Name and Purpose
- Dizzy Sports Relay is a silly, high-energy team game where spinning before you play makes familiar sports challenges unpredictably fun.
- Players explore balance, coordination, and laughter in a format where effort and creativity matter more than skill.
a.k.a.
- Spin and Throw, Dizzy Olympics
Age / Group / Time / Space
- Ages 8-16 | 10-40 players (split into teams of 3-6) | 20-30 minutes | Large open outdoor field; approx. 40m x 40m minimum; clear, flat, and obstacle-free
Materials
- 3-5 sports items, one per station (e.g., soccer ball to kick, Frisbee to throw, football to punt, beanbag to toss; see note below on bat spinning)
- Measuring tape or pre-marked distance lines on the field
- Cones or flags to mark each station, throwing line, and landing zones
- Chalk or a whiteboard for tracking team scores
- Optional: foam or soft versions of each sports item for safety
Quick-Run Card
- Set up 3-5 stations, each with a different sports item and a marked throwing or kicking line.
- At each station, one player spins 5 times in place (arms out, slow and controlled) before attempting the throw, kick, or toss.
- Mark the landing spot with a cone. Teams rotate through all stations.
- Add up total distances per team across all stations.
- Team with the highest total combined distance wins.
Setup and Boundaries
- Position each station so launch directions point away from each other and away from the spectator/waiting area
- Assign a clear safe zone behind the throwing line where the next player waits; no one stands downfield
- Signal: 1 short whistle = pause all stations; 2 short whistles = stop and gather
- Check the full field for holes, wet patches, or debris before play
- Staff position: one counsellor per active station during play; one counsellor monitoring the waiting area
- Distance lines: mark at 5m, 10m, 15m, 20m for easy scoring without a measuring tape
How to Play
- Divide players into equal teams. Each team starts at a different station so all stations are active simultaneously.
- One player at a time steps to the throwing line. They spin slowly, arms out, 5 full rotations in place.
- Immediately after spinning, they attempt the sports challenge at that station (kick the soccer ball, throw the Frisbee, toss the beanbag, punt the football, etc.).
- A waiting teammate or the counsellor marks the landing spot with a cone. Record the distance on the score sheet.
- All team members take a turn at each station before the team rotates to the next.
- After all teams have completed all stations, total each team’s distance across all stations. The team with the highest combined total wins.
Spinning Safety Note
- Spinning around a bat handle as described in some versions creates a fall risk due to leaning posture and uneven weight distribution. Revised to spinning in place with arms extended, which is slower, more controlled, and easier to balance from.
- Set a maximum of 5 rotations regardless of age. Dizziness does not need to be extreme to be funny or challenging.
- Any player who feels very dizzy after spinning should step to the side and wait until steadied before attempting the sports element. A teammate takes their turn and the dizzy player can attempt again when ready.
I-OPt Options
- A (Active): Spin and attempt the sports challenge as a primary active player
- S (Support): Serve as the cone marker or measurer for your team’s landing spots
- Q (Quiet): Keep the team score tally on the whiteboard or score sheet
- O (Observer): Watch one full round from just behind the waiting zone, then step in when ready
Inclusion Adaptations
- Players who prefer not to spin may attempt the sports challenge from the throwing line without spinning; their distance still counts for the team
- Foam or soft versions of all sports items reduce impact risk for players with sensory sensitivities or who are new to the activity
Stewardship Moment
- Use cones and a whiteboard rather than paper markers; nothing is wasted
- Sports equipment is reusable; return items to their kit bags after each station
- Do a full field sweep after play: each team walks their station zone and collects any debris
Consent
- Pre-brief: “In this game you spin a few times, then try a sports challenge. For those not comfortable spinning, skipping the spin and going straight to the throw or kick is another option that counts exactly the same way.”
- Mid-game check: After the first station rotation, pause. “How is everyone feeling? Any roles or stations you want to adjust before we continue?”
- Opt-out/re-entry: Any player can opt out of the spinning at any station without explanation. Raise a hand to flag it; the counsellor will confirm your score and move the rotation along.
Risks and Mitigation
- Post-spin falls: the counsellor at each station stands beside (not in front of) the spinner to offer a steadying hand if needed; never behind the thrower
- Projectiles from different stations crossing paths: stations are positioned so all launch directions point away from each other and away from waiting zones; confirm this before play starts
- Competitive escalation leading to unsafe throwing force: remind players that distance is about technique and balance, not maximum force; wildly hard throws after dizziness are unpredictable and unsafe
- Player refusing to spin feeling singled out: the opt-out is framed as equally valid before the game starts; no commentary from staff or teammates if someone skips the spin
Warm-Up Suggestions
- “Slow Spin Circle”: all players do 3 slow spins in place together as a group warm-up before stations open; this normalises the dizzy feeling and creates shared laughter
- “Balance Hold”: after spinning, each player holds a one-foot balance for 3 seconds; practises the recovery they will need during the game
Debrief Questions
- What? “Which station was hardest after spinning? What surprised you?”
- So What? “How did being dizzy change the way you approached the challenge?”
- Now What? “What does it feel like to try something you are usually good at when your usual skills are temporarily taken away?”
Cleanup and Reset
- Collect all sports equipment and return to kit bags
- Collect all cones and flags
- Wipe the whiteboard or score sheet
- Do a full field walk-through to check for debris or left equipment
