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Awana Game Director

Role and Responsibilities


A game director’s role is to execute Game Time. Within that role a game director has several
responsibilities.

Planning. After prayer, planning is a game director’s number-one priority. Whether a club has five or 500
children, games cannot be spontaneous and unstructured without resulting in chaos and tears.

Planning includes the following:


• Choose age-appropriate games
• Choose a variety of games
• Know and be able to provide clear instructions
• Prepare equipment
• Support club themes and activities when possible
• Maintain equipment
• Request purchase of new equipment when necessary.

Implementing Games.
An exciting Game Time is a hallmark of Awana. Simple, fast-moving games that all children can play help
make Game Time fun for everyone.

Game implementation is not simple. Some responsibilities are listed below:


• Ensure necessary equipment is available
• Keep your leadership involved and fully participating
• Communicate and demonstrate game rules to leaders and clubbers
• Help everyone have a chance to excel
• Maintain proper discipline
• Model good sportsmanship
• Lead games

Worksheet
List of games to be played and the equipment needed
Ask yourself, “Where will I stand? What will I say while explaining the game? What will the clubbers do?
What possibly can go wrong?”
Arrive at club early to set out game supplies before club gets started.
BEANBAG GRAB
Played on Awana Game Square
Team Game
Players: 12 players each team – two heats
1st heat – six girls 2nd heat – six boys
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd & 4th place - 50 points each
Equipment: four solid-colored beanbags and one striped bag.
Description: Winners of this event are determined by the total number of units earned by all players
throughout the entire heat.
Children should line up on circle line, left to right, tallest to shortest. Players are assigned numbers from
1-6, with left-most player being assigned number 1, and so on. Players should stretched out their arms to
spread out on their circle line. Five beanbags are placed in the center of the circle. The striped bag is
placed at the intersection of the two diagonal lines, and one of the four solid-colored bags is placed on
each of the five-foot markers on the diagonal line (see Diagram).
Solid-colored bags are worth one unit each. The striped bag is worth two units if another beanbag is in
the player’s possession, otherwise it is worth one unit.
When the game director calls a number, the player with that number runs into the center. He/she grabs as
many bags as possible, and brings them back across his/her circle line. Tossed bags will not count. Only
bags in his/her possession count when at least one foot touches the floor outside the circle.
If any part of the player’s body, other than hands or soles of feet, touches the floor inside the 7' square on
the initial approach*, that player is disqualified. Bags in his/her possession are ruled out of play and do
not count for anyone. This rule does not apply if, in the judgment of the officials, the player touched the
floor because of circumstances beyond his/her control.

* The “initial approach” ends when a player changes direction after entering the seven-foot square.

If two players simultaneously grab the same bag on the initial approach, it is called a “contested bag.”
Contested bags (held by two or more players) are resolved when a foot of a player touches the floor
outside the circle. The bag is counted for the team whose quarter-circle line has been crossed, as well as
all bags in players’ possession. “Time” will be called by the circle director when the game seems to be at
a standstill. All bags points are given.
A “no stealing rule” is enforced. Bags may not be snatched from other players.
Bags that have been taken out of the circle by players should be returned to the game leaders, who will
report the number of units earned to the scorekeeper.
Units earned by all six players on each team are totaled. First-place points go to the team with the highest
total units. Second- and third-place points are awarded teams with the next highest totals.
Numbers will be called just once, so players should leave the playing area after participating. Remaining
players must recenter themselves and always keep about an arm’s length apart. If a player whose
number has not been called steps over the circle line with both feet, no units will be counted for his/her
team on that play.
STEAL THE BACON
Not played on Awana Game Square
Team Game
Players: All players on each team – 2 heats
1st heat – blue vs. red, yellow vs. green
2nd heat – blue vs. green, yellow vs. red
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd place - 50 points each
Equipment: eight bean bags
Description: Winners of this event are determined by the total number of points earned by all players
throughout the entire heat.
Children on each team should divide into four groups (up to four players in a line) and the group should
line up on marked places behind parallel lines, facing an opposing group. Eight bacons will be placed on
the center line, within equal distance of every two groups of players facing each other.
Each “bacon” (bean bag) successfully won and brought across the team line is worth 100 points. A tag on
the opposing player is worth 50 points. Players who are tagged do not get any points.
When the game director gives the signal, the first player of each group races toward the “bacon,” tries to
pick it up and return it over their team line without being tagged by his opponent. Sometimes there is a
little “sparring” around the “bacon” with false passes and attempts to grab the “bacon.” Once a person has
touched the “bacon,” they can be tagged by the other player.
In situations where a pair of players are at a standstill with no one touching the “bacon” Game director
should call time’s up and consider that match a tie (no points for either side).

4321 • 1234
Blue team Red team
girls girls
4321 • 1234

4321 • 1234
Blue team Red team
boys boys
4321 • 1234

Yellow team 4321 • 1 2 3 4 Green team


girls girls
4321 • 1234

Yellow team 4321 • 1 2 3 4 Green team


boys boys
4321 • 1234

A “no stealing rule” is enforced. Bags may not be snatched from other players.
Bags that have been taken across the team line by players should be returned to the game leaders, who
will report the score to the scorekeeper.
Units earned by all six players on each team are totaled. First-place points go to the team with the highest
total units. Second- and third-place points are awarded to teams with the next highest totals.
Players should move to the back of the line after each game. Some players will double in cases where
some teams have fewer players.
STEAL THE BACON (VARIATION)
Not played on Awana Game Square
Team Game
Players: All players on each team – 4 heats
1st heat – Girls blue vs. red, yellow vs. green
2nd heat – Boys blue vs. red, yellow vs. green
3rd heat – Girls blue vs. green, yellow vs. red
4th heat – Boys blue vs. green, yellow vs. red
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd place - 50 points each
Equipment: two bean bags
Description: Winners of this event are determined by the total number of points earned by all players
throughout the entire heat.
Players on each team should line up—from tallest to shortest, with tallest child on the left—horizontally
behind two parallel lines, facing an opposing team. Players will count off, starting with the leftmost player
as player number one, and so on. The “bacon” (a bean bag) is placed in the center of the floor between
two teams.
Each “bacon” (bean bag) successfully won and brought across the team line is worth 100 points. A tag on
the opposing player is worth 50 points. Players who are tagged do not get any points.
When the game director calls out a number, the player with that number from each team races toward the
“bacon,” tries to pick it up and return it over their team line without being tagged by his opponent.
Sometimes there is a little “sparring” around the “bacon” with false passes and attempts to grab the
“bacon.” Once a person has touched the “bacon,” they can be tagged by the other player.
In situations where a pair of players are at a standstill with no one touching the “bacon” Game director
should call time’s up and consider that match a tie (no points for either side).
1 1
2 2
Blue 3 3 Red
team 4 4 team
5 ☺ 5
6 6
7 7
8 8
9 9
10 10
1 1
2 2
Yellow 3 3 Green
team 4 4 team
5 ☺ 5
6 6
7 7
8 8
9 9
10 10

A “no stealing rule” is enforced. Bags may not be snatched from other players.
Bags that have been taken across the team line by players should be returned to the game leaders, who
will report the score to the scorekeeper.
Units earned by all six players on each team are totaled. First-place points go to the team with the highest
total units. Second- and third-place points are awarded to teams with the next highest totals.
Numbers will be called just once, so players should leave the playing area after participating. Remaining
players must recenter themselves and always keep about an arm’s length apart. If a player whose
number has not been called steps over the circle line with both feet, no units will be counted for his/her
team on that play.
LIFEBOATS
Not played on Awana Game Square
Team Game
Players: Entire group
Scoring: Teams with the most number of players left are awarded 50 points for each player
Equipment: none
Description: This is a good game for a large crowd out-of-doors, but it also fun inside.
Have all players spread out, forming a big circle around the game director, who calls loudly, “Lifeboats
overboard—FOUR.” Players grab hands to form small circles of four. These circles are “Lifeboats,” and
clubbers not included are “adrift” and drop out of the game. Game leaders should check circles to be sure
each is made up of four players. “Adrift” players must move outside the gym floor and report back to their
Team Coaches.
Remaining players form a new large circle. The game director should call again “lifeboats overboard”
but use a different number. Excitement grows as fewer players are left to form “lifeboats.”
When fewer than ten children are left, game leaders should check to see which team they belong to, and
report the number to the scorekeeper.
VARIATION FOR YOUNGER PLAYERS: More than one number may be called at a time. For example,
“Lifeboats overboard—FOUR, EIGHT, THREE.”
FOOD RELAY
Not played on Awana Game Square
Team Game
Players: All players on each team – 4 heats
1st heat – blue vs. red, yellow vs. green
2nd heat – blue vs. green, yellow vs. red
Scoring: 1st place - 100 points / 2nd place - 50 points
Equipment: Four tables, 3-oz cups, four different kinds of food, such as crackers, pretzels, goldfish, or
cheerios
Description: Winners of this event are determined by the total number of points earned by all players
throughout the entire heat.
Children on each team should divide into four groups (up to four players in a line) and the group should
line up on marked places behind parallel lines, facing an opposing group. Four tables will be set up on the
center line, within equal distance of every two groups of players facing each other. Place food in four cups
for each group; check to see that each cup is full.
When the game director gives the signal, the first player of each group races toward the table, picks up a
cup and eats the food, and then whistles. He runs back, tags the next player, and the second player
chooses one cup and eats it. The first team to finish wins their match against the opposing team.
Players who are unable to whistle successfully must open their mouths wide for the game leaders to
check and see that they have completely swallowed their food before they are allowed to run back toward
their line.
Each player who drops their food on the ground instead of eating them will have 50 points taken off from
their team score.
After every heat, game leaders should replenish the food items in the cups.
The winning players earn 100 points for their team.

4321 •• 1234
Blue team Red team
girls girls
4321 •• 1234

4321 •• 1234
Blue team Red team
boys boys
4321 •• 1234

Yellow team 4321 •• 1 2 3 4 Green team


girls girls
4321 •• 1234

Yellow team 4321 •• 1 2 3 4 Green team


boys boys
4321 •• 1234

Players should move to the back of the line after each game. Some players will double in cases where
some teams have fewer players.

VARIATION: Have the children eat a designated amount of food instead of placing the food in cups. For
example, each player should finish off THREE GOLDFISH, TWO CRACKERS, and TEN CHEERIOS.
ROPE TRAIN RELAY
Played on Awana Game Square
Team Game
Players: 12 players each team – four heats
1st heat – three girls 2nd heat – three boys
3rd heat – three girls 4th heat – three boys
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd & 4th place - 50 points
Equipment: four circle pins, one piece of rope or jump rope per team, and scoring pins.
Description: Three players will participate in each heat.
The first runner—with the rope—starts outside the circle, just behind the starting diagonal (P1 in
Diagram). The other two runners wait inside their circle within their team zone (P2 and P3 in Diagram 5).
At starting signal, the first runner goes around the circle. After completing a lap, the second player grabs
hold of the rope and runs another lap with the first player. Then the third player joins the “rope train” and
all three run one lap together. After completing the third lap, the first player should run into the center of
the circle to touch or tip the scoring pin with hand(s).
All players when running the laps must hold on to the rope, or the team is disqualified. The first player
who runs in to score can let go of the rope after completing the final lap. Players who knock over a circle
pin will disqualify their team. Tag rule does not apply. Players should continue running even though
someone tags or passes them. (see General Rules “Passing Rule does not apply during relays.”)

* The diagram shows the starting position of all three players. It also shows the path for the first player towards the
center of the square after running the third lap.

Variation: First player should run one lap the first time. The first and second player should run two laps
together. Then the first, second, and third players should run three laps together.
CATERPILLAR RACE
Played on Awana Game Square
Team Game
Players: 12 players each team – four heats
1st heat – three girls 2nd heat – three boys
3rd heat – three girls 4th heat – three boys
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd & 4th place - 50 points
Equipment: four circle pins, and scoring pins.
Description: Three players will participate in each heat.
Players form a “caterpillar” by sitting on the floor and wrapping their legs around the teammate in front of
them. They should position themselves behind their starting line. At the signal from the game director,
they scoot along the floor to the finishing line. If the team becomes disconnected, players must rejoin
before continuing. The first “caterpillar” to have all three players pass their finish line wins.

Variation: “Caterpillars” travel ¼ lap around the circle and the last player runs into center of the circle to
score.
SNOWBALL FIGHT
Not played on Awana Game Square
Team Game
Players: All players on each team – 4 heats
1st heat – Girls blue vs. red, yellow vs. green
2nd heat – Boys blue vs. red, yellow vs. green
3rd heat – Girls blue vs. green, yellow vs. red
4th heat – Boys blue vs. green, yellow vs. red
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd place - 50 points each
Equipment: Snowballs made from wads of newspaper loosely taped together with masking tape,
folding tables or chairs to form a barrier
Description: Winners of this event are determined by the least number of snowballs left in each team’s
area at the end of the heat.
Using a row of chairs or folding tables set on edge, divide playing area into two sections. Scatter squal
number of snowballs along both sides of the barrier.
Players on each team should line up behind opposite and parallel lines, facing an opposing team. At the
signal from the game director, players charge toward snowballs and hurl them across the bariier.
Snowballs fly back and forth until the game leader blows the whistle to stop play. Count snowballs in each
area. At the end of each heat, game leaders should count how many snowballs are left in each section.
Teams with the fewest number of snowballs in its section wins.
Any player who throws a snowball after the signal to stop will automatically have a 3-snowball count
added to their team’s score.
1 1
2 ☺ ☺ 2
3 ☺ ☺ 3
4 ☺ ☺ 4
5 ☺ ☺ 5
Blue 6 ☺ ☺ 6 Red
team 7 ☺ ☺ 7 team
8 ☺ ☺ 8
9 ☺ ☺ 9
10 10
1 1
2 ☺ ☺ 2
3 ☺ ☺ 3
4 ☺ ☺ 4
5 ☺ ☺ 5
Yellow 6 ☺ ☺ 6 Green
team 7 ☺ ☺ 7 team
8 ☺ ☺ 8
9 ☺ ☺ 9
10 10
PYRAMID BUILDER
Played on Awana Game Square
Team Game
Players: Up to 10 players each team – 4 heats
1st heat – up to 10 girls 2nd heat – up to 10 boys
3rd heat – up to 10 girls 4th heat – up to 10 boys
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd place - 50 points each
Equipment: Four circle pins, scoring pins, 10 colored cups per team
Description: Object of the game is to restack the cups before last player can go in for the scoring pin.
First team to finish rebuilding their pyramid and goes in for scoring pin wins.
A pyramid stack of ten cups is built in the center of each team center triangle. Each team’s players line up
on their circle line. Players stand an arm’s length apart. No bunching or rotating is allowed.
At the starting signal, player #1 (player on the left or farthest from the starting diagonal) runs into the team
center triangle, removes the cup on top of the pyramid tower and sets it on the floor, runs back to circle
line, and tags player #2. Player #2 runs into the team center triangle and removes the next cup and sets it
down beside the first cup, returning to circle line to tag player #3, who repeats the action. Play continues
until all cups have been removed from the original stack and restacked in a new pyramid tower.
Player#10 then runs out of the circle, around the circle pin, and back into the center of the circle to score
by touching or tipping the scoring pin with hand(s).
No player may step over the circle line until he/she is tagged from the previous player. However, if the
player does step over the line prior to being tagged, he/she must return behind the circle line with both
feet before entering the center triangle. Failure to return behind the circle line disqualifies team.
The new pyramid of ten cups must be built inside each team’s center triangle. If a cup is placed outside
the triangle, the team will be disqualified.

Cup
Tower

Variation #1: If there are not enough players, use five players per team, but have each player go in twice
to remove a cup from the original stack and restack it in the new pyramid. Last player to finish the new
pyramid comes out around the circle pin and goes back in to score.

Variation #2: This new variation can be used for any number of players on each team. Use 12 cups
instead of 10 cups. Place two sets of 6-cups inside the center triangle for each team. One set of six cups
is in the upstack position while the other set is in the downstack position. Every time a player goes in, the
player must downstack the stacked 6-cup pyramid, and upstack the cups in the downstacked position.
OBSTACLE COURSE RELAY
Not played on Awana Game Square
Team Game
Players: Three to four players per heat; any number of heats.
Scoring: 1st place - 100 points / 2nd place - 75 points / 3rd place - 50 points each
Equipment: Four (4) Stacking Timer Displays. Depends on obstacles. See suggestions below
Description: Object of the game is to finish the obstacle in the shortest time possible. Penalties may
be assessed for failure to complete obstacle properly.
Explain clearly to clubber how to start and stop the Timer.
Basic set-up will be for all four teams to line up in rows behind a starting point. First players on each team
should start the Timer for their team at the signal, “Go!” then race to complete the first obstacle. They will
continue around the course until they finish all the obstacles and come back to tag the next player. The
last player (anchor position) must remember to stop the clock when they finish the obstacle.
For some of the obstacles, there will need to be four set-ups since there are four teams, while some
obstacles will only need one set-up. Make sure the obstacles that there is only one of is big enough to
allow multiple players to get through it or participate at the same time.

Blue team 4321

Green team 4321

Yellow team 4321

Red team 4321

Basic Obstacle Ideas:


❒ Jump rope 10x
❒ Blanket Crawl. Have a giant blanket spread out on the ground with two leaders holding down the
two corners on the ends closest to where the child will be entering the blanket. Kids are to get
down on all fors and crawl underneath the blanket to the other end.
❒ Jump over/crawl through/climb over or under anything (you decide!)
❒ Pillow Pile. Put down a bunch of old couch cushions, pillows, or even mattresses in a pile. Tell
the kids they have to carry and move the pillow pile from one station to another. Next player
moves the pile back.
❒ Puzzle. Have them piece together a simple puzzle or answer a Bible trivia question dictated by a
leader.
❒ Balloon Pit. Set up a “pit” of balloons that they have to climb into and fish out their team’s color
baton. We have an inflatable that we can use for this.
❒ Have them toss something at or through something, for example, make a basketball shot, throw a
ball through a cutout in a board, toss rings on a bottle, etc.
❒ Make up your own.

Biblical Application: I am reminded of the passage in 1 John 2, which speaks of loving your brother,
thus keeping him/her from stumbling (from obstacles in his/her way). Romans 8:39 is also a great verse
about how nothing can separate us from the love of God, just as we do not allow anything to hinder us
from finishing the obstacle race. (Other passages: Hebrews 12:1-4; 1 Corinthians 9:26-27).
BUILDERS AND BLASTERS
Played on Awana Game Square
Team Game
Players: All players on each team – 4 heats
1st heat – Girls, four shortest players
2nd heat – Boys, four shortest players
3rd heat – Girls, four tallest players
4th heat – Girls, four tallest players
Scoring: Six-stack pyramid - 100 points / three-stack pyramid - 50 points. Add up the scores from
the team color pyramid stacks that are standing.
Equipment: At least 30 cups of each color (blue, yellow, green, red), CD boombox
Description: Winners of this event are determined by the highest point total after all the scores from
the heats are recorded and added together.
Set out “downstacked” stacks of six cups (two per color) and three cups (six per color) and randomly
place them inside the circle.
Players on each team should line up behind their team lines outside the square. When the game director
announces the number of players, team leaders should send those players into the square. The players
from the four teams can line up anywhere inside the square but outside the circle. At the signal from the
game director, music is played and players move inside the circle and can either upstack their team
color cups or downstack the other team colors cups. When the game director gives the signal and
music is paused, all players must “freeze” in place. They must put down any cups that are in their hands
on the ground and carefully move out of the circle without knocking down any stacks. At the end of each
heat, count how many pyramids are standing for each team color and score points accordingly. A partially
finished six-stack pyramid (i.e., only three to five cups are stacked) count as a three-stack pyramid. There
is no set-up required between each heat. Next heat starts with the cups “as-is.”
Any player who intentionally knocks down another team’s stack will have their team score deducted.
Players are not allowed to finish upstacking or downstacking stacks once the music pauses.

☺ ☺ ☺
Stacks of ☺ ☺ ☺
cups ☺ ☺
☺ ☺ ☺
☺ ☺
☺ ☺ ☺ ☺
☺ ☺ ☺
☺ ☺ ☺ ☺
☺ ☺
☺☺ ☺
☺ ☺

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