A ministry program for children and teenagers, Awana Club hosts more than one million kids in about 12,000 U.S. churches and about 7,600 international programs, according to the Awana Club website. Awana Club meetings include time for classroom studying and games. Awana games use the Awana game floor: a circle (traditionally 30 feet in diameter) divided in four sections with crossing diagonal lines that form a giant “X” in the circle’s center. Inside of the circle, there’s a center square, with 9-foot sides. Each of the four main diagonal lines is a different color: green, blue, red and yellow; there are five hash marks on each line (equally spaced from the circle to the middle of the line inside the circle).
A single runner lines up at a starting diagonal (colored line extending outside the game circle). Four sprinters compete at once for the event (one participant for each starting diagonal). Inside the game circle, position a colored team pin (a plastic pin or baton) on each corner of the inside game square. Place a circle pin (a plain bowling pin will work) where the circle and starting diagonals intersect. When the game referee starts the race, each runner sprints in the same direction around the circle. Sprinters make three complete laps and then turn to enter the circle at their starting diagonal (make sure to not tip the circle pin). Runners race inside the circle after the third lap; the first participant to tip his team’s pin with his hands wins the game. Contestants are disqualified if they tip a circle pin while racing. If a runner passes or tags a contestant in front of him, the passed/tagged runner is out of the race (and he must stop running and step away from the circle until the race finishes).
Two runners line up at each starting diagonal (eight participants in total). The two runners on the same team band their legs together to create “three legs” (while facing forward, the person on the left bands his right leg with the other person’s left leg). You can use large, rubber exercise bands or cloth ties; make sure the bands are secure before racing. Place a colored team pin on each corner of the inside game square and put a circle pin on the starting diagonal intersection with the circle. When the game referee starts the race, the contestants run as pairs. The race lasts two entire laps around the game circle. After the two laps, the pairs turn at their starting diagonals and run inside of the circle. The first team to tip a team pin wins. If a team is tagged or passed, they’re disqualified.
Two contestants per team line up on their respective team’s diagonal line. One player sets up at the 5-foot hash; the other sets up at the 8-foot hash. In the middle of the circle, place a 7-foot four-way rope. The rope should lie on the ground in line with the diagonals (and centered with the circle’s center). Place a beanbag on the 17-foot hash of each team diagonal. Each player grabs the rope and starts to pull when the game referee signals the start. The first team to pick up their team’s beanbag (with both players holding the rope with at least one hand) wins the round. Players aren’t allowed to wrap or tie the rope around any parts of their bodies. Other team members can move their team’s beanbag closer down the diagonal line when the game referee gives the signal, every 15 seconds during the game. You can move the beanbag one foot closer down the diagonal, a total of four times, until the round is over.