a smaller area of play and a new challenge.
  • Play with two or more players in each section instead of one.

Spider

Materials needed:
  • Game Square
This is a variation of tag. One person is the Spider ("it"), and the others try to run away. Players may only run away by following the lines of the "web" (Game Square). If the Spider tags a player, then the player becomes "stuck" in the web and cannot move from the place of tagging. Also, no other players except for the Spider may pass a stuck player. The winner is the last person to be tagged.

 

Robbins and Roosters

Materials needed:
  • (Optional) A rope or line dividing the Square into two rectangles
  • A designated caller
  • Game Square or other square or rectangle
This is another tag variation. Play begins with the players roughly divided evenly into two teams: Robbins and Roosters. The two teams face each other on either side of the line at the center of the square.

The caller names one of the teams, for instance, "Roosters." The roosters cross the center rope and try tagging the robins. The robins turn around and run from the roosters, trying to cross the back square line without being tagged. Any tagged robins become roosters. Once all the robins are either tagged or safely across the line, players return to the center. Play resumes with the caller's team announcement. Play can continue indefinitely by alternating calls.

 

Bowling for Clubbers

Materials needed:
  • Giant ball, 18in.-24in. or larger
  • Game Square or other square area
This is like Rabbit Hunt or Circle Dodgeball, just with a giant ball. Play begins with a designated group in the circle (all clubbers, all leaders, all T&T, all boys, all girls with pony tails, etc.) The remaining players stand around the outside of the circle. At the whistle, the players outside the circle "bowl" the ball, trying to hit the players inside the circle. When players are hit, they become bowlers outside the circle. The last player in the circle wins, and a new dodging group is designated.

Players in the circle are out if:
  • The ball touches them below the neck
  • They step outside the circle
Players are not out if:
  • The ball hits them in the head
  • The bowler steps inside the circle
  • The bowler throws the ball instead of bowling
Variation: The Gauntlet

Play begins with a designated group of runners standing behind one of the four square sides. The other players line the two sides of the square adjacent to the runners. At the whistle, the runners try to safely pass through "the gauntlet" by running across the opposite line without getting touched by the ball. The players on either side bowl the ball back and forth, trying to hit the runners before they cross the line. Runners touched by the ball join the bowlers. Runners who make it safely through wait for the whistle and then try to run back. The last runner wins, and new runners are designated.

 

Helicopter

Materials Needed:
  • Jump rope or long rope with a ball at the end (will hit or wrap around player's ankles)
  • Optional: Gloves (prevents rope burns)
  • Game Square or other large playing area
Play begins with all but one of the players standing in a circle with the last player in the middle holding the rope ball. The center player holds the non-ball end of the rope and begins rolling the ball around him, gradually letting the rope out until it is fully extended. The players surrounding him jump the rope as it swings by. Players are out if they fail to jump, or if the rope or ball hits their ankles. Once a player is disqualified, play begins again. The game continues until only one player remains.

What are some things you do for that pre-club time? Please share them in the comments!

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

Tuesday, September 4, 2012

Back to the Game Square

My duties as a Sparks co-director go into full swing next Sunday with the first night of club. Part of my job for that day will be leading the games, which means being dynamic and exciting, starting with a bang. As I sit here trying to think of games that will make that goal, I can't help but remember what some of my favorites were growing up in the program. These are three of them:

Octopus

Materials needed:
  • Game Square or other square or rectangular area, like one made with cones or pins.
This is a variation of tag, and I've run across similar games such as Sharks and Minnows. Start with everyone behind one side of the rectangle and one person, called the octopus, standing in the middle. When the octopus calls "Octopus!" everyone has to run to the other side without leaving the rectangle and without being tagged by the octopus. Once they're all on the other side, the octopus calls again. If a child is tagged, she stands in the spot where she was tagged and becomes "seaweed." She can then use her arms to also tag people, but her feet must remain stationary. The last untagged person wins and becomes the new octopus.

Variations:
  • Have more than one octopus.

Steal the Bacon

Materials needed:
  • Beanbags (or tires or tubes or any objects of equal size)
  • Paper and pencil
  • Whole teams
  • Game Square or other square or rectangular playing area
This game is similar to the AwanaGames Beanbag Grab. Teams spread out tallest to shortest along their color line and are numbered off from the left. The game director stands to the side with the beanbags. She calls a number and tosses the beanbag into the square. Whoever received that number on each team runs in to retrieve the beanbag and carry it back across her line. If the bag is thrown across the line, it is considered "dead" and no points are awarded. If someone is tagged while in possession of the bag, the bag becomes dead. When a number is called, it should be written down to give the director an idea of which clubbers have and have not played as often.

Variations:
  • Call more than one number in a play. You may just throw one bag, or the same number of bags as the amount of numbers you called (if you call 2 and 6, throw 2 bags). Players can work as a team to get a bag across the line.
  • Once the bag is touched, if the toucher is tagged while in possession of the bag or not, the bag is dead.

Tails

Materials needed:
  • 4-8 tails. These could be bandannas, crepe paper, strips of cloth, or braids of yarn. They need to be long enough to be easily grabbed
  • Game circle or other defined playing area
This is a time-enduring game still popular at many clubs today, and quite possibly, my favorite. One clubber from each team has a tail put through his back beltloop or tucked shallowly in his waistband. The back of his shirt may have to be tucked in. When the whistle blows, he has to pull out the other team's tails without having his pulled. If his tail is pulled, or he steps outside the circle or cone perimeter, he's disqualified. The winner is the last person with his tail intact.

Variations:
  • Two clubbers from each team. When it's down to four clubbers total, have them move to the center square.
  • Have a leader in the center square also trying to pull out tails.
  • Have the teams stand outside the circle and try to pull out tails.
What were some of your favorites as a clubber? Share them below in the comments.
Please keep our leaders, clubbers and parents in prayer as many Awana clubs across the country start in the next few weeks.

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