Name & Purpose Pigs Fly is a fast-reaction and knowledge game. The leader calls out animals β some that fly, some that don’t. Players flap their arms for flying animals and stop for non-flyers. The leader tries to trick players with confident delivery, speed, and curve-balls like “Pigs fly!” It tests quick thinking, biology knowledge, and self-control under pressure.
a.k.a. Wings Up; Does It Fly?
Age Band / Group Size / Time / Space Ages 8β16 | 6β60 players | 5β15 minutes | Standing room anywhere β field, gymnasium, cabin, dining hall
Materials None
Quick-Run Card
- Everyone stands with enough room to flap arms fully.
- Leader calls animals one at a time β “Ducks fly!” “Owls fly!” “Pigs fly!”
- Players flap their arms continuously for animals that can fly.
- Players stop flapping (arms at sides) for animals that cannot fly.
- Anyone who flaps for a non-flyer, or stops for a flyer, is out.
- Leader speeds up. Uses confident delivery for non-flyers. Uses hesitant delivery for real flyers. Keep everyone guessing.
- Last player standing wins the round. Play again immediately.
Setup & Boundaries Players stand in a line or scatter across the space β as long as the leader can see everyone. Each player needs full arm-flapping room. No running. This is a standing, in-place game. A “flying spotter” can stand beside the leader to confirm borderline calls.
How to Play The leader calls animals in a steady rhythm, varying speed β slow, then fast, then a pause, then rapid-fire. The key is delivery: announce non-flyers with the same confidence and conviction as flyers.
Animals that can fly (examples): eagles, bats, butterflies, flies, sparrows, mosquitoes, ladybugs, flying squirrels (glide β debate this one!), geese, hummingbirds.
Animals that cannot fly (examples): pigs, cows, sharks, snakes, dogs, horses, penguins, emus, ostriches, kiwis, crocodiles, whales.
Players who make a mistake sit down β but stay engaged. Ask them to help spot mistakes in other players. The leader can “challenge” a borderline animal: “Flying fish β do they fly or glide? Discuss!”
Variation β No-Elimination Mode: Instead of sitting out, mistaken players do three jumping jacks and then rejoin. This keeps all players active throughout.
Variation β Team Mode: Split into two teams. Each team confers for two seconds before flapping or stopping. Majority decision counts. Teams earn points for correct responses.
I-OPt Roles Three simultaneous roles:
- Active Player β Stand, listen, react. Flap or stop on instinct. You have zero time to overthink β trust your animal knowledge and gut reaction.
- Spotter (if using elimination mode) β 1β2 players help the leader catch mistakes. Spotters watch half the group each. They signal with a thumbs-down to the leader β leader makes the final call.
- Challenger (optional) β Any player can call “Challenge!” before flapping on an unusual animal (e.g., “Flying fish”). The leader pauses and asks the group to vote. Correct answer earns the Challenger a re-entry if they were previously out.
Inclusion Supports
- Players who cannot flap arms can use a thumbs-up for “flies” and thumbs-down for “doesn’t fly” β same game, different motion.
- Players who are Deaf or hard of hearing can watch a visual signal from the leader (leader holds up a picture card or written name of the animal) instead of relying on audio.
- Players with limited arm movement use whatever motion they can β shoulder rise, head nod β agreed before the game starts.
- The no-elimination variation is recommended for younger players or groups where confidence is a goal.
Stewardship After the game, pick one animal from the round that surprised people β something not everyone knew could (or could not) fly. Find out one fact about it together. 30-second reflection: “We share this planet with millions of species. What is one thing you can do this week to be a better neighbour to the animals near where you live?”
Consent Pre-brief: “If you know an animal is being called wrong β like if I say ‘penguins fly!’ β you can call out ‘Challenge!’ once per round. We’ll sort it together. No shame in being wrong about a weird animal.” Mid-game check-in: After 3β4 rounds, check energy: “Want to keep going, switch to team mode, or move on?” Opt-out/re-entry: Eliminated players re-enter immediately with three jumping jacks (no-elimination variation) or rejoin as Spotters (elimination variation). Re-entry into active play available at start of every new round.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Players argue about borderline animals (flying fish, flying squirrel) | Medium | Welcome debate β pause, discuss, decide together; make it a learning moment |
| Eliminated players disengage and distract others | Medium | Give them the Spotter role immediately; they are still in the game |
| Leader runs out of animals quickly | Low | Prepare a list of 30+ animals before the session; include obscure ones |
| Large groups make spotting mistakes impossible | Low | Use Team Mode or No-Elimination variation for groups over 30 |
Warm-Up Suggestions Ask the group: “Name five animals that can fly that are not birds.” Give 60 seconds. Then “Name three animals that look like they should fly but can’t.” This primes the knowledge base and builds excitement before the reactive game begins.
Debrief What? “Which animal surprised you most β one you thought could fly that couldn’t, or one you didn’t expect?” So what? “What happens to your decision-making when everything is moving fast? When do you slow down and when do you act on instinct?” Now what? “Where else in life do you need to react fast and trust your knowledge? How do you build that kind of quick, reliable knowledge base?”
Cleanup & Reset No materials to collect. Players shake out their arms. Ready for the next activity.
