Triwizard Cup Games (Ages 4-6)

Time for a tournament! This is a great final day festivity to help your campers have the time of their life, and never want to leave. Competition always raises the bar of both fun and intrigue for to participants, and so this Triwizard Cup Games will be a great way to get your groups to develop a sense of team unity as they compete against other groups.

Instructions

The Triwizard Cup Games is split into five different competitions (yes, we know tri means three), that groups can rotate around throughout the day. At station #1, #4 and #5, all groups will compete against each other at once. At station #2 & #4 groups will be competing against 1 other team. In doing this, you can also assign each group to a specific Hogwarts house (Gryffindor, Ravenclaw, Hufflepuff, Slytherin). For example 8 groups means two groups per house.

The activities are…

  1. Scavenger Hunt
  2. Harry Potter Matching Game
  3. Wizard Adventure Race
  4. Save The World From Evil Game
  5. Cheer-Off
1. Scavenger Hunt

Send your groups on a wild scavenger hunt to find ‘horcruxes’ hidden around your camp area. To increase teamwork and communication, groups must work together to identify where horcruxes could be hidden, and answer riddles provided by the camp coordinator. Once finding the horcrux, the group leader can check off that the horcrux has been found and specify exactly where it was hidden (to avoid any cheating!). But they do not take the horcrux with them, as that would disrupt the ability of other groups to find it.

Scoring:

  • 1 point – for each horcrux found.
  • + 1 point – for any team that finds all 8 horcruxes (time permitting).
  • + 1 point – for the team that finishes the hunt first.

Equipment/Materials:

  • Horcruxes (golden eggs – can be made by kids during a craft sometime during the camp week, and the ones leaders make can be used for the hunt)
  • Riddle sheet + egg finding sheet with numbers and lines 1-8.
2. Harry Potter Matching Game

The camp coordinator shall make Harry Potter themed matching cards in advance of this activity. This is best done in a faceoff between two teams. One team stands on one side of the matching cards, the other stands on the other side. Lay the matching cards out in a random order, on the side without images. Teams work together to memorize where cards are placed, as one team member at a time flips over a card, and then another card to see if it matches. If it’s a match, the other team must do 5 x a stationary fitness exercise of the group leader’s choice (e.g. push-ups, burpees, mountain climbers, etc. not running laps or suicides). Play until all matches have been discovered and a team has won. This can be played as a series, as the cards can always be re-arranged.

Equipment/Materials:

  • Create Harry Potter / Wizard Trivia Matching Cards.
  • Long table to place the cards on.
  • Enough space for fitness exercises (can create a separate space away from the table if it works best).

Scoring:

  • 1 point – for each win
  • + 1 point – for the most wins (if playing in a series)
  • + 1 point – for the team with the best sportsmanship

3. Wizard Adventure Race

Two-three groups compete in an adventure race designed by the headmaster. This should be designed to inspire teamwork and communication, even among young 4-6 year-olds who can often be shy and not very good at playing with each other.

Here is our example adventure race…

  1. Obstacle Course (using mats, hula hoops, balance beams, etc.)
  2. Hula Hoop Teamwork Challenge (one more hula hoop per number of campers, work together to figure out how to move hula hoops to get to an end line)
  3. Find the magic bean (hide a magic bean in sand for campers to dig and find)
  4. Bean bag toss (campers take turns throwing bean bags into hula hoops until all bean bags have been landed).
  5. Relay race (reach your counsellour at a certain distance then return to the start for the next person to go until all team members have completed.
  6. Find the Headmaster.

Scoring:

  • 2 points for the winning team that completes all tasks and then finds the headmaster (camp coordinator).
  • 1 point for the team that displays the best teamwork.

Equipment / Materials: (may vary depending on your design)

  • Obstacles for obstacle course (e.g. mats, balance beams, hula hoops)
  • Hula hoops (a lot of hula hoops)
  • Bean bags
  • Magic beans
  • Pylons to mark relay race

4. Save The World From Evil

All groups come together to save the world from evil in this fun four square game. First, groups each have their own castle (square). Four teams is the perfect number for this to work well, but three also works. If you only have two groups, split each group up in half to make four total teams.

Each group has a castle (square) to protect. Then, there are a number of golden eggs (or balls) that start in the middle of the playing area. Teams must race to collect as many eggs and put inside their castle to protect the world from evil. Once all eggs have been taken from the middle, teams can steal from other squares. This can be played where you are not allowed to defend your own square (to avoid more issues), or where one-two camp members can defend by tagging people. In this case, if you get tagged, you must go back to your own castle (this can be complicated for 4-5 year old’s). After two minutes, the game is over and the team with the most eggs in their square wins. This can be played over and over in your allotted time in the form of a series.

Equipment: 

  • Boundary Markers: If unable to play in a space with clearly defined boundaries, make sure to have pylons or markers for the boundaries, making the field big enough for the number of teams participating. You will also need to clearly mark the castles for each team with four pylons or other items.
  • Golden Eggs / Golden Snitches: Have 10-15 balls or eggs that can be used for this game to keep campers constantly moving.

Scoring: 

  • 1 point for a win
  • + 1 point for the team with the most wins (if playing a series of games).
  • + 1 point for best sportsmanship

5. Cheer-Off

At the very beginning of the week, tell counsellours and their groups that each team will be responsible for presenting a song by the end of the week. Throughout the week, camp groups should be practicing their song (e.g. during snack, transitions from one place to another, lunch, etc.). For the 4-6 age group, this can be an existing song rather than one the group makes up like the 7-12 group.

Then the final act on the Friday of the camp week is to have each group perform their song to the group at large. The headmasters (camp coordinators) will then decide on the top three songs (gold, silver and bronze), with each receiving points.

Scoring:

  • 5 points for 1st place
  • 3 points for 2nd place
  • 1 point for 3rd place

Final Reveal!

Once the scores have been tallied up, the Headmasters will reveal the winning group (or Hogwarts house). The winning group (or house) will claim the Triwizard Cup!


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