Name and Purpose
- Flip and Go Relay is a creative, multi-skill relay that mixes focus, chance, and movement in one fast-paced team format.
- Players practise patience, coordination, and cheerleading for teammates as each flip challenge unfolds.
a.k.a.
- Flipping Relay, Triple Flip Challenge
Age / Group / Time / Space
- Ages 8-16 | 10-30 players in even teams of 5-6 | 20-30 minutes | Large open gym or outdoor flat surface; cartwheel station needs a clear 3m x 2m mat area per team
Materials
- 1 quarter-filled water bottle per team station
- 1 coin per team station (larger coins work best)
- 1 deck of cards, split evenly between teams
- Gym mats for the cartwheel/movement finish station (one per team lane)
- Optional: a set of alternative finish movements listed on a card (cartwheel, star jump sequence, forward roll, dance move) for players to choose from
Quick-Run Card
- Teams line up in parallel. First player attempts a bottle flip until it lands upright.
- Second player flips a coin until they get tails.
- Third player flips cards until they hit a pre-set target number (staff set this for the group, not individual ages).
- Pattern repeats down the line.
- Last player does all three flips in sequence, then finishes with their chosen movement (cartwheel, forward roll, or star jumps).
Setup and Boundaries
- Set up parallel team lanes with each station clearly marked: bottle, coin, cards, movement finish
- Place gym mats at the movement station . ensure the surface is flat and clear
- Signal: 1 whistle = go; 2 whistles = pause; 3 whistles = reset or end
- Staff positioned at the movement station to observe and spot if needed
How to Play
- Teams line up in equal parallel lines. Each team station has a bottle, a coin, and a half-deck of cards.
- Player 1 attempts the bottle flip. They keep trying until the bottle lands upright, then the next player goes.
- Player 2 flips a coin until it lands tails-up, then the next player goes.
- Player 3 flips through the cards one at a time until they find the pre-set target card (staff choose a number, e.g., “7” or “face card” . not individual player ages, which vary and may be private). When found, the next player goes.
- The pattern repeats (bottle, coin, cards) for each subsequent player.
- The last player in the line completes all three flips in sequence, then finishes with their chosen movement from a posted list: cartwheel, forward roll, sequence of 5 star jumps, or a freestyle dance move. No one is required to do a cartwheel.
- The first team to have all players complete their station wins the round.
I-OPt Options
- A (Active): Complete a station challenge and perform the movement finish
- S (Support): Cheer, count flips, and encourage teammates through the harder stations
- Q (Quiet): Take on the card-flipping station, which is seated and methodical
- O (Observer): Watch for fair play, count attempts at each station, or run the scoreboard
Inclusion Adaptations
- The cartwheel station is reframed as a movement-choice station: players select from cartwheel, forward roll, star jumps, or a dance move . all carry the same weight in the relay
- For players with limited hand dexterity, the coin flip can be done with a larger spinner or a dice roll instead
Stewardship Moment
- Water bottles used in the game should already be bottles from the group’s water supply . not new purchases
- Prompt: “A great relay built from things we already had. How often do we complicate things by buying more when we already have enough?”
Consent
- Pre-brief: “The movement station at the end of the relay has a few options . cartwheel, forward roll, star jumps, or a dance move. For those not comfortable doing a cartwheel or floor roll, the star jumps or dance option works just as well and is just as cool.”
- Mid-game check: After the first full run-through, pause. “Is the pace working? Do we need to change any station or movement option?”
- Opt-out/re-entry: Players can swap stations with a teammate at any time. Step out by raising a hand; rejoin at the next round.
Risks and Mitigation
- Cartwheel injuries: mats must be down and flat; staff spot the first attempt for younger players; always offer the alternative movement
- Bottle flipping taking very long and frustrating a player: set a 10-attempt limit; if the bottle has not landed by attempt 10, the player passes and the team plays on
- Cards scattering on the floor: use a flat, low-wind surface; players draw from a face-down pile rather than flipping one-by-one if the space is windy
- Individual age used as card target in original (creates privacy concern and variation unfairness): replaced with a staff-set pre-agreed target number
Warm-Up Suggestions
- “Bottle Balance”: each player balances their water bottle upright on their palm for 10 seconds before play
- “Star Jump Sprint”: teams complete 10 star jumps together before lining up, getting the body ready for movement
Debrief Questions
- What? “Which station took the most tries? Was that frustrating or funny?”
- So What? “How did your team keep the energy up when a station was taking a long time?”
- Now What? “What does it feel like to cheer for someone who is struggling . and what difference does it make?”
Cleanup and Reset
- Collect all cards and return to the deck
- Empty and store water bottles (or return to campers)
- Roll up and stack gym mats
- Return coins to storage
