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Page 1: Large Group Games for Carnivals & Special Eventsassets.usta.com/assets/1/USTA_Import/USTA/dps/doc_13_6315.pdf · The first part of the book provides a framework for a family style

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Energizers

To capture the interest of participants and create a high energy environment it is important to start with activities that will get people smiling and laughing and allow people to get to know one another. . .

• Weakest Link Warm-up: Have the group form a circle with players standing approximately 2

feet apart in the ready position. Players should lean their racquet upside down in front of them and hold it steady with their index finger. The leader then calls out a direction, either “right” or “left.” Players move quickly and attempt to catch the racquet of the person next to them before it falls over. The goal at the beginning is for the entire group to be successful. To increase success, have the group move closer in. Each time the group is successful, have them take a step back. To make the game competitive, players that fail to catch the racquet are eliminated. Continue play until one player is left or until players have survived a designated number of turns. This game can also be played in pairs with individuals facing each other just a few feet apart.

• Ball and Racquet Skills to Music: This is a great way to warm up a large group utilizing tennis

balls and tennis racquets. The players follow the leader who combines a variety of ball handling skills (juggling, bouncing, tossing, catching, dribbling) along with footwork movement (jogging, jumping, hopping, skipping, shuffling). The leader progresses into doing a variety of racquet handling and rallying skills for everyone to follow. Players can do skills individually, with partners, and even small groups. The activities change quickly and partners are alternated frequently. The goal is to warm everyone up, get dynamically stretched, and get people to mingle with one another.

Foreword Jason Jamison, 2004

Welcome to Large Group Games for Carnivals and Special Events. This book is a compilation of some of the most popular games and activities from around the tennis world that are ideal for accommodating large groups of individuals in a festive and social atmosphere. Additionally, revealed in the next several pages is the formula and secrets to hosting high energy tennis events that will hopefully leave participants begging for more. The first part of the book provides a framework for a family style tennis carnival which is geared towards players of all ages and levels, including complete beginners. The second part of the book provides a menu of more competitive activities best utilized at functions involving experienced tennis players including equipment demo days, high school clinics, corporate challenges, club functions, and more. The book concludes with important reminders for hosting successful events as well as space to include additional games and activities from your personal collection of favorites. I would like to thank the USTA for their resources and training that has made this publication possible. It is my hope that the information presented in this book will help you organize exciting tennis events in your community which will showcase the great health and social benefits of tennis and grow our great sport. Remember, it’s all about the fun!

Family Style Tennis Carnival

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Relays—continue the fun!

• Inchworm (a.k.a. “Caterpillar”): Teams of four to six players line up shoulder to

shoulder at the baseline with their racquet held out in front of them. The person at the end of the line starts with a tennis ball on their racquet face and passes it to the next person in line. As soon as a player passes the ball they must run to the front of their line. The first team to get their line to the net without dropping the ball, wins!

• Chopsticks: Teams of 4-6 players are lined up at the baseline. An empty tennis ball

can is taped down on the service line. The first person in line starts by sandwiching a tennis ball between the handles of two tennis racquets (beginners or younger children can use the racquet faces to sandwich the ball). Each player advances one turn at a time and tries to drop the ball in the can. The first team that fills up the can wins! Option: This game can be done with two players using the racquets to sandwich the ball.

• Lay the Eggs (a.k.a. “Going to the Can”): Similar to Chopsticks, instead of

sandwiching the ball between tennis racquets, players must sandwich the ball between their knees and wobble or hop to the can and drop the ball safely in. First team to fill the can wins!

• Stuff Shirt: Teams of 4-6 players are lined up at the baseline with a designated ball

stuffer on the other side of the net. Teams are given 60 seconds to hit balls to their designated stuffer, one player at a time. The “team stuffer” is responsible for stuffing tennis balls into a tucked-in shirt or zipped-up jacket. The team that ends up with the most tennis balls stuffed away wins! (Note: To make this more challenging, require the stuffer to be sitting down on the ground or in a chair.)

• Bucket Head Catch: Teams of 4-6 players are lined up across the baseline. One player

from each team is placed on the opposite side of the net holding a bucket in position over their head (if a bucket is not available, a laundry basket or cardboard box can be used.) Teams are given 60 seconds to hit balls, one player at a time, to the designated “bucket head” who must position themselves to catch the balls. The team with the most balls captured in the bucket wins. Safety tip: Be sure to tell the bucket heads to stay low and keep their knees flexed to avoid falling backwards. Another safe and easy way to play this game is for players to hold the buckets in front of their chest. To make the game more challenging, have players use an empty ball can to try catch the balls.

Note: Many of the games above can be done in pairs as well as teams of various sizes.

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Family tennis carnivals can be done on 1-2 tennis courts or even on makeshift courts in parking lots, playgrounds, and gymnasiums. By using station activities, court space is maximized and multiple participants of different skill levels can be accommodated. Following is a list of successful station based activities:

Navigator (obstacle course): Set up 1-2 lanes of cones, hoops, empty ball cans, etc., as an

obstacle course. Require players to navigate through the course while balancing a ball on their racquet, dribbling the ball down, or bouncing the ball up. A combination of skills and movement can make the activity more challenging. Players or teams can compete for highest score.

Tennis Bowling: Set up 10 empty tennis ball cans like bowling ball pins in the doubles

alley. Participants start at the service line or the baseline (based on age and skill) and try and knock down the pins by rolling or drop-hitting a tennis ball. Players can play 3 or more frames depending on the number of players waiting in line.

Shooting Gallery: Aiming in the direction of the back fence and using foam balls only,

players are given 20 seconds to hit a moving target that is walking or shuffling between two cones spaced approximately 5 yards apart. Each direct hit is worth a point.

Bull’s-eye: Hang hoops and/or banners at different heights against the back fence and have

players serve or drop-hit balls at the targets. Smaller and more challenging targets can be given greater point values.

Backboard Bonanza: Using taped areas or posters, establish targets on a backboard and

have players compete for accuracy and consistency against the backboard. Play games for 30 seconds and assign bonus points for hitting the target areas.

Partner Ball Exchange: Two players face each other a couple of racquet lengths apart.

Players begin by passing the ball back and forth between racquets. For each successful pass, players take a step back. As distance increases, players must be able to catch the ball on their strings without it falling off. Longest distance wins.

Longest Rally Marathon (can be done off-court with makeshift nets) o Short court groundstrokes—1 ball/2 balls: Two players rally within the service

boxes to achieve the longest rally. More advanced players can be required to rally two balls at the same time.

o Volleys— 1 ball/2 balls: Same as the groundstroke rally, but done with volleys.

Alley Accuracy: This is a drop-hit game in which players are given 10 balls to aim into the doubles alley from the opposite side of the court. Beginners attempt the drop-hit from the service line and more advanced players must drop-hit from the baseline. Balls landing past the opposite service line are worth two points and balls landing in front of the service line are worth one point.

SEE ATTACHED COURT LAYOUT

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Groundstrokes

Groundstrokes

* Bull’s Eye

* A

lley

Acc

urac

y * Longest Rally Marathon * Relays

* N

avig

ator

(obs

tacl

e co

urse

)

* Partner Ball Exchange

* Shooting Gallery

Tenn

is B

owlin

g

Volleys

Volleys

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HELPFUL HINTS: It is important to recruit individuals to serve as station leaders to ensure that the activities are run smoothly. Utilizing poster boards at each of the stations to record scores and names of participants adds extra excitement. Having kids and adults participate together in teams is another benefit to be utilized in the family carnival model. Lastly, activities can be adapted to various levels of players by modifying the boundaries, the skills, and types of balls that are used. NOTE: TO AVOID INTERFERENCE OR POSSIBLE INJURY, BE SURE STATIONS ARE NOT TOO CLOSE TOGETHER OR ALTERNATE THE ACTIVITIES TO ENSURE A SAFE ENVIRONMENT.

FAMILY CARNIVAL—ADDITIONAL COURT ACTIVITIES . . .

• Fast Serve Contest/Target Serving: Set up cones, tennis ball cans, or prizes in the service boxes with two to four lines of servers lined up at the baseline on the opposite side. Polyspots are great for establishing serving positions and cones can be used to create on-deck positions for players to safely await their turn. Participants get 1-2 attempts per turn to hit a target. After each turn, players go to the end of another serving line. If a radar gun or radar clock is available, this can be an excellent addition to this game. Players can be rewarded for fastest serve or for being the closest to guessing their service speed correctly. Teams can compete for time for the most number of targets hit.

• Ralleyball: Teams of 4-6 players compete against each other in doubles play. Only two

players from each team play at one time. After two points, both teams substitute in two new players. Games are played to 4 points and one side serves the entire game (alternating from deuce to ad court). This game can be done short court with a foam ball or full court with a real or pressureless ball.

• Beat the Pro (with handicapping): The pro/coach challenges players one point at a time.

Players keep track of the points they earn off the pro and can be awarded prizes for earning 1 or more points. The pro/coach can challenge teams of two players to get more people involved. To make the game more challenging, the pro can be required to play with their non-dominant hand or with a frying pan, ping-pong paddle, etc.

• Mini Champs of the Court Doubles: Using just the service boxes and a foam tennis ball,

doubles teams compete to be the champs of the court. Whoever wins 2 out of 3 points becomes the champions and continue to take on new challengers until dethroned. A parent/child or adult/child combination can be a lot of fun. Another option is to play Mini Champs of the Court Singles within the service boxes.

Wrap-up

• Hit for Prizes: A terrific way to end a tennis carnival is to lay out prizes and/or targets on one side of the court. Players line up on the other side and try and hit the prizes. Players get to keep what they hit, unless of course they hit the coach and his/her ball basket. The players can be required to drop-hit, serve, or volley each shot towards the prizes/targets; or the coach can feed to 2 or more lines of players. To speed up the game, arrange the prizes closer together or enlarge the target areas to increase success.

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Large Group Event Model (Experienced Players)

Purpose: To provide entertainment at functions for existing tennis players including: club fundraisers, equipment demo days, corporate challenges, college intramural events, adult rallies, social tournament mixers, large specialty clinics, and other celebrate tennis functions.

Energizers (get ‘em hooked)

• Jackpot (can of money, tennis bag, etc). If you are trying to recruit carnival participants on the spot and you need a little spark to get them going, Jackpot is the perfect game. Set up a premium item on one side of the court and have people try and hit it with a serve or bounce-hit from the other side of the court. Call out, “The first person to hit it, wins it!” An empty tennis ball-can filled with cash is a great enticement. You can keep adding dollar bills to it until someone knocks it over. Funny money can also be used and spent on prizes available at the end. This is a great way to start your carnival because it gets a lot of people on the court that you can lead into other games.

• Clean Up Your Mess: This game is great for loosening up people in putting them in the right

mindset for the carnival. Divide all your players into two teams and place them on opposite sides of the net. Distribute a variety of foam and soft type balls (e.g. beach balls, tail balls, foam balls, etc.,--AVOID USING TENNIS BALLS). When the group leader says “Go,” both sides must try and get rid of any balls on their side of the court as fast as they can within 60 seconds. Every 10-15 seconds, the group leader calls out a different body part in which participants must use to hit the balls over to the other side, e.g. “elbow,” “knee,” “foot,” “head,” etc. The last part to call out is “rear-end.” Participants can only use their rear-end to try and get the foam balls over. The team with the fewest number of balls on their side of the court at the end of 60 seconds wins!

• Anything but a Racquet: Divide the group into two teams on opposite sides of the net. Be

sure players are spaced safely apart from each other on the court. Teams attempt to rally a foam ball back and forth over the net using anything but a tennis racquet. Players can use their hands, feet, a clip board, a cardboard box, frying pan, racquet handle, basketball, hat, book, folder, or any other safe object they can find. Players are given unlimited bounces and hits per side and the point is over when the ball rolls flat or out of bounds. Play games to 7 or 11 and switch sides and swap equipment after each game.

• Great Balls of Fire (preferable for youth or youthful audiences): Similar to Clean Up Your

Mess, players are divided into two large teams and placed on opposite sides of the net. Only foam balls are used. When the group leader says “Go,” players try and hit the opponents on the other side with foam balls. If a player is hit with a ball (direct hit) or steps outside of the court boundaries for any reason, they are out of the game. If a player catches a ball that was thrown at them, the player who threw it is out and the person who caught the ball is allowed to bring a teammate back into the game. Players that are out of the game are responsible for retrieving balls for their teammates. The first team to eliminate all the other players from the other team wins the game.

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TEAM GAMES

• Tag Team Singles: Players line up on opposite sides of the net. The first player puts a ball

into play, then each person hits and runs to the end of their own line after hitting the ball only once. This game can be cooperative or competitive with sides playing points against each other. Additionally, two simultaneous games can be played by dividing the court in half. Option: To focus on touch and short angles, play the game within the service boxes.

• Major League/Minor League Another fun variation of Tag Team Singles requires that if a

player misses a shot, they must sit down at the service line (minor league). The only way to get out of the minor league is to hit a ball that is in play successfully over the net while keeping their rear-end planted on the ground.

• Tag Team Doubles: This is the same as Tag-Team Singles except that there are two players on each side that begin the game and is played using the entire doubles court. As soon as one player hits the ball, they must run to the end of their own line and a new teammate comes in to replace them. To increase the intensity of the game, play the game from the service lines.

∗ Pass the Racquet Singles/Doubles: A fun variation of Tag Team Singles/Doubles is to

require that as soon as a player hits their shot, they must pass the racquet off to a teammate.

Remember to utilize on-deck spots for substitutes to safely rotate in from. Players should always wait several feet behind the player currently in the game.

X

X X X X X

X X X X

O O O O O

O O O O O

O O O O O X X X X SAFE

SAFE Lose

X X

X X X X X O O O O O

Lose

! !

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• Wipe-out (a.k.a. Vic-o-Rama): Players are divided into two teams and line up on opposite

baselines. The first person from one team plays a point against the first person from the other team (singles court). The side that wins the point gets to add another player onto the court and challenges a new player on the other team (thus it becomes 2 vs. 1, doubles boundaries vs. singles boundaries). The goal is to get an entire team onto the court without losing a point. If a team loses a point against a single player from the other side, the team is wiped out and the other side gets to add a player. This game usually seesaws back and forth with teams adding players and then getting wiped out. This game is effective for extra large groups of 10 – 30 people per court. If singles points are not desired or team size is very large, points can begin with a minimum of two players on each side. Note: Always start the ball from the side with the fewer number of players in the game and be sure players maintain their batting order.

• Team Triples: Players are divided into two teams (usually between 3-6 players per team).

Each side forms a triangle with one person at the net and two people at the corners of the baseline. Extra players wait at the back fence to fill in from the baseline after each point. The ball is fed into play and the point is played out. After each point, teams rotate clockwise. The first team to 11 wins the game. This game helps develop quicker reactions and alertness at the net.

• Tennis Volleyball (with foam or tail ball) Teams of 4-6 players are positioned in zones on

both sides of the court. One side starts out by serving the point. Note: The designated server can stand as close to the net as needed to get the ball in play. The ball is still alive as long as it does not roll flat or go outside the court boundaries. Players can scoop the ball, dribble it, or pass it to a partner before hitting it over, but players must stay in their self-space zones and spiking is not allowed. Games to 4 or 7 can be played. Teams rotate and change serving sides the same as in volleyball. Coaches can limit the number of bounces and hits allowed per side to challenge the players.

X X

X X O

O O

O

X X X

X

X X

O O O

O

O O

O O O O O O

Lose

Lose

WIN X

X X X X X X

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SURVIVAL GAMES

• Champions of the Court (doubles): The champions start up at the net and the challenging teams line up at the baseline. The goal is for one of the challenging teams to win two points in a row (or 2 out of 3) off the champions. Once this occurs, the champions are dethroned and the challengers take their spot at the net. Variations: After the first point, the challengers advance to the service line to play the second point. This game can also be used for playing singles.

• Tennis Olympics: This game is similar to Champion of the Court Doubles with one important

twist. Whenever a challenging team dethrones the champions, the challengers must run over to the winning side and chase down a lob that has been hit high into the air by the coach. The high lob is the first of two out of three points played. The instructor should be positioned on the challengers side to effectively lob the ball and should also hit the lob so that there is enough time for the winning team to chase it down.

C

Lose

X X X

X X X

WIN

WIN

Coach Lose

C

C X X X

Be sure that the games you select are geared appropriately to the age, skill, and physical abilities of the players you are working with. Many of the activities listed require running, fast movements, and continuous action and may not be appropriate for people with limited experience or for those with mobility and/or health limitations (e.g. asthma, physical disabilities, aging concerns).

Players should be adequately warmed-up before being introduced to more challenging activities. Be sure to provide adequate periods of rest and make sure players stay hydrated throughout exercise. Also remember to keep the courts clear of tennis balls and other hazards/obstacles that could result in injury. It is best to stop an activity to clear a ball from the court then to continue with the activity.

Games can be modified to different levels of players by utilizing a softer tennis ball, shortening the court, feeding the ball easier, or giving players more time to get in position. By being tuned in to the needs of your players you will ensure a more fun and safe environment for everyone involved.

C

X X X

! !

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• Deep Desperation: A doubles team (champions) is placed on one baseline. All other players line up at the net post with a partner. The instructor begins each point with a high lob to the open court. The first team at the net post must chase down the lob (letting it bounce) and play out the point against the champion team. If the challenging team wins, they run over to replace the champions while a ball is fed high into the air to the next challenging team. If a challenging team loses the point, they quickly go to the end of the line and a new team of challengers comes in to play out the lob. Whoever is left in the champion position after a designated number of points is played wins the game.

• Challengers and Defenders (Singles/Doubles): Teams of players line up on opposite baselines and play out either singles or doubles points. One side is designated as the challengers and one side is the defenders. The balls are fed to the challenging side to start the point. After a point is played out, the winner goes to the end of the challengers side and the loser goes to the end of the defenders side. Variation: To maximize player movement, require players/teams to automatically go to the other side of the court after the point is played, regardless of who won the point.

• Rush-n-Crush: This is the same as Challengers and Defenders with one variation. The coach feeds a short ball into play and players from both baselines must converge upon the net and play out the point. As soon as the point is over, players quickly exit out of play for the next set of players. Score can be kept between the two sides or with individual doubles teams competing for the highest score (e.g. first to 5 wins).

• Diagonal Rush-n-Crush: This is the same as Rush-n-Crush but players compete diagonally

on the half court. This allows for two simultaneous games (deuce to deuce, ad to ad). The coach should alternate feeding to each side and allow only one point to be played at a time.

WIN

Lose

C D D D D

Lose

Win

C C C

X

X X X X X

X X X X

O O O O O

O O O O O

C

WIN

C

Coach X X

X X

X X

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• Meltdown: The game starts with two players on each service line with a line of players

waiting on-deck behind them to substitute immediately into play. If a player makes an error or a winner is hit on their side of the court, they are replaced with one of the on-deck players. Individuals must stay alert at all times, even the substitutes, never taking their eyes off the action of the point. Players never know exactly when and where their next move will be. To end the game, the instructor screams out, “seven points to go.” Whoever is left in the two substitute lines at the end of the seven points are called “FRIED EGGS.” This drill emphasizes quick reactions, alertness to the situation at hand, and filling the gaps of the court. The action is fast and the players love it.

• Outhouse/Penthouse: The ball is put in play amongst four players who are each defending their respective service box. All the challengers wait on deck at the net post and substitute into the game following a clockwise rotation. The goal is to work up towards the last position of the rotation (penthouse) without being knocked out of the game and back to the challenging line. Whenever a player loses a point, players rotate clockwise to fill the gap. Whoever remains in the penthouse position after a designated number of points (e.g. 21) wins the game. The clockwise progression is as follows: outhouse —> doghouse —> storehouse (net post)—> poorhouse—> Penthouse. Note: This game can be played full court or with one side at the net and the other side at the baseline.

• Around the World (Classic): Players line up on opposite sides of the net. The first player

puts a ball into play. Then each person hits and runs to the right to the opposite side of the net. The coach can establish requirements such as: topspin shots only, balls must land past the service line, etc. This drill can be cooperative or competitive. Option: Players can be allowed up to two or three errors before they are out of the game. This game can also be done with throwing and catching to work on movement and tracking skills.

X

X X X X O

O O O

X X X X X O O O O O

Coach

d

o

s

P

p

x x

Coach

O

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WRAP UP THE ACTION . . .

The key to any successful event is to finish strong. Pick an activity that can involve a lot of people, is fun to watch, and leaves a lasting impression.

Author’s Favorite Tennis Talent Show with Panel Judging: Recruit participants to try their craziest and fanciest shot. Participants are judged on style and execution (maximum 10 points each). Judges can be recruited to hold up scores following each performance using markers and clipboards. Prizes can be given for highest score, most absurd, worst performance, etc.

MIXERS AND ROUND ROBINS . . .

• Multi-Court Competitions: Most of the team games listed above can be done in a multi-court competition or tournament format. For instance, a game such as “Triples” can be played amongst several courts with winning teams moving up and losing teams moving down. Also, Triples could be played in a tournament format with teams advancing through different rounds of competition.

• One-point tournament: A one point tournament is organized the same way as a regular

tournament with the exception that it only takes one point to win a match (or 2 out of 3 points). This tournament goes very fast and can include players of all levels. Individuals spin the racquet to see who gets to serve; or, the right to serve can be awarded to the weaker player. It is possible for a lower level player to put a few points together and win the entire tournament. The tournament can be either singles, doubles, or mixed.

• Short court tournament (with foam or pressureless ball): This is organized similar to a real

tournament draw but players/teams compete within the service boundaries using a foam ball or play full court with a pressureless ball.

• Play ‘till the music stops: Players or teams compete simultaneously on several courts playing

either singles or doubles, short-court or full court. Players use ping pong scoring and alternate serves every two points. As soon as the music stops playing, the players that have the higher score move up one court and the losers move down one court (a.k.a. “winners up/losers down”).

• Mix and split challenge: This is a round robin format in which after a designated amount of

time or points (or when the music stops) players move up or down a court based on their score, split up, and play with a new partner.

• Luck of the Draw Round Robins:

o Grab a racquet: Have players put their racquets in a pile and randomly pull out racquets to establish doubles teams or singles pairings.

o Cinderella mixer: Women toss a shoe in a pile and the men pick out a shoe to determine a doubles partner.

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Tips for Tennis Carnivals and Special Event Clinics

��Use music whenever possible to create a festive environment

��Be energetic and dynamic and utilize volunteers with the same attributes

��Have all your stations set-up in advance and supplied with the appropriate equipment/supplies

��Be sure your helpers/volunteers are prepared and thoroughly briefed on all the activities

��Be sure to offer activities that are suitable to the level of your audience. Shorten the court for

younger or newer players and/or use modified tennis balls (foam balls, tail balls, etc.)

��Decorate and segment the carnival area with banners, balloons, posters, hoops, cones, etc.

��Provide food or light refreshments for participants and observers as appropriate

��Be creative in securing prizes. Shop at $1.00 stores; secure coupons and giveaways from local

businesses; use low cost items such as candy, gum, posters, wristbands, pens/pencils, stickers, etc., as

well as any tennis items you can find. Note: Tennis manufacturers get multiple requests for free

giveaways and cannot always accommodate everyone.

Time/Format Suggestions

• The ideal length of a tennis carnival to maximize enthusiasm and fun is between 1-2 hours.

• Interactive tennis exhibits can be held for longer periods of time (e.g. short court tennis set up at a

county fair, fast serve booth at a pro tennis tournament, etc.)

Format A: (“Theme Park”)

• Games/contests are not limited by time. People can move casually about observing and choosing the

activities they would like to participate in (e.g. picking out rides & waiting in lines at Disneyland).

Format B: (“Demo Day”)

• Games/contests are given time limits (e.g. 15-20 minutes) with groups of players being rotated

through all the different activities according to a schedule.

Suggested Equipment:

��CD boom box with Jock Rock© or Jock Jam© CD’s

��Tennis balls, loaner/demo racquets, ball baskets/hoppers, cones, hula hoops, ball cans, chalk, yellow

construction tape (“do not cross”), banners, banner ties, poster boards, duct tape or masking tape

��Megaphone or speaker system for announcements

��Radar display clock or radar gun

��Prizes (don’t forget those!)

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