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U-GAMES-GUIDELINES

The document outlines the general guidelines and schedule for the UniGAMES at the State University of Northern Negros, aimed at promoting camaraderie and sportsmanship among students and faculty. It details the structure of the games, including team composition, match formats, and specific rules for various traditional Filipino games such as Pickle Ball, Patintero, and Kadang-Kadang. The event emphasizes fair play, teamwork, and healthy competition, with referees overseeing matches to ensure adherence to the rules.

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0% found this document useful (0 votes)
5 views

U-GAMES-GUIDELINES

The document outlines the general guidelines and schedule for the UniGAMES at the State University of Northern Negros, aimed at promoting camaraderie and sportsmanship among students and faculty. It details the structure of the games, including team composition, match formats, and specific rules for various traditional Filipino games such as Pickle Ball, Patintero, and Kadang-Kadang. The event emphasizes fair play, teamwork, and healthy competition, with referees overseeing matches to ensure adherence to the rules.

Uploaded by

orongneilwarren
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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STATE UNIVERSITY OF NORTHERN NEGROS

UNIVERSITY WEEK

UniGAMES

GENERAL GUIDELINES:

1. These games are designed to foster camaraderie, teamwork, and sportsmanship


while allowing each team to showcase their skills and competitive spirit in a
healthy and enjoyable environment.
2. All teams must consist of bona fide students of SUNN, with participation from at
least one faculty or staff member of their respective colleges.
3. Day 1 Matches:
o Teams will represent their respective colleges: COED, CONAHS, CBM,
CAAS, CFAS, CICTE, CCJE, and CAS.
o A draw-lots system will determine the placement of each college into two
brackets:
 Bracket A: Teams 1-4
 Bracket B: Teams 5-8
o Matches within each bracket will follow a double-elimination system,
ensuring all teams have a fair chance to compete.
4. At the end of the elimination rounds, each bracket will produce two winners:
o Highest Winner (team with the most wins).
o 2nd Highest Winner (team with the next best performance).
5. Semi-final matches will feature a crossover format:
o Match 1: Highest Winner from Bracket A vs. 2nd Highest Winner from
Bracket B
o Match 2: Highest Winner from Bracket B vs. 2nd Highest Winner from
Bracket A
6. Semi-final winners will compete in a final match to determine the top-performing
team for the specific game.
7. Semi-final losers will compete in a match for third place to identify additional
ranking.
8. The final rankings for each game will be determined based on match results (1st,
2nd, and 3rd places, etc.). No overall champion will be declared across all games.
9. Matches will be scheduled to ensure sufficient rest and preparation time for all
teams.
10. Each game will have its own set of rules, time limits, and winning conditions,
which will be shared before the start of the event.
11. Tie matches will be resolved through game-specific tie-breaking methods such as
overtime or sudden death rounds.
12. Teams are encouraged to give their best effort in every game as rankings will be
determined independently for each event.
13. Referees will oversee all matches to enforce rules and resolve disputes. Their
decisions are final and binding.
14. All players are expected to uphold the values of respect, fairness, and
sportsmanship throughout the competition. Unsportsmanlike behavior or rule
violations may result in penalties or disqualification.
15. Teams will not only aim to win but are also encouraged to build friendships and
foster healthy competition within the SUNN community.

SCHEDULE OF GAMES:

DAY 1(January 23, 2025):

Time Game Venue Participants


8:00 – 9:30 AM Chinese Garter COEd Open Ground 3 players per college
(mixed)
10:00 – 11:00 Kadang-Kadang COEd Open Ground 10 players per college (5
males and 5 females)
11:00 – 12:00 Sack Race COEd Open Ground 5 players per college (3
males and 2 females)
2:00 – 3:00 Giant COEd Open Ground 10 players combining 5
Volleyball players from 2 colleges.
3:00 – 5:00 Minute-to-Win COEd Open Ground 2 players per college
it Challenge
8:00 – 10:00 Pickle Ball Basketball Court 2 players per college
3:00 – 5:00 Tournament

DAY 2(January 24, 2025):

Time Game Venue Participants


8:00 – 9:00 AM Lawin at Sisiw COEd Open Ground 10 players per college (5
males and 5 females)
9:00 – 10:00 Patintero COEd Open Ground 2 teams per college
(5 males and 5 females)
10:00 – 11:00 Slipper Game COEd Open Ground 10 players per college (5
males and 5 females)
2:00 – 3:00 Agawan Base COEd Open Ground 10 players combining 5
players from 2 colleges.
3:00 – 4:00 Protect the COEd Open Ground 7 players per college
President
2:00 – 5:00 Amazing Race SUNN Main Campus 10 players from each
college to form 8 teams of
10 members
8:00 – 10:00 Pickle Ball Basketball Court 2 players per college
3:00 – 5:00 Tournament
PICKLEBALL
(simplified)
Rules and Mechanics:
1. Players
Played by four players (doubles). Each team includes one faculty/staff/admin and
one student.
2. The Serve
a. The server stands behind the baseline and serves underhanded to the diagonal
service court.
b. Serves must clear the non-volley zone (kitchen) and land in the opposing team's
service area.
c. Only one serve attempt is allowed per point.
3. Scoring
a. Points are scored only by the serving team.
b. Games are played to 11 points, win by 2. Recreational matches may extend to
15 or 21 points, win by 2.
4. Double-Bounce Rule
a. The receiving team must let the serve bounce before returning it.
b. The serving team must let the return bounce before hitting it.
c. After these two bounces, players can volley (hit the ball in the air) or play it off
the bounce.
5. Non-Volley Zone (Kitchen)
a. Players cannot volley the ball while standing in the non-volley zone or stepping
into it.
b. The non-volley zone extends 7 feet from the net on both sides.
6. Sequence of Play
a. Both players on a team get to serve before the serve passes to the opposing
team.
b. After a fault (e.g., missed serve, ball out of bounds), the second player on the
serving team serves.
c. Once the second server faults, the serve goes to the opposing team.
7. Line Calls
a. A ball landing on any line is considered "in" except for the non-volley zone line
during a serve.
b. Players make line calls on their side of the court.
8. Faults
A fault results in loss of serve or a point for the opposing team. Faults occur if:
a. The ball is hit out of bounds or into the net.
b. A player volleys in the kitchen.
c. The ball bounces twice before being returned.
d. A serve fails to land in the correct service court.
9. Court Dimensions
The court measures 20 feet wide and 44 feet long, with a 7-foot non-volley zone
on each side of the net.
10. Sportsmanship
All players are expected to uphold fairness, respect, and fun during the game.
Disputes should be resolved amicably.
PATINTERO

Patintero is a traditional Filipino game that requires agility, teamwork, and strategy. It
is played on a grid where one team attempts to cross lines while the others guard them.
Below are the official guidelines and mechanics for the SUNN University Week U Games.

1. Objective
a. Runners: Cross all the lines and return to the starting point without being
tagged by the defenders.
b. Taggers: Prevent runners from crossing the lines by tagging them.
2. Teams
a. Each team has 5 players with up to 5 substitutes. Teams alternate as runners
and taggers during a match.
3. Playing Field
a. A rectangular field, 5 meters wide and 8 meters long, is divided into 4 equal
zones with one vertical centerline. Tagging is allowed only on designated
lines.
4. Gameplay
a. Matches last 30 minutes composed of 2 15-minute innings alternating
between offense (runners) and defense (taggers).
b. Each successful crossing and return by a runner scores 1 point.
c. Once an offensive player is tagged, he/she will be eliminated from the team.
If all players of the team are eliminated before the 15-minute time ends,
teams will exchange roles.
d. If tied, the total number of horizontal lines crossed determines the winner.
5. Roles and Movement
a. Taggers:
 The leader can move along all lines.
 Other taggers can move sideways along their horizontal line and up
to the vertical midpoint between zones.
b. Runners: Aim to cross all lines and return without being tagged.
6. Tagging Rules
a. Tagging is allowed only on the upper arm, shoulders, and back using an
open palm.
b. Tags to prohibited areas (face, chest, stomach, or below the waist) or with
excessive force are invalid.
7. Fouls
a. Taggers:
 Tagging outside allowed areas or with excessive force.
 Stepping outside their assigned lines.
b. Runners:
 Stepping out of bounds.
 Deliberately disrupting the game flow.
c. General: Disrespectful behavior or ignoring referee instructions.
d. Penalties include verbal warnings, point deductions, or player removal.
8. Winning Conditions
a. The team with the most points at the end of 30 minutes wins.
b. If tied, the team with the highest number of horizontal lines crossed wins.
Kadang-Kadang
(Bamboo Stilts Race)

Kadang-Kadang is a traditional Filipino game that involves balance, coordination,


and agility. Players race while standing on large bamboo stilts, competing to reach the
finish line first without falling. It’s an exciting and fun game that tests physical endurance
and skill.

Game Guidelines and Mechanics


Simplified Rules for Objective
o Teams compete in head-to-head races. Each team aims to secure the most
individual wins to advance and ultimately win the tournament.
2. Team Composition
o 8 teams of 10 members each. Teams can include male and female students,
faculty, and staff.
3. Equipment
o Each player must use a pair of bamboo stilts (6 feet tall).
o Footrest dimensions:
 Height from the ground: 1.5 feet.
 Height: 1 foot.
 Width: 6 inches.
4. Race Setup
o Course Length: 20 meters.
o Lane Width: 1 meter per lane.
5. Gameplay Mechanics
o Players race 1v1 in each round, representing their teams.
o At the starting signal ("Ready, Set, Go"), players move forward using their
stilts.
6. Rules
o If a player falls or loses balance, they must return to the starting line and
restart.
o Players must wear their team shirts and comfortable pants or shorts.
o The team with the most individual wins advances to the next stage.
7. Scoring and Elimination
o The game uses a single-elimination format: losing teams are eliminated after
each round.
o The team that wins the final round is declared the tournament champion.
8. Winning Criteria
o The team with the fastest overall time or the most individual victories wins.
Chinese Garter

Chinese Garter is a popular Filipino game that combines agility, flexibility, and
coordination. This version is designed for a 3-player team with one designated Mother
Player to enhance gameplay.

Game Rules and Mechanics:

Simplified Rules for Chinese Garter


1. Objective
a. Be the last team standing by successfully jumping over the garter at
progressively higher levels.
2. Materials
a. One Chinese garter stretched between two anchors (e.g., poles or team
members).
3. Team Composition
a. 3 participants per team, each with a designated role:
 Mother: The team leader who can attempt jumps to save teammates.
 Jumpers: Two players who take turns attempting to jump over the
garter.
4. Game Mechanics
a. Jumping Order: The Jumpers take turns attempting to jump over the garter.
b. Saving a Jumper: If a Jumper fails, the Mother can attempt the jump to
continue the team's progression.
c. Elimination: A jumper is given one attempt to clear the garter. Once a player
cannot clear the level, the mother can save the player. If unable to save the
player, the player will be eliminated. A team is eliminated if both Jumpers
and the Mother fail to clear the garter.
d. Progression: After each round, the garter is raised to a higher level.
5. Game End
a. The game ends when only one team, regardless of how many members are
left, remains or after completing a set number of levels.
6. Tie-Breaker: Reverse Play
a. Teams play the game in reverse, lowering the garter to its lowest level.
b. Players must clear the garter from below it.
c. The team with the most member after all the levels wins the tie-breaker.
Slipper Game

Slipper Game is a traditional Filipino team sport where players use a slipper as a ball
and aim to score points by striking it with their foot and running through a diamond-shaped
field. The game combines elements of baseball and tag, with teams alternating between
offense (striking and running) and defense (fielding and tagging). Runs are earned by
completing the circuit of bases, and the team with the most points wins.

1. Objective
The goal is to score more runs (points) than the opposing team by successfully
hitting the slipper and advancing through the bases without being tagged out.
2. Field Setup
a. Field Dimensions: A 60 ft x 60 ft diamond with a 10 ft pitching distance.
b. Bases: Marked in a diamond layout.
3. Team Composition
a. Each team consists of 10 players (5 men and 5 women), including at least 1 faculty
member.
b. Teams alternate between offense (striking and running) and defense (fielding).
4. Game Duration
a. The game is played in 4 innings, each lasting 10 minutes.
b. The team with the most runs (1 run = 1 point) after 4 innings wins.
5. Starting the Game
A coin toss determines which team plays offense first.
6. Gameplay Rules
a. Pitching:
a. The pitcher throws the slipper underhand from the mound, targeting the
strike zone (between the batter's knees and feet).
b. Foul Throws: Throws above the knees count as fouls. Three foul throws
allow the striker to proceed to first base.
b. Striking:
a. The striker uses their foot to hit the slipper into fair play.
b. Each striker gets 3 attempts. Missing all 3 results in an automatic out.
c. Running:
a. Once the slipper is hit, the striker can run to first or further bases, as long as
they are not tagged out.
b. A backward hit is a foul, and runners cannot advance.
d. Fielding:
a. Fielders attempt to get the batter or runners out by:
i. Catching the slipper in the air.
ii. Tagging runners (tags must not hit the chest or stomach).
iii. Throwing the slipper to a base ahead of the runner.
e. Special Rules:
a. Tagging Up: Runners must return to their base if a slipper is caught mid-air
before advancing.
o Sliding: Runners may slide into bases to avoid being tagged.
7. Scoring
1 point (run) is awarded each time a runner completes all bases and returns to
home plate.
8. Extra Innings
If the game ends in a tie, an extra inning is played to determine the winner.
CAPTURE THE FLAG “AGAWAN BASE”

Agawan Base also known as Sikyo is a traditional Filipino game that involves strategy,
teamwork, and physical activity. It is played by two teams to tag the opposing team's base
while defending one's own. The game also includes a dynamic element where players can
become "prisoners" on the opposing base, requiring a teammate to rescue them.

1. Objective
a. Each team must capture the opposing team's flag and bring it back to their
base without being tagged.
2. Team Composition
a. 5 players per team, with roles such as attackers, defenders, jail rescuers, and
a flag guard.
b. Teams may include both male and female participants.
3. Game Setup
a. Field Size: 20 meters wide x 30 meters long.
b. Territory: 15 meters long x 20 meters wide for each team.
c. Flag Zone: A 2-meter radius circle, located 8 meters from the back
boundary.
d. Jail: 2x2 meter space that can hold up to 3 players.
4. Game Duration
a. Each round lasts 15 minutes.
5. Gameplay
a. Teams start at their bases.
b. Players must infiltrate the opponent's territory, grab the flag, and return it to
their base.
c. Tagged players in the opposing team's territory are sent to jail and can only
be freed by a teammate tagging them.
d. The first team to successfully bring the opponent's flag to their base wins. If
no flag is captured, the team with the most players in the opponent’s
territory wins.
6. Fouls and Penalties
a. Fouls:
 Standing directly over the flag to block access.
 Rough play (pushing, tripping, tackling).
 Crossing field boundaries.
 Stalling (holding the flag without advancing).
b. Penalties:
 Players committing fouls are sent to jail.
 Teams may lose possession of the flag or receive a timeout for
repeated violations.
7. Additional Rules
a. Flags must be visible and cannot be hidden.
b. Flags must be carried, not thrown or passed.
Minute to Win It
Team Composition:
Each team consists of 2 players—1 faculty or staff member and 1 student.

1st Game: Tilt-A-Cup


Objective:
Contestants must build a wobbly tower by alternately bouncing a ping-pong ball
into a stack of cups held in their hand.
Steps:
1. Catch a bounced ping-pong ball in a six-cup stack.
2. Move the bottom cup to the top.
3. Repeat until six balls are caught.
Elimination:
The last two teams to complete the challenge are eliminated.

2nd Game: Pong to the Fifth Power


Objective:
Contestants must land five ping-pong balls in a pint glass consecutively.
Difficulty:
Landing each ball requires precision, as missing once resets the streak.
Elimination:
The last two teams to finish are eliminated.

3rd Game: Spudnick


Objective:
Contestants must insert 5 straws into a potato and balance a chocolate-coated
peanut candy on top of each.
Steps:
1. One teammate inserts the straws and balances candies, followed by their
partner.
2. Both players must finish to proceed.
Winning:
The first duo to complete this challenge advances to the Jackpot Round.

4th Game (Jackpot Round): Caddy Stack


Objective:
Build a tower of three golf balls that remains standing for at least 3 seconds.
Rules:
 Use precision and balance to align the dimples on the golf balls.
 The challenge must be completed within 1 minute.
Winning:
The team successfully stacking the golf balls wins the game!
Giant Volleyball
(Combined Teams)

Guidelines for the Game


Team Composition
1. Each team consists of 10 players.
2. Each team must include 5 boys and 5 girls, comprising staff, faculty, and students.

Format
1. Single-elimination tournament.
2. Team leaders toss a coin to decide either serve or court side.
3. Matchups for eliminations and semi-finals are determined by draw lots.

Scoring
1. First team to reach 10 points wins (1 set per game).
2. Tiebreaker: At a 9-9 score, play continues until one team leads by 2 points.
3. Championship game: Played to 25 points.

Rules
1. A maximum of three touches per team before returning the ball.
2. If the ball lands outside the designated playing area, it is considered out.
3. Players are not allowed to spike the ball.
4. Players are not allowed to block at the boundary of the court.
5. Players must hit the ball; catching or holding the ball is not allowed.
6. Balls bouncing off boundaries remain in play.

Fouls
1. Touching the net.
2. Ball landing out of bounds.
3. Overreach (reaching over the net during play).
4. Blocking the ball (when prohibited).
"Lawin at Sisiw"

Rules and Mechanics:

Overview
"Lawin at Sisiw" is a dynamic game inspired by the traditional Filipino laro ng lahi. This
revised version introduces a more focused goal and challenges participants to work
together strategically. The game revolves around protecting or capturing the "flag" held by
the last player (Sisiw) in the line while maintaining teamwork and agility.

Game Mechanics
Team Composition:
 10 players per team.
 Roles:
a. Lawin (1 player): The chaser, tasked with capturing the flag.
b. Inahin (1 player): The protector, guiding and shielding the Sisiw.
c. Sisiw (1 player): The target, holding the flag.
d. Connectors (7 players): Maintain the link between the Inahin and the Sisiw.

Formation
1. The Lawin starts opposite the opposing team's formation.
2. The team lines up as follows:
Inahin (leader) at the front, followed by the Connectors in a single-file line,
and finally, the Sisiw holding the flag at the tail end.
3. The line must remain unbroken during gameplay.

Objective
1. The Lawin's goal: Capture the opposing team's Sisiw (flag holder).
2. The team's goal: Protect their Sisiw while attempting to maintain their line and
avoid capture.

Winning Conditions
1. A team wins by capturing all flags of the opposing teams.
2. Flag Steal Rule: If a Lawin successfully captures a player holding multiple flags,
their team gains all of them.
3. If time runs out, the team with the most flags wins.

Gameplay Rules
1. Start Signal: Teams must wait for the referee's signal to begin.
2. Line Maintenance: Teams must maintain their line at all times. Breaking the line
pauses the game until restored.
3. No Physical Violence: Players must avoid pushing, pulling, or using excessive
force.
4. Role Integrity: Players must stick to their assigned roles for the entire game.
5. Flag Capture: The Lawin must grab hold of the flag to successfully capture it.
Simply grazing the flag does not count as a "Dakip."
6. Prohibited Formations: Teams cannot form a circle around the Sisiw. Other
formations like zigzag or straight lines are allowed.
7. Elimination: When a team is eliminated, they must leave the playing area promptly
without disrupting the game.
8. Attire and Flags: Players must wear proper PE uniforms and use designated color-
coded flags for safety and recognition.

Fouls and Penalties


 Breaking the line repeatedly.
 Using physical force or violence.
 Forming a prohibited protective circle around the Sisiw.
 Changing roles mid-game.
Violations will result in penalties or disqualification, depending on the severity.
Protect the President Game

Protect the President is a fast-paced, strategy-driven outdoor game where teamwork,


defense, and agility are essential. The primary objective is to safeguard your team's President
from being hit with colored water while trying to hit the opposing team's President.

Goal:
 Protect your team's President from being stained with colored water while targeting
and staining the opposing President.

Game Setup and Roles:


Team Composition:
 7 players per team:
o 1 President (Faculty)
o 3 Defenders (Students)
o 3 Attackers (Students)
Designated Areas:
 President's Circle: A fixed circular area where the President must remain standing.
 Defenders' Circle: A larger circle around the President's circle where Defenders
move to block attacks.
 Attackers' Circle: Positioned outside the Defenders' circle where Attackers aim to
hit the opposing President.

Game Mechanics:
1. Defenders' Role:
o Block attacks using their bodies but cannot use their hands or raise their
arms above the President’s head.
o Movement is restricted to the Defenders' circle.
2. Attackers' Role:
o Aim to stain the opposing team's President with colored water.
o Attackers cannot leave their designated circle except during Rush Time.
3. President’s Role:
o Remain standing in the President’s circle throughout the game.
o No ducking, sitting, or leaving the circle is allowed.
4. Rush Time:
o Activated in the last 30 seconds of the 5-minute game.
o Attackers can move out of their designated circle but cannot cross set
boundaries.
o Defenders and the President must remain in their respective circles.

Guidelines:
1. The game must take place within a pre-designated area.
2. Attire:
o The President must wear a white T-shirt for easy visibility of stains.
o Defenders and Attackers wear team color-coded shirts.
3. Players must remain within their respective circles unless specified during Rush
Time.
4. Warnings and Penalties:
o The President leaving or changing position results in a warning.
o Defenders stepping out of their circle or jumping/raising hands results in a
warning.
o Attackers stepping out of their circle (before Rush Time) results in a warning.
o Accumulating 3 warnings results in the removal of 1 Defender for 15
seconds.

Winning Condition:
 The team whose President has the least amount of stains at the end of 5 minutes
wins.
Tie-Breaker:
 An additional 3-minute round with the same mechanics determines the winner.

Penalties:
 President Movement: Warning for stepping out or changing position.
 Attackers' Movement: Warning for stepping out of the circle before Rush Time.
 Defenders' Movement: Warning for stepping out of the circle, jumping, or raising
hands above the President’s head.
Sack Race

Team Size:
5 players per team.
Game Mechanics:
1. Sack Size: 50 kg sacks.
2. Team Composition: Each team should consist of 3 boys and 2 girls, which can be a
mix of staff, faculty, and students.
3. The 8 teams are divided into 2 categories, with 4 teams per category competing.
4. Player Order:
1. Players line up in sequence.
2. Each player must jump in the sack to the turning point and return.
3. Once a player returns, they remain in their sack and the next teammate
takes their sack to continue.
4. The sequence continues until all players have completed the race.
5. Sack Movement: All players must stay inside their sacks while jumping.
o If a player falls out of their sack, the entire team must return to the starting
point and restart the race.

Game Rules:
1. Sack Control: Players must be inside their sacks during the race.
2. Falling Out: If any player falls out, the team must go back to the starting point.

Winning Process:
1. The first two teams from each category that complete the race advance to the semi-
finals.
2. In the semi-finals, the 4 teams compete, and the top two teams advance to the
finals.
3. The finals consist of the final two teams racing, and the first team to finish wins.
AMAZING RACE

Japanese Walk Challenge


1. Team Size: 10 members
2. Objective: Walk to finish line and back while balancing bilao plates on neck,
armpits, and knees.
3. Rules: No plate adjustments; rest allowed. Dropping plates requires restart.
4. Fouls: Touching/fixing plates results in a restart.
5. Winning Condition: First team to finish without dropping plates.

Pass the Balloon Challenge


1. Team Size: 5 members
2. Objective: Pass a balloon between knees without using hands.
3. Rules: No hands, if dropped, pick up without hands. If balloon pops, restart.
4. Winning Condition: Team with fewest drops.

Cardboard Challenge
1. Team Size: Varies
2. Objective: Move a ball through folded cardboard without touching the ball.
3. Rules: No direct ball contact, no cardboard overlap.
4. Fouls: Touching the ball results in a restart.
5. Winning Condition: Get 2 balls in a cup, using only one hand.

Human Wheel Challenge


1. Team Size: 5 members
2. Objective: Cross finish line without damaging the wheel.
3. Gameplay: Team must work together in a large canvas wheel.
4. Duration: 10-20 minutes
5. Winning Condition: First team to cross the finish line without damage.

Pass the Water Cup Challenge


1. Team Size: 5 members
2. Objective: Fill bucket using perforated cups.
3. Gameplay: Run, fill, and empty the cup into the bucket.
4. Winning Condition: Most water or first to fill the bucket.

Balloon and T-Shirt Relay


1. Team Size: 10 members
2. Objective: Toss balloon while putting on a shirt.
3. Rules: No dropping the balloon. If dropped, restart from the start line.
4. Winning Condition: Complete the relay with the balloon intact.

Caterpillar Race
1. Team Size: 4-8 members
2. Objective: Scoot to the finish line without touching feet.
3. Gameplay: Only hands allowed, legs wrapped around the person in front.
4. Penalty: Feet touching the ground results in a restart.
5. Winning Condition: All players cross the finish line.

Pop the Balloon Challenge


1. Team Size: 6 members
2. Objective: Pop all balloons by sitting on them after spinning.
3. Gameplay: Spin five times, then sit on the balloon to pop it.
4. Winning Condition: First team to pop all balloons wins.

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