Triwizard Cup Games (Ages 7-12)

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, teamwork and strategy as they compete against other groups.


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 each station, a group will have one or two other groups at a time to compete against. It is recommended that groups face-off one against another team or two for all activities, and then bring everyone together at the end of the day for the final cheer-off. 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. Wizard / Harry Potter Trivia
  3. Capture the Philosopher Stone
  4. Quidditch
  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.


  • 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.


  • 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. Wizard / Harry Potter Trivia

Two to three groups face off in a game of Harry Potter Trivia. One headmaster calls out the questions, and gives groups time to discuss the answer in their teams. Ensure enough distance between teams, and/or encourage participants to find different ways of communicating the possible answer so as to not let the other group overhear. Also encourage camp leaders to let the group members identify it on their own, or let group leaders be headmasters (asking questions and tallying correct responses) rather than being responsible for answering questions.


  • Create Harry Potter / Wizard Trivia Questions (make basic like what is the scar on Harry’s head, what are the four houses, etc.)
  • Paper and pencils to help participants write down their answers. Can provide a 1-15 question sheet like 1. _____ 2. _____, etc. I would also give each group a brainstorming sheet to think up ideas before they provide their answers.
  • Timer on a screen that counts down from 20-30 seconds depending on difficulty of question.
  • Tally sheet to keep track of correct answers. (Note: This can either be tallied live in the moment, or at the very end. I believe it’s more efficient to tally in the moment as then participants are not waiting around for too long getting antsy.)


  • 1 point – for each correct answer.
  • + 1 point – for the team with the most correct answers.
  • + 1 point – for any team that answers correctly with a score of 80% or more.

3. Capture the Philosopher’s Stone

Two-three groups play a game of capture the flag. BUT, instead of the item being a flag, it’s the Philosopher’s Stone (anything small, round and shiny will work). This is best played with just two groups at a time, but it can be played with three if the field is divided into a triangular shape.

Capture the flag works as so:
-> Each team has a designated half (with two teams play in a rectangular zone) or third (with three teams play in a triangular zone) of the field. Make sure to mark the halfway line or designated space for each team.
-> Place the philosopher’s stone inside a hula hoop at the back end of each team’s playing area.
-> Teams work together to defend their stone, while trying to capture the other team’s. Once entering into another team’s zone, any player can be caught by the opposition. If they are caught, they are frozen until they receive a high five from a teammate. If you want to have everyone keep playing, you can also have the player walk back to their own defensive zone with their hands on their head.
-> The first team to capture the philosopher’s stone wins!

Equipment/Materials Needed:
-> 1 x hula hoops for each team
-> 1 x philosopher’s stone for each team
-> Boundary markers for outside and halfway lines
-> Whistle (to signal the game has ended).


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

4. Quidditch

Two pre-assigned camp groups compete against each other in a game of Quidditch. Here is how to play:

Positions & Roles: Each team has…
– 1 seeker (tasked with capturing the snitch)
– 1 keeper (tasked with stopping the other team from scoring into the three hula hoops)
– 2 beaters (tasked with throwing balls at the opposition team)
– Remaining players = chasers (tasked with keeping the quaffle through teamwork and trying to score goals into the three hula hoops).

Equipment & Rules: 

  • 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 players participating.
  • Broomsticks: All players must stay on broomstick the whole time. You can also use pool noodles or imaginary broomsticks if you have nothing available.
  • Hula Hoops: Three hoops are situated at each end of the pitch, all at different heights (2m, 1.4m and 1m). They are placed approximately two broomsticks apart with the tallest on the left. If you are unable to place them above ground, they can also be placed on the ground.
  • Quaffle: A ball around the size of a soft foam soccer ball. Only the chasers and keepers play with this quaffle. 
  • Bludgers: Slightly deflated dodgeballs, only used by Beaters. If someone gets hit by a bludger, they need to dismount from their broom, run back to their own hoops, touch them and then resume play. 
  • Golden Snitch: A tennis ball placed in a long yellow sock, attached to a ‘Snitch Runner’ (e.g. camp counsellour) – who is a neutral player that tries to avoid both team’s seekers. The seeker is the only one allowed to catch the golden snitch. Capturing the snitch means the game ends immediately. 

Scoring: There are two ways to score. Chasers get a goal by throwing the quaffle into one of the three hoops. Each hoop/goal is worth 10 points. Getting a hold of the snitch ends the game immediately and scores the team 30 points. The team with the most points wins the game, not just the team that gets hold of the snitch. These points are not added to the team’s overall total for the Cup, just a metric of keeping track of who is winning the game of quidditch itself.

  • 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

Additional Rules: 

  • A game of Quidditch begins with the quaffle and bludgers all placed in the centre of the field. Each team’s players start in the keeper’s zone, all with their eyes closed, to prevent them from seeing where the Golden Snitch is. Once the Golden Snitch is a sufficient distance away in the judgement of the referee, the counsellour begins the game by shouting ‘brooms up!’
  • Each team must then attempt to score more points than their opposition, or by the seeker capturing the Golden Snitch, which immediately ends the game. During gameplay, any player that is hit by a Bludger is required to dismount their broom and run back and touch their on nets before resuming play. The winner of the match is the team with the most points at the end of the game.

5. Cheer-Off

At the very beginning of the week, tell counsellours and their groups that each team will be responsible for presenting a cheer by the end of the week. Throughout the week, camp groups should be practicing their cheer (e.g. during snack, transitions from one place to another, lunch, etc.).

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


  • 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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