Name and Purpose
- Poison Ball is a four-team throwing and strategy game where the goal is to deflect the Poison Ball away from your side.
- Players practise aim, teamwork, and reading where the ball is heading.
a.k.a.
- Deflect Ball; Four-Corner Blitz
Age / Group / Time / Space
- Ages 8-16 | 16-40 players (four teams of four to ten) | 15-25 minutes | Flat outdoor space or gym; square playing area roughly 10m x 20m
Materials
- Four cones (square corners)
- One beach ball (the Poison Ball)
- Eight to fourteen soft play balls: softies, gator balls, foam balls, or sensory balls (nothing hard or heavy)
- Optional: coloured bibs or pinnies to identify teams
Quick-Run Card
- Set up a square with cones. Four teams line up on the outside of each side.
- Distribute soft balls evenly to all teams. Place the beach ball in the centre.
- On “Go!” teams throw soft balls at the beach ball to knock it toward opposing teams’ lines.
- No player may enter the square or use their body to touch the Poison Ball.
- If the Poison Ball crosses a team’s side line, that team earns one “out.” First team to three outs is out of the round.
- Play additional rounds, rotating team positions.
Setup and Boundaries
- Mark the square clearly with cones. Teams stand just outside their side.
- Soft balls that roll or bounce into the square can be retrieved by reaching in (no stepping inside).
- Signal: one short whistle = pause and reset the Poison Ball to centre; two whistles = end of round.
- Staff should be aware of any campers with eye or face sensitivities around soft projectiles.
How to Play
- Divide the group into four equal teams. Assign each team to one side of the square.
- Distribute soft balls evenly to all teams.
- Place the beach ball (Poison Ball) in the centre of the square.
- On “Go!” all teams attempt to throw their soft balls at the Poison Ball to knock it toward an opposing team’s line.
- Players may not step inside the square. Players may not touch the Poison Ball with any part of their body.
- If the Poison Ball crosses a team’s line, that team earns one “out.” Three outs and that team’s round is over. They move to the sideline and cheer, or they become the official referees for the remaining teams.
- After each “out,” reset the Poison Ball to centre before continuing.
- The last team without three outs wins the round.
- Rotate team positions and replay.
I-OPt Options
- A (Active): Primary thrower on your team, aiming and adjusting strategy as the ball moves.
- S (Support): Ball retriever: collect soft balls that roll away from your team’s side and pass them to throwers.
- Q (Quiet): Tactical caller: watch where the Poison Ball is drifting and direct your team without throwing.
- O (Observer): Sideline referee or scorekeeper. Count outs, watch for rule breaks, join the next round.
Inclusion Adaptations
- Players who find throwing difficult can take the ball-retrieval or tactical caller role without any change to the game’s outcome.
- Move the team’s line closer to the square for players who need a shorter throwing distance.
- Use a larger, lighter ball (second beach ball) as one of the soft balls for players with limited grip strength.
Stewardship Moment
- Collect all soft balls and the Poison Ball after play. Count them back into the bag.
- Reflection: “Did you adjust your strategy when you had fewer balls? What changed?”
Consent
- Pre-brief: “This game involves throwing soft balls in a shared space. For those not comfortable with things flying past them, the tactical caller or ball-retrieval roles are another option.”
- Mid-game check: After the first round, pause. “Thumbs up, sideways, or down. How is the pace and the throwing feeling?”
- Opt-out/re-entry: Step to the sideline as scorekeeper or ref at any time. Raise a hand to join the next round.
Risks and Mitigation
- Soft balls thrown at high speed: remind players the goal is to hit the Poison Ball, not players on the other team. Aim low and toward the beach ball.
- Players reaching too far into the square and falling: keep a firm “no stepping in” rule. Reaching with one arm is fine.
- Disputes about whether the Poison Ball fully crossed the line: designate one staff member as the final call-maker per round.
Warm-Up Suggestions
- “Target Toss”: each team throws soft balls at a single stationary cone. First to knock it over earns a cheer. Warms up throwing mechanics.
- “Slow Roll”: everyone rolls a soft ball gently across the square to the opposite team. Gets hands warm and establishes the space.
Debrief Questions
- What? “When did the game feel most out of control? What caused that?”
- So What? “How did your team decide who threw and who retrieved?”
- Now What? “What does it feel like to defend something you can’t physically touch?”
Cleanup and Reset
- Collect all soft balls and the Poison Ball into one bag.
- Remove the four cones.
- Quick space check for stray balls.
