Sparks
Sparks · Kindergarten to 2nd grade

Sparks Games

Twenty-five games on the same circle, scored by place and by points. Everything a circle leader needs to set one up and run it.

25Games 8Sparks-A-Rama games 4Color teams

Three kinds of game

Every one of them is played by four color teams on the same circle. What changes is when you would run it.

Sparks-A-Rama game

The eight official ones

The games run at Sparks-A-Rama, the year-end event alongside the Awana Games. Two of the eight, Sparky Safari and Sparky Bowl, are run there and nowhere else. The other six are worth playing through the year so the children already know them.

Club night game

Fifteen for a Tuesday

The rest of the manual. Relays, throwing games, a ball pit to sort by color. Most need nothing beyond beanbags, balls, hoops or balloons, and a circle you have already taped out.

Extra time

Two short fillers

Sparky Freeze and Sparky Line Up. For the night the handbook time runs short and you have four minutes left and nothing planned.

What you can do here

Sparks games are not timed

Every game is won on place or on points: the team that reaches the pin, the team with the most rabbits left, the team with the fewest wrong-colored balls in its section. Nothing in Sparks is run against a clock.

So there is no Sparks record board, and there is not going to be one. A board needs times to sort, and Sparks does not produce them. What Sparks needs is the games themselves, written out so any leader can run them, and that is what this side of the site is.

Where these came from

The facts are drawn from Awana’s Sparks Games Manual; the wording is ours, the same way the T&T rules are. This is not Awana’s manual and does not replace it.

One game departs from the manual on purpose. Sparky Pass is written here as a circle racing its own time rather than racing other circles, because Sparks circles are often in separate rooms and cannot see each other.