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Ultimate Mini-Games

Instead of singing songs or chanting haikus after a game, some teams may play silly or raunchy games to commemorate the fun that they enjoyed with their opponents. This is a collection of some of our favourite mini-games.
500
Description
Choose one person to be the first thrower. Form a loose group with all of the remaining players. A distance of at least 15 to 20 metres separates the thrower from the group. The object of the game is to become the thrower by being the first receiver to get 500 points.
Before each throw, the thrower chooses a number between 25 and 500, and then ...
  • Yell the number out loud so everyone in the group hears.
  • Throw the disc in the general direction of the group so everyone has an equal chance of catching it.
  • Catching the disc after somebody else tips it doubles the value of the throw.
  • Catching a rolling or moving disc on the ground is worth 25 points.
  • Continue to throw the disc until one of the players makes enough catches to add up to 500 points.
Rejoin the group and start battling for a catch from the new thrower.
Tips & Warnings
Roughhousing with your friends is allowed. A little push here or a bit of a hold there is part of the game. Play safe though - these are your friends, after all.
Variations
Each air catch is worth 100 points; each rolling catch is worth 50 points.
Body Parts
Description
Opposing teams form two lines (one team per line), creating couples of facing opponents. One person, who does not participate in the game, is needed to make the calls and act as a Referee. The Referee makes successive calls, saying the body part that each couple needs to touch together. Examples include: Left ankle, right elbow, nose, left face cheek, adam's apple, and so forth. The Referee disqualifies the last couple(s) to successfully complete the action correctly for each call until only one couple remains.
Variations
None
Blind Tag
Description
Blind Tag GameRemain in your teams, which are restricted to playing together in one end zone. Players are to cross their left arm across their chest. Players hold that arm by placing their right arm over their left elbow and place their right palm over their right eye (effectively blocking all vision from the eye that is looking towards their left hand). Players tag other players using their left hand.
Note that any tags above the shoulder are disallowed. Players are also disqualified by leaving the end zone or by looking through their "blind" eye. Tagged players need to quickly leave the endzone. The team that tags all of the players in the other team wins.
Variation
None
Bum Wars
Description
This is a game between two teams. One person from each team combats at a time. Form a large circle with all the players. Select one person from each team to begin the game in the middle of the circle. The combatants crouch down and grasp hands around the back of their hamstrings. The object of the game is to bump or push the other player with your hips and buttocks, causing him/her to lose balance and fall to the ground. Players are disqualified by falling to the ground or if their clasped hands separate. Disqualified players re-form in the circumference of the circle, while the winner takes on the next player from the other team in the middle of the circle. Play continues until only one person remains.
Variation 1
Select 3 champions from each team who play together inside the circle to determine the winner!
Variation 2
Everyone in two teams combat at the same time! Feel free to gang up on one opponent.
Chicken Game
Description
Chicken GameForm all players into one large circle, alternating the players from each team. Hold both hands to your eyes, forming circles with forefinger and thumb to look through (see photograph). One player is selected to be the Referee, who begins the game as the first "Chicken" and rules on decisions.

Cower

You can do a lot more with a flying disc than just play Ultimate or throw it around with friends. Cower is one of the more unique games you may play with a flying disc, but be forewarned: there is some potential danger to this game.

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Rules
Two actions are possible. The player that is currently "The Chicken" must either:
  1. Look another person in the eyes across the circle. "Throw" out your hands towards the person while saying "Bawk! Bawk!" mimicking a chicken. The person who was looked at must immediately perform one of the two actions or be disqualified.
  2. Remove one hand briefly from your left or right eye, while saying "Bawk! Bawk!" like a chicken. The person immediately adjacent to "The Chicken" on the side of the removed hand becomes the new "Chicken" and must immediately perform one of the two actions or be disqualified.
Disqualified players must drop to the ground in the circle and sit until the game is over. The last two players standing are the winners.
Variation
None
Clothes Lines
Description
Each team attempts to form a line across the width of their field using any articles of clothing that the team members are currently wearing. Ensure that each piece of clothing touches the adjacent piece. Players' bodies are only permitted to form part of the clothes line once a predetermined level of undress is reached.

The teams start their clothes line about 3 metres apart on the same sideline. The first team to create an uninterrupted line of clothing (and bodies) that touches both sidelines wins!
Variation 1
Only one person from each team is allowed on the playing field at a time. Players exiting the playing field must tag another team mate on the sideline before the next player can run to the end of the clothes line to continue the race.
Variation 2
This one is up to you.
Disc Flips
Description
Each team forms a line. Face the other team and lie one the ground, stomach down, about 3 metres apart. Each player on a team should be touching shoulders and hips. A disc is placed on the small of the back of a player at one end of each line. The objective is to flip the disc onto the back of the adjacent player without using hands or feet. The first team to move the disc to the back of the last person in the line wins. Should the disc fall to the ground, it is placed again on the back of the first person.
Variations
None
Disc Jousting
Description
This is a game between two teams and requires 6 discs. One person from each team "jousts" at a time. Select one person from each team to begin jousting. Form a large circle around the two starting players. Each player uses three discs. While holding a disc upside down in one hand, balance another disc flat on top of it (usually upside down with just the thumb between the discs). If this top disc falls to the ground for any reason (before or after disqualifying the opponent) or is held/grabbed by the player, the player is immediately disqualified. Hold a disc In the other hand. This disc is used to try to dislodge the disc that your opponent is balancing. Now, touch discs to signal the start and begin joisting! The loser is disqualified and the winner remains to take on the next player from the other team. Continue until only one team remains.
Variation
Limit the game to only 3 champions from each team who will determine the winner!
Dodge Disc
Description
Everyone mixes in this game. Start with one disc (another can be added later). It can be played in an end zone or indoors. Use a soft disc if your have one. Rules are:
  • One person starts on "offence", everyone else is on "defense" offensive players may pick up the disc at any time.
  • There are no turnovers.
  • If a defensive player contacts the disc or an offensive player holding the disc, they join the offence once there are two players on offence, you can't run with the disc.
  • Normal travelling rules apply.
  • Whoever is the last player on "defense" starts the next game as the first offensive player.
If the disc skills are low and the offence is struggling, you can play with more than 1 disc, or more than one starting offensive player, or allow moving with the disc until there are three offensive players, or smaller boundaries, and so on.
The biggest issues are dodgeball-esqe concerns of people getting pegged. If dodgeball is illegal at the school, this game probably would be as well. In practice, though, smart give-and-go motion, good faking, and accurate throws are far more effective than hucking the disc as hard as possible.
Variation
Add extra discs.
Dragon Tag
Description
Select 5 to 8 volunteers from each team to form single-file into two separate lines. Each person in the line behind the leader must constantly keep two hands on the waist of the person in front of them. The leader is the dragon's "Head" and the last person in each line is the dragon's "Tail." The object of the game is for the "Head" to tag the "Tail" of the other dragon.

Middle School Games

Mini-games that work on throwing and catching, but in a different context from Ultimate, can really reenergize middle school age players. Some examples are:

  1. Team relay: Form groups of four or five, and have each group start at the corner of the field (using the full field, including end zones). The groups all start at the same time and have to throw to each player in order as they circle the field and try to be the first team back to their starting point. If there is a drop, you go back to the nearest cone and start from there. Everyone touches the discs and teams have to work together to find the best order to work the disc around the field.
  2. Modified Disc-a-thon: Each player has their own disc and tries to navigate around a course (perhaps it is around a tree and back). You throw your disc, run to pick it up, and throw it again. Depending on your group size; you may have to be careful that players do not accidentally hit each other with the discs. Another modification if discs are dangerously flying everywhere would be to time individuals or have them race one other player.

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When a dragon is tagged by the other team or someone releases their grip on their team-mate in front, play freezes. If a grip is released, teams are asked to "self-report" and count one point against themselves (ie: take one point off of your score). If a leader tags the other dragon's tail, you get a point. The 'tagged' dragon reverses, so that the "Tail" becomes the "Head". Then play starts again.

A Referee is used to corroborate tagging, keep count, and call "Switch!" every 15 seconds. A "switch" means that play freezes while the players exchange positions in the line (ie: a new "Head" and "Tail" are formed) and automatically resumes once both lines are reformed. The first dragon team to three points wins!

This game is great for communication, competition, honesty, cooperation and protection of teammates. By moving as a team to "protect" their tail, the team's success is more likely enhanced.
Variations
None
Gangsters
Description
Gangsters GameForm all players into one large circle, alternating players from each team. Everybody holds both hands together in front of them, palms together. Interlock fingers, but extend both forefingers together to mimic a pistol (see photograph). One player is selected to be the Referee, who begins the game by becoming the first "Shooter" and rules on all decisions.
Playing the Game
The Shooter points his imitation "pistol" at another player (who cannot be an immediately adjacent person) and says "Bang!" The player being "shot" must immediately drop to the ground while the two players on each side of him/her turn to each other and shout "Bang!" while pointing their "pistols" at each other. The objective is to shout "Bang!" LOUDER and BEFORE the other shooter. The player that is disqualified is determined by:
  1. If the first player (the one in-between the other two shooters) does not drop before the other two shooters say "Bang!", s/he is the player that is disqualified.
  2. The last of the two shooters to say "Bang!" is disqualified. If there is a tie, the Referee rules on which of the two was the loudest and disqualifies the other player. The first player that was shot and is now sitting on the ground resumes her/his standing position.
The player that was determined to have the LOUDEST and FIRST "Bang!" is now the "Shooter" and continues the play.
Disqualified players must sit on the ground in the circle until the game is over. The last two players standing are the winners.
Variation
Do a shoot-out with the last two standing players. The two gangsters stand back-to-back. The Referee counts to three as the two take a step forward with each count. After the count of three, the squirter shouts, “Draw!” as they turn and shout "Bang!" and shoot each other. The winner is the player that the audience judges to be the FASTEST and/or LOUDEST.
Jelly-Roll
Description
A cheer (mini-game) in which all players of both teams mix and join hands to form one long line after a game and then one end begins to run around the stationary other end until the line has rolled up.
Variations
None
Juggling
Description
This cheer requires 2 players and 3 discs. A juggler from each team tries to see how long they can keep the discs in the air.
Variations
None
Look Up/Look Down
Description
Some call this the Looking Game. Both teams inter-mingle, alternating with members of the other team. Stand shoulder to shoulder with your arms wrapped around each other's shoulders to create one large circle. One person is elected to act as the Referee, who can also play the game. The Referee starts by calling "Look down!" upon which everyone looks at their toes. The Referee then calls "Look up!" Everyone immediately looks directly at some other player in the circle. Any couple that makes eye contact is disqualified and immediately leaves the circle. Make loud dying noises when this happens. You cannot look at the person next to you (until four or few players remain). Shrink the circle as necessary to maintain shoulder contact. The Referee continues to make the calls until only one person or one couple remains.
Variations
When only two players remain, have them play bear-ninja-cowboy or another game to get a winner.
Miniature Tanks
Description
Have everybody stand in a big circle with equal spacing between them. Everyone gets down on their forearms and shins much like you are crawling. Imagine that your left forearm and left shin are "one tread" and connected so that they move together. The same applies to your right side. One person is selected to make the calls. Together in cadence you move one "tread" when the caller says "Miniature" then you move the other "tread" when "Tanks" is called. Alternate each "tread," always moving forward with the cadence. People are not allowed to turn, or stop until someone has passed through the center to the opposite side of the circle. When you run into someone else, you can go over them, under them, or just butt into them. If you get knocked over you keep moving your "treads" in cadence but will not end up going anywhere because you are on your side.
It is a lot of fun, and can be played with cleats on or off. Players often end up on their side and sometimes piled up in the middle three tanks high.
Variations
None
Orgasm
Description
One player squats, holding several discs stacked in one hand. The rest of the team stands in a tight circle around him. The player in middle leaps to his feet, screaming loudly "Oooh", while the rest of the team drops to a squat. Then the rest of the team springs to their feet, yelling loudly "Ahhhh!", as the middle player squats down again.

Repeat these motions and noises as needed, keeping up a steady rhythm. If you wish, increase the volume of the exclamations and the speed of the motion. The middle player, when ready, will throw all the discs straight up on his upward motion, whereupon the rest of the team collapses to the ground, thus simulating orgasm and ending the cheer.
Credit: Woody, of Wa!, NYC Club team of 1991 or so
Variations
None
Pokey
Description
This game is also called Finger Fencing. One representative from each team steps forward to compete. The two shake hands (while still sticking out their index finger). Everyone else forms a circle around them and chants "2 men enter, 1 man leaves." After a count-down from three, the players attempt to poke (touch) their opponent's body (anywhere past the wrist) with their outstretched finger. Competitors cannot let get or leave the circle. The best of 3 such 'pokey' wresting matches decides a winner!
Variation
Try Pokey instead of flipping discs or playing Ro-sham-bo to determine possession at the start of the game.
They insisted that instead of a toss to decide sides, we should play "pokey". Pokey is when one representative from each team steps forward with a pointed finger. The two then shake hands (while still sticking out their index finger) and then they attempt to do a sort-of arm wrestling manoever where they should attempt to poke (touch) the opponents body with their outstretched fingers. The best of 3 such 'pokey' fights decided winner of the toss :-). It was hillarious to watch fully grown men trying to poke at each others body with clasped outstreched arms.
Quick Tag
Description
Both teams mix together with about 3 metres between each player. Elect one person as a Referee, who also signals the start of the game. When the game begins, everyone attempts to quickly tag someone on the other team. Tagged players fall to the ground, where they remain until the game is over. Continue tagging players until only one team is left.

Note: Everyone should try to stay within about 20 metres of the centre of the original group.
Variation
Every man for him-/her-self!
Ro-Sham-Bo
Description
These are varieties of Ro-Sham-Bo (rock/paper/scissors), a two-person hand game, performed by lines of players instead of only two people. Each team forms a line. The lines face each other about 3 metres apart. The front person from each line steps forward and turns around, back-to-back against the other player. If there is no Referee, then both players count together. On the count of 3, turn quickly around to face each other while forming an eligible gesture. The objective is to select a gesture which defeats that of the opponent. If a tie occurs, repeat until one of the two is disqualified. The successful player remains to take on the next person in the other team's line. Gestures are resolved according to the following variations:
Variation 1: Rock-Paper-Scissors
Rock blunts Scissors; rock wins.
Paper covers Rock; paper wins.
Scissors cut Paper; scissors win.
Variation 2: Cat-Microwave-Tin Foil
Cat scratches Tin Foil; cat wins. Cat gesture involves holding up hands like claws while saying "Meow!"
Tin Foil explodes Microwave; tin foil wins. Imitate crinkling of tin foil with your hands while imitating the sound of crunching foil into a ball.
Microwave cooks Cat; microwave wins. Swing one arm in an opening motion (like a door) while speaking "Beep! Beep!"
Variation 3: Whore-Pimp-Cop
Whore takes Cop; whore wins. Gesture: Both hands on chest.
Cop arrests Pimp; cop wins. Gesture: Hold out hands like guns. Say "Bang!"
Pimp pimps Whore; pimp wins. Gesture: Pimp slaps whore (Just the motion! Don't actually slap the other player).
Variation 4: Bear-Ninja-Cowboy
Bear eats Ninja; bear wins. Gesture: Make claws with hands. "Growl!"
Cowboy shoots Bear; cowboy wins. Gesture: Hold out hands like guns. Say "Bang!"
Ninja karate-chops Cowboy; ninja wins. Gesture: Perform a karate chop. Say "Hi-yah!"
Instead of counting to three, representatives from each team start by standing back-to-back, walk three paces, turn around, and perform their chosen character's gesture.
Variation 5: Evolution (Chicken-Used Car Salesman-Phantom)
Form a single group of players. Everyone starts as an Amoeba. Crouch down and move to another Amoeba. Play Ro-Sham-Bo (Rock-Paper-Scissors) with her/him. Winners evolve to the next higher entity. Losers remain in their current evolutionary state. Players can only play Ro-Sham-Bo with another player at the same evolutionary state as themselves. Once the Phantom stage is achieved, the player leaves the group to become a spectator.
Evolutionary states and their respective movements are as follows:
  1. Amoeba: Crouch close to the ground and move to another player without standing.
  2. Chicken: Crouch on your feet, flap your arms, and squawk.
  3. Used Car Salesman: Stand upright, greet another salesman with some glib sales remark while shaking his/her hand.
  4. Phantom: Float away from the group of players...
Alteration 1
Select only 3 champions from each team to determine the winning team!
Alteration 2
Ro-Sham-Anything can be used to determine the pull to start the game of Ultimate.
Root the Pig
Description
This is a game based on the classic Hot Potato. Both teams form a large circle, alternating with members of the opposite team. One person is selected to begin the game by calling "Throw the Bale" to someone on his/her immediate left or right. Picture a bale of hay being thrown to that person. The person receiving the "bale" must immediately make a valid call AND corresponding gesture in order to not be disqualified. Disqualified players kneel or sit in their position. Valid calls and their gestures are as follows:

  • Throw the Bale: Throw an imaginary bale using two hands while making eye contact with the adjacent person to receive the "bale." This causes the "bale" to continue to the next person in the circle following the same direction that the "bale" was moving. This call can only be made in response to another "Throw the Bale" or to a "Root the Pig."
  • Root the Pig: Crouch on one knee and slap your buttock. This causes the "bale" to reverse its direction to return to the person that made the "Throw the Bale" call. This call can only be made in response to "Throw the Bale."
  • Yee-haw! Bend one arm to 90 degrees at the elbow and pump that arm upwards while making eye contact with someone across the circle that is NOT adjacent to you. This causes the "bale" to be redirected to that person. This call can be made to any other call EXCEPT "Yee-haw!" or "Barn Door."
  • Barn Door Closes: Bring both forearms together in front of you while your elbows are bent at 90 degrees. Imagine a barn door closing. This call can only be made in response to "Yee-haw!" or to another "Barn Door" and causes the "bale" to rebound back to the person who made the previous call.
When a person is disqualified, the person who made the last successful call begins again by calling "Throw the Bale." The "bale" continues to be passed until only one person remains.
Variations
Include calls to skip individuals, etc.
Shootout
Description
Each team takes alternate shots at throwing a disc through a soccer goal. Place a marker about 20 meters directly in front of the goal from where the throws will take place. Each team selects one goal keeper, who initially takes position on the goal line for each shot. You may wish to put a couple of disc spotters behind the net to catch errant throws. The last two players to throw are the two goal keepers. The highest score wins!
Variation
The active goal keeper calls the type of shot (hammer, scoober, forehand, etc.)
Stack Attack
Description
This is a 3-vs-3 person game. Teams form themselves into 2-1 pyramids. The object of the game is to knock the opponent's top person off their base players.
Variation
Play with one stack (your champion) or with the whole team.
Superman
Description
One person is selected to make the calls and act as a Referee. Both team players mingle together as a single large group while the Referee successively makes the call for one of the four plays. Any player(s) not able to quickly perform the call are disqualified and remove themselves from the pack. The Referee also disqualifies the last group to properly form the play. The calls are:
  • Ride 'Em: One player drops to the ground on hands and knees in imitation of a horse while another player rides his/her back.
  • Superman: One player drops to the ground on his/her stomach. Another player lies on top of him/her in the Superman position (arms and legs spread-eagled and raised off the ground).
  • Fireman: One player jumps into the arms of another player.
  • Cuddly Threesomes: Players divide quickly into three-somes and curl on their sides on the ground in the 'spoon' position.
Play continues until only two people remain.
Variation
None
T&A
Description
Both teams intermingle in one large circle, facing inwards. One player, who holds a disc, is selected to be the Referee, who can also form in the circle as a participant. Each player places both hands on either their chest (T) or their buttocks (A). The Referee then flips the disc into the air. If the disc lands face-up, all players holding their chests remain, while all players holding their buttocks are disqualified and leave the circle. The reverse applies if the disc lands face-down.

Repeat the game until only one player remains.
Variation
None
Wah!
Description
Basically, the idea is that with every movement you make, you say "Wah!" Stand in a circle with about 20 centimetres between players. One person starts by putting their hands together with arms straight above their head. S/he then lowers them (in a chopping motion) and points to someone else and says Wah! The person who was pointed at then does the opposite motion (arms straight, hands together level with thighs, and raises them in a reverse chopping motion) and says "Wah!" Then the two adjacent people on either side make a sideways chopping motion as if they are chopping that person down like a tree. They also have to say Wah! and point at the person. The person with their hands up then points to someone else, says Wah!, and the game continues.
The idea is that if someone's timing is off (you can see in the video that it is a fast moving, synchronized game), then they are disqualified. Kids love it!
Repeat the game until three players remain.
Video
Wah! on YouTube
Variation
None

Contact Us

Do you have a fun game to share?
We are posting other mini-Game examples here. If you have a particularly fun game to share, please send it to us. Also, let us know if you have variations to these games.
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