Name and Purpose
- B’gawk! is a fast-paced circle game that sharpens attention and reaction time.
- Players practise listening, quick decision-making, and recovering from mistakes with a laugh.
a.k.a.
- Chicken Pass, B’gawk
Age / Group / Time / Space
- Ages 8-16 | 8-30 players | 10-15 minutes | Any space with enough room for a standing circle
Materials
- No materials required
Quick-Run Card
- Stand in a circle.
- Teach the hand-circle-over-eyes gesture.
- Right hand drop = pass right. Left hand drop = pass left. Both hands = skip the person directly across.
- Start slowly, build speed.
- Hesitation or wrong signal? Do a quick Chicken Loop around the outside, then rejoin immediately.
Setup and Boundaries
- Form a standing circle with enough arm-length space between players
- Signal: leader raises both hands to pause the whole group
- Check the area around the circle for trip hazards before the Chicken Loop path is used
How to Play
- Everyone stands in a circle and makes two finger-rings (index finger and thumb), one over each eye.
- The starting player drops one hand in a quick bounce and calls “B’gawk!” Right hand means the action passes to the right. Left hand means it passes to the left.
- Play continues around the circle in the chosen direction.
- If a player drops both hands, the action jumps across the circle to the person directly opposite, then continues in the same direction from there.
- The first player in the round cannot use the double B’gawk, since no direction has been set yet.
- If a player hesitates too long or sends the signal in the wrong direction, they do one quick Chicken Loop: jog around the outside of the circle flapping arms and making chicken sounds, then rejoin their spot.
- Play continues while the Chicken Loop is happening. More loops = more fun and more chances for distractions.
I-OPt Options
- Start
- A (Active): Jump in as one of the first players to send the signal
- S (Support): Offer a quiet nod to help a neighbour track direction
- Q (Quiet): Start in a spot with less pressure (not directly beside the opener)
- O (Observer): Watch one full round before joining in
- Mid
- A (Active): Try to set records for fastest clean passes
- S (Support): Help count Chicken Loops as the scorekeeper
- Q (Quiet): Focus on just receiving and passing cleanly, no extras
- O (Observer): Tally which direction catches people out most
- Late
- A (Active): Volunteer to start a new round with a tricky double B’gawk
- S (Support): Cheer Chicken Loopers as they run and rejoin
- Q (Quiet): Steady and reliable: be the anchor the signal always comes back to
- O (Observer): Signal the group when a new personal best is happening
- End
- A (Active): Lead one final speed round
- S (Support): Lead a group cheer for Chicken Loop champions
- Q (Quiet): Give a thumbs rating for the round
- O (Observer): Share the funniest moment they witnessed
Inclusion Adaptations
- Players who prefer not to run can substitute the Chicken Loop with a seated flap-and-cluck in place, then return to the circle
- A verbal cue (“Right!” / “Left!” / “Skip!”) can be added alongside the hand gesture for players who benefit from auditory reinforcement
Stewardship Moment
- No materials, no waste.
- Reflection: “This whole game runs on your attention and energy. What does that tell you about what you actually need to have fun?”
Consent
- Pre-brief: “This game involves making silly sounds and doing a short run around the circle if you get caught. For those not comfortable with running, a seated flap-and-cluck in place is a great option.”
- Mid-game check: After the first few rounds, pause. “Thumbs up, sideways, or down. Ready to keep going?”
- Opt-out/re-entry: Step back from the circle any time. Raise a hand to rejoin at the start of any new round.
Risks and Mitigation
- Chicken Loop runners bumping into bystanders: confirm a clear path around the outside before play
- Players feeling embarrassed by the Loop: staff model it enthusiastically on the first mistake to set the tone
- Direction confusion leading to frustration: slow the pace back down whenever mistakes spike; speed is earned, not assumed
Warm-Up Suggestions
- Quick mirror game: pairs copy each other’s hand movements for 30 seconds
- “Left or Right?” challenge: leader calls directions and players jump that way three times fast
Debrief Questions
- What? “What happened to your focus as the game got faster?”
- So What? “How did it feel to make a mistake and get right back in?”
- Now What? “Where else in your life could you practise bouncing back quickly instead of staying stuck?”
Cleanup and Reset
- No cleanup needed
- Check the circle area for any trip hazards before clearing the space
