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MECHANICS

1.SACK RACE
MECHANICS:
1. Each house must have 10 members to play.
NOTE: Non-players must step aside the game field.
2. Each team will be given 1 sack to use.
3. After the cue, the 1st player is permitted to touch the sack and use it.
4. First team to finish wins.
5. The 10th player on every line must tie a handkerchief to their forehead.
6. Players must keep both feet inside the sack and at least both hand holding the sack at
all times.
7. The sack must remain as close to the waist as possible and should not fall below the
knees.
8. Players must only JUMP/HOP in order to play the game.
9. Team members who will caught disobeying the rules will start the game again from
player #1.

2.DODGE BALL
MECHANICS:
1. Each house must have 25 members to play.
NOTE: Non-players must step aside the game field.
2. Team A are lined up on the sides of the court.
3. All the members of Team B are scattered inside the court.
4. Team B must avoid being hit by the ball.
5. A maximum time of 5 minutes will be provided.
6. The game is over when all of the players on one team are eliminated. If both teams
still have members at the end of the allotted time, the winning team will be the one
with most players. If this still results in deadlock, overtime can be played.
7. This will be the basis which house will play against each other.
● AIDANTS vs SAVANTS
● ARDENTS vs ALLEGIANTS
● CREANTS vs VALIANTS
8. Team B must remain within the court at all times, unless being ousted or col-
lecting dead balls.
9. Players are allowed to leave the court to collect the ball but they are not al-
lowed to throw it until they are back within the court.
10. Players who will fail to obey the rules will be eliminated.

3.TRIP TO BCC
MECHANICS:
1. Each house must have 5 participants.
2. The players must dance by the music that will be played.
3. Once the music stop, the last player who couldn’t find an empty chair is eliminated.
4. Every time there is an eliminated player, the chair will be reduced by 1.
5. The game will continue until there is only one player left which will be declared as the
winner.
4.AGAWAN BOLA
MECHANICS:
1. Each house must have 2 participants (1 male; 1 female) per house.
2. A total of 2 games (1 for the Male and 1 for the Female).
3. The ball which will be covered with oil will be placed on the center of the playing
field.
4. After the cue, all players will run and get the ball.
5. The player who can put the ball in the provided ring/hole first will get 1 point.
6. First player to get 3 points will be declared as the winner.

5. TUG OF WAR
MECHANICS:
1. Each house must have 25 members to play.
NOTE: Non-players must step aside the game field.
2. After the cue, each sides will start pulling.
3. The players will continue pulling until the first player crosses the center line.
4. The team who is pulled by the opposition towards the center lose the
game.
5. The 6 houses will be separated to form a total of 3 games.
● AIDANTS vs CREANTS
● VALIANTS vs SAVANTS
● ALLEGIANTS vs ARDENTS

6. STOP DANCE
MECHANICS:
1. Each house must have 30 members to play.
NOTE: Non-players must step aside the game field.
2. A music will be played
3. Once started, the players must dance along the music.
4. When the music stops, players freeze in their last position until the music starts up
again.
5. Last player standing will be declared the winner.

7. PAPER TRANSPORT
MECHANICS:
1. Each house must have 25 members to play.
NOTE: Non-players must step aside the game field.
2. Every team will be enclosed using a paper.
3. The goal is to travel from Point A to Point B without tearing the paper.
4. The paper must touch its both ends at all times.
5. Teams who failed to obey the mechanics of the game or tear the paper before reach-
ing point B will be eliminated.

8. THE BOAT IS SINKING


MECHANICS:
1. The participants are given the premise that the imaginary boat they are on
is sinking and that they have to form groups to make it to safety.
2. The game master will give a specific number for the participants to group themselves
into.
3. Once everyone has formed their group, the facilitators will count to make sure
no one is out of place. And those who fail to find a group will be eliminated.
4. The activity ends when the facilitator says so. The house that has the most partici-
pants left will be declared the winner.

9. EGG RELAY
MECHANICS:
1. Each player must have a spoon. The facilitator will provide the raw egg.
2. The goal is to balance the egg on a spoon in the mouth without dropping it while
walking as fast as possible.
3. Each player will carry the egg with the handle of the spoon in their mouth.
4. They will walk from the starting line to a turnaround point and back again to the start-
ing line.
5. The egg is then passed off to another player, who takes their turn upon returning to
the starting point.
6. The egg must not fall. If this happens, the player will start again.
7. The race continues until each team member in the line has taken a turn.
8. The first team to complete the relay successfully wins.

10. WATER RELAY


MECHANICS:
1. The main goal of the game is to fill the bucket or container using plastic or paper
cups.
2. Each player must have a cup.
3. There will be a container at the starting point with water that will be transferred into
an empty container at the next point.
4. One player will first get the water using the cup and then transfer it to the person at
his or her back without looking in it. Until it reached the last person, who will be the
one to fill the water into the empty container.
5. Players will continue filling up the containers until the water runs out at the starting
point.
6. The house with the most water in their finish-line bucket wins.

11. COLOR WARS

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