Name and Purpose
- Granny’s Candy Run is a large-group adventure game combining storytelling, strategy, and teamwork.
- Cabins work together to collect and protect balloons (candy) while navigating interception by staff.
a.k.a.
- Balloon Dash, Candy Courier
Age / Group / Time / Space
- Ages 8-16 | 30-80 players | 45-60 minutes | Large outdoor area with clearly marked cabin base zones and multiple candy maker stations
Materials
- Large balloons (approximately 30 per candy maker station; have extras)
- Garbage bags or totes to carry balloons
- Point value cards (one card per balloon colour)
- Score tally sheet
- Costumes for candy makers and interceptor staff (optional)
- Cones to mark base areas and boundaries
- Whistle for game calls
Quick-Run Card
- Set up candy maker stations with balloons. Brief staff on roles.
- Tell Granny’s story to the full group. Introduce candy makers and the interceptors.
- Cabins move together to candy makers, collect inflated balloons, and carry them to their base.
- Interceptors roam and may pop balloons by hand only (no objects, no grabbing players).
- After the whistle, all groups gather at the central area. Read point values by colour. Tally scores. Celebrate all cabins.
Setup and Boundaries
- Mark each cabin’s base clearly with cones or flags before play begins
- Candy maker stations should be spread out but visible and easy to find
- Interceptors must be briefed firmly: pop balloons by hand only, no physical contact with players, no blocking paths
- Signal: 1 long whistle blast = game over, all players return to their cabin base
- Staff should accompany each cabin as a safety supervisor throughout play
How to Play
- Introduce Granny and her story: her candy is beloved, and the interceptors want to steal it. Cabins are her helpers.
- Candy makers (staff) are stationed in pre-set spots. Each has a bag of inflated balloons in their colour.
- Cabins move together as a group to any candy maker. Staff at each station blows up or hands out a balloon. The cabin carries it back to their base.
- Cabins can visit any candy maker as many times as they like.
- Interceptors (roaming staff) may pop balloons by touching them firmly with their hands. No objects, no grabbing, no blocking runners.
- Reaching the cabin base safely protects the balloon. Interceptors cannot enter base zones.
- When the whistle sounds, all groups return to their base and count their balloons.
- Read point values per colour aloud. One colour (the undercover interceptor’s colour) carries a negative value as the twist.
- Tally all cabin scores. Celebrate all groups: most balloons, best teamwork, most creative route, etc.
I-OPt Options
- A (Active): Run as a courier, carry balloons, navigate routes
- S (Support): Help plan the cabin’s route, encourage teammates, carry the group’s balloon bag
- Q (Quiet): Walk pace with the cabin group, act as the balloon counter or base keeper
- O (Observer): Take a sideline helper role, assist a candy maker station, watch rounds and help with scoring
Inclusion Adaptations
- Cabins should set their own pace. Faster runners can carry; walkers can plan strategy or guard the base.
- For players who find balloon popping startling, the base keeper role (staying at the cabin base) is a calm, valued option.
Stewardship Moment
- Balloons must all be collected after play. Every cabin is responsible for picking up all popped and unpopped balloon pieces in their zone.
- Reflection: “Balloons are fun but they break into pieces. What could we use instead next time that leaves nothing behind?”
Consent
- Pre-brief: “During this game, interceptors may try to pop the balloons you are carrying. For those not comfortable with balloons popping near them, the base keeper role or the candy maker helper role are great options.”
- Mid-game check: Midway through, staff with each cabin do a quick check-in. “How is everyone feeling? Any adjustments?”
- Opt-out/re-entry: Any player can move to the base keeper role at any time. Step back into the courier role whenever ready.
Risks and Mitigation
- Balloon debris: all pieces must be collected immediately after play to prevent animals from ingesting rubber fragments
- Interceptors becoming too physical: brief staff firmly before play; interceptors pop only, no body contact with players
- Player frustration if their cabin scores low: build in multiple celebration categories (most collected, best hustle, funniest route)
- Balloon popping startles some players: flag this in pre-brief; base keeper role available
Warm-Up Suggestions
- “Balloon Parade”: each cabin carries one inflated balloon together from one end of the field to the other without dropping it
- Brief storytelling intro: Granny arrives, sets the scene, builds excitement before the rules are explained
Debrief Questions
- What? “What was your cabin’s plan? Did it change during the game?”
- So What? “What made your group work well together? What made it tricky?”
- Now What? “How do you make quick decisions as a team when things change fast?”
Cleanup and Reset
- All cabins collect balloon pieces in their zone before leaving
- Collect cones and point value cards
- Dispose of balloon debris in a rubbish bin. Do not leave balloon pieces on the ground.
- Return costumes and equipment
