Professional Documents
Culture Documents
Texas area for the Awana club year 2013 – 2014. Latest Sparks rulebook can be
found at www.awanatexas.org.
All rights reserved. The text and images contained herein may not be copied for distribution in any
way, directly or indirectly, without the express written permission of Awana Clubs International unless
otherwise stated or granted. Awana, Sparks-A-Rama, AwanaGames, and the Awana logos are
Registered Trademarks of Awana Clubs International. Used by permission.
Version 09/20/13
2
COMPOSITION OF SPARKS-A-RAMA TEAMS
A Sparks team consists of a minimum of 10 players
to a maximum of 14 players as follows:
5 – 7 Boys and 5 – 7 Girls.
REQUIREMENTS
1. Only currently registered churches are authorized
to compete in a Sparks-A-Rama event. Churches
are encouraged to enter multiple teams for the
SPARKS FUN DAY Sparks-A-Rama event.
Sparks-A-Rama is similar to an Awana Games event,
but it is different. It is a day of fun for young children, a 2. The completed Sparks-A-Rama registration form,
day of exciting participation with new friends, not a accompanied by a registration fee and the Awana
day of high-pressured competition. Sparks-aged Event Participation Agreement, are required for a
children are not ready for the keen rivalry of an team to be officially registered. (The fee covers
AwanaGames meet. Do not expect or encourage part of the operating costs of the Sparks-A-
them to compete as fervently as older boys and girls. Rama). Teams are accepted on a ―first-come,
Sparkies play games for the fun of playing them. first-paid‖ basis. Registrations must be received
Winning can be one gratifying result of their team with payment and Event Participation forms a
effort. minimum of two (2) weeks prior to the scheduled
event. This allows your ministry team ample time
Sparks-A-Rama should also be a ministry to parents. to prepare the event. No refunds will be issued
It is an opportunity to present clearly the gospel of to teams withdrawing their registration.
Jesus Christ. Remind parents not to stress highly
competitive attitudes with their children on this 3. We provide all game equipment used during
special day. Sparks-A-Rama.
3
TEAM ASSIGNMENTS GENERAL INFORMATION
Team assignments to a particular team line/color on a ROSTER SHEET
particular circle (where there is more than one circle) The team roster sheet is submitted on the event day at
will be specified prior to the event. The team the time of check-in. The team roster sheet, prepared
assignments will be emailed to the main contact of ahead of time by the team coaches, must contain the
each participating church prior to the event. It is the name, age, grade in school, date of birth of each
main contact’s responsibility to disseminate this player, and sections completed. The roster is checked
information to their coaches and others as required. for compliance and discrepancies addressed and
resolved at check-in time.
Remember to confirm your square assignments on
game day when you check in. There may be last
minute changes.
TEAM OUTFITS
Teams are highly encouraged to make personalized
QUALIFICATIONS OF TEAM MEMBERS team shirts representing their church for the
1. All Sparky clubbers in 2nd grade or lower who did competition. Coaches are responsible to ensure that
not reach their 9th birthday by September 1st prior uniforms are respectable and in keeping with Christian
to the Sparks-A-Rama event may participate. standards of dress. Everyone on the playing floor
must wear non-marking gym shoes. This includes
2. All team members must have passed ten (10) Coaches, Line Judges, Circle Directors, Scorekeepers,
sections this current club season for spring game and Team members. NO STREET SHOES or FLIP-
events. All team members must have passed six FLOPS ALLOWED.
(6) sections this current club season for fall game Team coaches should wear either their Awana uniform
events. or the special uniform chosen for their team. Awana
T-shirts, which may be purchased from Awana
3. Teams may register for only one Sparks-A-Rama headquarters, give the team a good appearance on
event per season. the floor.
5
GOSPEL PRESENTATION Scorekeepers’ activities
While Sparks-A-Rama is meant to be exciting and fun, Timers’ activities
the purpose of all Sparks special events is to reach Final word on all matters not covered in written
unsaved families and friends for Jesus Christ. A brief rules
gospel message is given which is skillfully designed to
appeal to adults, yet to be age-appropriate for Sparks.
Coaches should instruct team members to sit quietly LINE JUDGES RESPONSIBILITY
without talking or whispering during the message and In each circle, four trained officials, who are familiar
recognition time. Players are not permitted to leave with all Sparks-A-Rama events, rules governing each,
their team line. and how to resolve tie events, tie heats, or tie score,
assist the Circle Director in watching for false starts,
broken rules, fallen pins, interference, poor
Recognition may also be given to Sparks for their sportsmanship, etc.
outstanding achievements.
OFFICIAL STARTER RESPONSIBILITY
SPARKS-A-RAMA PERSONNEL Gives the starting signal for all circles at beginning of
CHAIN OF COMMAND ON EACH CIRCLE most events or heats.
Team members should ask questions only of their
coach. If the coach has a question or comment,
he/she speaks only to the Line Judge on his/her team OFFICIAL SCOREKEEPER RESPONSIBILITY
line. If the Line Judge cannot answer the question Individuals for each circle record the scores for each
satisfactorily, he consults the Circle Director. event as reported by the Circle Director. Additional
helpers (scoreboard runners) may post these scores
where they are visible to the spectators.
Unless requested by the Circle Director, no coach
is allowed on the game floor to consult with him at
anytime. The Circle Director’s decision is final. TEAM COACHES
Two coaches are required for each team. Team
coaches are not permitted in the playing area any time
during the Sparks-A-Rama meet, except to position
players for the next event and the coaches meeting.
They must give directions from the sidelines only, out
of the way of players and Circle Director / Line Judges.
CENTER BEANBAG
INTERFERENCE
See Striped Beanbag.
The Circle Director and Line Judges may declare
―interference‖ if, in the opinions of these officials, a
CENTER PIN teams fair chance of winning is impaired by something
See Scoring Pin. other than normal breaks and hazards of the game.
This includes hampering of teams or players’ progress
CIRCLE PINS by someone other than players participating in a
(See Game Circle Diagram) All circle pins must be particular event or heat, such as officials, spectators,
passed with both feet outside the circle in all running coaches, and nonparticipating players of opposing
events. A player cannot jump pins. If a pin has fallen, teams. When a team member or coach causes
that point on the circle normally marked by the pin interference, his team will be disqualified from that
must be passed with both feet outside the circle pin as event. Interference may also be called when players’
if the pin were in its proper place. (Runners may cut progress is hindered by foreign matter or water on the
inside the circle between circle pins, but they must be floor. The Circle Director may declare a rerun when
outside the circle at each pin.) Anyone knocking over interference is called.
a circle pin during an event disqualifies his team for
that event or heat.
PARTICIPATION
DISQUALIFICATION Each team member must play in a minimum of three
The Circle Director and/or Line Judges may disqualify events.
a team at any time during an event for one or more of
the following reasons: PASSING ZONE
In the Relay event (Sparky Safari), the beanbag must
1. Unnecessary roughness or other poor conduct be passed within that section of the circle contained
2. Knocking over a circle pin within the team zone assigned to each team (see
3. Causing interference to other participants Passing Zone Diagram). Passing the beanbag in any
other zone — including passing it over a starting
4. Player participating in more than the prescribed diagonal — disqualifies that team for that event.
number of events (see ―Participation‖ in General
Rules)
PASSING ZONE DIAGRAM
5. Breaking other game rules not listed here, but
described elsewhere in this book.
6. Play, which is not according to the spirit of the
game (see General Rules ―Spirit of the Game‖).
7. Exceeding the required team size.
8
TIE GAME (EVENT) SPARKS-A-RAMA - GAME SQUARE DIAGRAM LEGEND
When two teams, in the opinion of the Circle Director,
touch or knock over the Tip Pin at the same instant, or BB = BLUE BEANBAG
gain possession of the Center Pin or Center Beanbag CP = CIRCLE PIN
at the same instant, a tie is declared. GB = GREEN BEANBAG
L = LEADER
P1 = PLAYER 1
Available points are divided equally between the tied
P2 = PLAYER 2
teams. If it is a tie for first place in a game having
P3 = PLAYER 3
second place, first- and second-place points are added
P4 = PLAYER 4
together and split, eliminating second place. If it is a
P5 = PLAYER 5
tie for second place, second-place points are split.
P6 = PLAYER 6
P7 = PLAYER 7
Should this split result in a half-point, the half-point is P8 = PLAYER 8
set aside until the end of all events and is used to P9 = PLAYER 9
break a final tie. P10 = PLAYER 10
P11 = PLAYER 11
TIE SCORE P12 = PLAYER 12
When two or more teams are tied at the end of the last RB = RED BEANBAG
event, the tie may be resolved by playing one heat of SB = STRIPE BEANBAG
the Sparky Balloon Pop – coaches choose who plays. SP = SCORING PIN
TP = TIP PIN (TEAM SCORING PIN)
YB = YELLOW BEANBAG
TIP PINS
Tip Pins are used in lieu of the center pin and beanbag
in the Texas Area (except for the Sparky Crawl event).
When using the Tip pins the Possession Rule is
eliminated from the heat. The Tip pins are set at the
five foot-mark on each team’s color line. Players
entering the center of the circle must touch or knock
over the Tip pin with their hand(s). Players are
disqualified when they use any other part of their body
to touch the Tip pin.
WINNER OF AN EVENT
The Circle Director declares the winner(s) of each
event. They may consult with the Line Judges to
determine the winner. If the player touching or
knocking over the Tip Pin has been disqualified, the
second player touching or knocking over the Tip Pin
will be awarded the first place points. If the Circle
Director can determine the third-place player, that
player will be awarded second-place points. If the
second place player is disqualified, the Circle Director
will award the second place points to the third place
player, etc.
9
GAME EVENTS SPARKY CRAWL DIAGRAM (HEAT 1)
Scoring:
1st place – Four points
nd
2 place – Two points
10
EVENT 2 — SPARKY BEANBAG – IN AND OUT SPARKY BEANBAG I N AND OUT DIAGRAM
10 players – Two heats
Heat 1 – 10 players
Heat 2 – 10 players
Scoring:
1st place – Four points
nd
2 place – Two points
11
EVENT 3 — SPARKY SAFARI SPARKY SAFARI DIAGRAM
6 players – Two heats, 1 lap
Heat 1 – Three girls
Heat 2 – Three boys
Scoring:
st
1 place – Four points
nd
2 place – Two points
12
EVENT 4 — BALLOON BATTLE SPARKY BALLOON BATTLE DIAGRAM
10 players – Two heats
Heat 1 – Five players
Heat 2 – Five players
Scoring:
st
1 place – Six points (lowest number of units)
nd nd
2 place – Four points (2 lowest number of units)
3rd place – Two points (3rd lowest number of units)
13
EVENT 5 — RABBIT HUNT SPARKY RABBIT HUNT DIAGRAM
10 players – Four heats
Heat 1 – Red in the center of the circle
Heat 2 – Blue in the center of the circle
Heat 3 – Green in the center of the circle
Heat 4 – Yellow in the center of the circle
Scoring:
1st place – Six points
2nd place – Four points
rd
3 place – Two points
14
EVENT 6 — SPARKY TRAIN SPARKY T RAIN DIAGRAM
10 players – Two heats, 1 lap
Heat 1 – Five girls
Heat 2 – Five boys
Scoring:
st
1 place – Four points
nd
2 place – Two points
When all five players cross the starting line, the last
player separates from the train, runs into the center,
and touches the Tip Pin. The player is not disqualified
if they knock down the Tip Pin during play.
15
EVENT 7 — SPARKY BALLOON POP SPARKY BALLOON POP DIAGRAM
10 players – Two heats
Heat 1 – Player #10 is a girl
Heat 2 – Player #10 is a boy
Scoring:
st
1 place – Four points
nd
2 place – Two points
16
Official Awana Sparks-A-Rama Game Circle / Square
The Sparks-A-Rama Circle is 30 feet in diameter surrounded by a 37-40 foot
square. Each team is designated by a color and occupies a quarter-circle or
one side of that square.
Starting position of player(s) is indicated with the rules for each event. Make
sure your team is familiar with the Awana Game Square.
17