Name and Purpose
- Whoosh Ball is an energetic, no-prop circle game that builds group connection, listening, and creative silliness.
- Players learn to follow quick rules and support each other through rapid changes in direction and energy.
a.k.a.
- Energy Ball, Whoosh Whoa Zap
Age / Group / Time / Space
- Ages 8-16 | 10-30 players | 15-25 minutes | Standing circle with arm-width spacing, indoor or outdoor
Materials
- No materials required
Quick-Run Card
- Teach moves one at a time: Whoosh (pass around circle), Whoa (stop and reverse), Zap (send across circle), Boing (everyone bends and mirrors), Freak-Out (everyone swaps places).
- Practice each move before adding the next.
- Start a full round with all moves active.
- Super-Freak-Out variation: the caller names a theme and everyone crosses the circle doing it.
- Play for 10-15 minutes or until energy peaks.
Setup and Boundaries
- Signal: two loud claps = pause everything; three claps = full stop
- Make sure players are spaced arm-width apart so Boings and Freak-Outs do not cause collisions
- Check the space for furniture or obstacles before a Freak-Out round
How to Play
- Everyone stands in a circle with arm-width spacing.
- Teach moves one at a time, practising each before adding the next:
- Whoosh: Pass the energy ball around the circle in one direction by saying “Whoosh” with a sweeping gesture. Move it as fast as you can.
- Whoa: Stop the Whoosh and reverse its direction by saying “Whoa” and holding up an open palm toward the person who sent it to you.
- Zap: Send the energy ball across the circle (not to a direct neighbour) by stepping forward, clapping both hands once toward any player, and saying “Zap.” A Zap cannot be Whoaed. You cannot Zap during a Double Whoa.
- Double Whoa: If a player is Whoaed on both sides (the person to their right and left both say Whoa toward them in sequence), the energy ball races all the way around the full circle back to that player as fast as possible.
- Boing: At any time (not during a Double Whoa), the player holding the energy ball says “Boing,” bends forward at the hips, and the whole circle mirrors it. Boing can only happen three times in a row before the ball must move.
- Freak-Out: At any time (not during a Double Whoa), the player holding the ball calls “Freak-Out!” and everyone switches places in the circle. The caller keeps the ball and restarts the Whoosh.
- Super-Freak-Out: Same timing as Freak-Out, but the caller names a theme (e.g., “frog jump”) and demonstrates it. Everyone crosses the circle doing that theme.
- No one is ever removed from the game. If a player loses track of where the ball is, they simply rejoin the flow.
- Play continues until energy naturally peaks or the staff calls time.
I-OPt Options
- Start
- A (Active): Jump in as a full circle player from move one
- S (Support): Help teach a move to a player who missed the explanation
- Q (Quiet): Start with Whoosh only and skip Boing/Freak-Out until comfortable
- O (Observer): Watch the first teaching round, then step in when the full game begins
- Mid
- A (Active): Initiate Zaps, Boings, and Freak-Outs
- S (Support): Keep the energy up by reacting enthusiastically to each move
- Q (Quiet): Focus on Whoosh and Whoa; skip initiating the wilder moves
- O (Observer): Step back for one round; return at the next Freak-Out reset
- Late
- A (Active): Call a Super-Freak-Out with a creative theme
- S (Support): Help players who have lost track of the rules
- Q (Quiet): Stick to basic moves and enjoy the rhythm
- O (Observer): Watch for moments when the group fully syncs and call them out
- End
- A (Active): Request one final round at full speed
- S (Support): Help settle the group for the debrief
- Q (Quiet): Share one word about the experience
- O (Observer): Name their favourite move or moment from the game
Inclusion Adaptations
- Players with limited mobility can hold a fixed spot in the circle and pass with a gesture rather than crossing during Freak-Outs; a nearby partner can cross on their behalf
- Players who find auditory processing difficult can watch for a clear visual cue (a raised hand clap for Zap, a forward bend for Boing) alongside the spoken word
Stewardship Moment
- No materials to clean up; acknowledge the space used together
- Reflection: “This whole game ran on nothing but our own energy. What does that tell us about what we can create together?”
Consent
- Pre-brief: “This game involves switching places quickly and mirroring movements. For those not comfortable with the fast movement, staying in one spot and using gestures is another option.”
- Mid-game check: After teaching all moves, pause and do a quick thumbs up/sideways/down before the full round begins
- Opt-out/re-entry: Any player can step to a fixed Observer spot at any time. Step back into the circle at any Freak-Out or Super-Freak-Out reset
Risks and Mitigation
- Collisions during Freak-Outs: remind players to walk, not run, when crossing; check for clear crossing paths
- Rule confusion leading to frustration: teach one move at a time and do a no-pressure practice round before full play
- Double Whoa rules getting confusing: simplify for younger groups by skipping Double Whoa until the group has played several rounds
Warm-Up Suggestions
- “Whoosh Only”: spend 2 minutes just passing Whoosh around the circle to set the rhythm
- “Name and Gesture”: go around the circle; each player says their name with a unique movement that the group echoes back
Debrief Questions
- What? “Which move was hardest to remember? Which was the most fun?”
- So What? “What happened to the group energy when a Freak-Out was called? Why?”
- Now What? “What does it take to stay focused when the rules keep changing on you?”
Cleanup and Reset
- No materials to collect
- Check the space for anything displaced during Freak-Outs
- 60-second visual sweep before moving on
