Group Game Organiser
Pair labelled teams for a game, with every pair meeting once and rest rounds for odd team counts.
Enter 2–8 distinct team labels, one per line, up to 80 characters each. Do not enter children’s names.
Check teams, rules and timing, then create the plan.
Prepare a game for changing partners
The default is a cooperative rolling game. Mark a floor target for each pair, provide a soft ball and keep rolling paths separate from walking paths. Try one roll to choose a suitable distance. Teams work together; scores and elimination are not required. You can enter another game if its rules work with two teams.
Each labelled team meets every other team once. An even number of teams uses one fewer round than there are teams; an odd number uses one round per team, with each team resting once. The printed plan includes every round. Team A and Team B are pairing labels, not instructions for who starts.
Check time, space and participation
All pairs in a round play at the same time. Prepare enough separate areas and essential equipment for every pair. The organiser does not assess space, team membership, capacity, suitability or staffing. Check those and local supervision arrangements before starting. For an odd team count, arrange a resting area or an agreed alternative. Children may observe, take a different role or stop taking part.
For younger groups, model one turn and keep rounds short. Older groups can agree how to change the target or distance between rounds. Explain the stop signal and how to move to the next partner. Times are elapsed minutes; changeovers appear only between rounds.
Keep and print the plan
Choose A4 or US Letter and print or Save as PDF at 100% scale, with browser headers and footers off. Save settings to reload team labels, rules, materials and timing on your device. Nothing is uploaded and no child membership list is needed. For games already in the library, find an activity and check its instructions before adapting it to pairs.
