Name and Purpose
- Wonderball is a quick-reaction rhyme game that builds rhythm, anticipation, and community.
- Players practise timing, listening, and staying present together.
a.k.a.
- Hot Potato, Pass It Quick
Age / Group / Time / Space
- Ages 8-16 | 8-25 players | 10-15 minutes | Indoor or outdoor circle space; enough room for a comfortably-spaced circle
Materials
- One soft ball or beanbag
- Alternatives: tennis ball, foam ball, bundled-up sock ball, or a crumpled piece of scrap paper
Quick-Run Card
- Group stands or sits in a circle, passing the ball while chanting the Wonderball rhyme.
- At ‘and you are out, O-U-T spells OUT!’, the player holding the ball transitions to the Rhythm Keeper role.
- Rhythm Keepers move to the inside of the circle and clap the beat.
- The remaining circle keeps passing and chanting.
- The last player remaining becomes the Wonderball Champion.
Setup and Boundaries
- Mark or note the circle boundary so players know their space.
- Signal: raised hand by any staff = pause passing.
- Check the ground for anything slippery before play begins.
How to Play
- Group stands or sits in a circle, close enough to pass a ball easily.
- The ball begins travelling around the circle. Everyone chants together: ‘The wonder ball goes round and round. To pass it quickly, you are bound. If you’re the one to hold it last, the game for you has surely past, and you are out. O-U-T spells OUT!’
- The player holding the ball at ‘OUT’ becomes a Rhythm Keeper. They step into the centre (or just inside the circle) and clap the beat of the chant to keep the energy going.
- The circle continues passing and chanting. Each round, new Rhythm Keepers join.
- Rhythm Keepers can cheer, clap in unison, and encourage those still in the circle.
- The last player in the circle is the Wonderball Champion. They pick the next game or lead the debrief.
I-OPt Options
- Start: A (Active) , pass the ball fast and chant with full energy | S (Support) , help keep the chant rhythm steady | Q (Quiet) , pass the ball calmly and chant at a comfortable volume | O (Observer) , watch the first round from just outside, join in the chant when ready
- Mid: A (Active) , pass with speed and focus | S (Support) , as Rhythm Keeper, lead the clapping | Q (Quiet) , stay in the circle at a comfortable pace | O (Observer) , clap along from outside the circle
- Late: A (Active) , stay in as long as possible | S (Support) , as Rhythm Keeper, encourage those still playing | Q (Quiet) , enjoy the growing rhythm of the Rhythm Keeper group | O (Observer) , count along and cheer
- End: A (Active) , celebrate and lead the debrief | S (Support) , help gather the group | Q (Quiet) , share one word | O (Observer) , listen in
Inclusion Adaptations
- Players who cannot pass quickly can use a rolling motion along the floor instead.
- The chant can be signed or mouthed for players with hearing differences; Rhythm Keepers can use visual beats (raised arms) instead of clapping.
Stewardship Moment
- Use a durable, reusable ball. A bundled-up sock ball made from camp socks is free to make and reusable.
- Reflection: ‘We used one simple object together. How do things feel different when we share?’
Consent
- Pre-brief: ‘This game uses a passing-out mechanic. When the rhyme ends on you, you move into the Rhythm Keeper role, which is where a lot of the fun happens. For those who’d like to start in the Rhythm Keeper role right away, that’s a great place to be from the start.’
- Mid-game check: After two rounds, pause. ‘How is everyone going? Is the pace working?’
- Opt-out/re-entry: Any player can step into the Rhythm Keeper role at any time by choice, not just when the rhyme lands on them.
Risks and Mitigation
- Ball thrown too hard: remind players to pass, not throw.
- Players feel singled out when they ‘go out’: Rhythm Keeper role is framed as a celebration, not a penalty, throughout the pre-brief and the activity.
- Circle collapses in size: as players become Rhythm Keepers, tighten the circle each round so passing stays easy.
Warm-Up Suggestions
- ‘Name Toss’: toss the ball across the circle while saying the receiver’s name.
- ‘Countdown Clap’: group counts down from 10 together with a clap on each number.
Debrief Questions
- What? ‘What happened to the energy as more people moved into the Rhythm Keeper role?’
- So What? ‘What changed about the game when the circle got smaller?’
- Now What? ‘When in a group situation do you notice the people who are cheering others on as much as the people who are still in the game?’
Cleanup and Reset
- Collect the ball.
- Check the play space for anything left on the ground.
- For those not comfortable with any part of this activity, observing or taking a different role is another option.
