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.
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.
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.
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
Read the games
All twenty-five games, each with who plays, what equipment you need, how it is set up, how it runs and how it is won.
Open the games library →Scoring a Sparks night
Four color teams, points added from a phone, a big screen in the room and a season total that crowns a champion. Your church uses one PIN for both its Sparks board and its T&T board.
Open the score console →Find a games night
Every club that has posted an upcoming games day, listed and plotted on a globe. Add yours and other churches can find it.
Open the games map →Looking for records?
The record board is the T&T side, where the events are timed.
Go to T&T →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.