Oyster Shell
A Fun Youth Group Game
Watch the Tutorial Video
Oyster Shell is a fast-paced game that combines a giant coin toss with a game of tag. Two teams face each other, waiting to see how the coin lands.
Overview
Ideal # of Participants: Up to 40
Where to Play: Indoor / Outdoor
Age of Participants: Elementary School / Middle School / High School
Approximate Time to Play: 15 to 30 Minutes
Materials Needed: Something to use for a big “coin toss” (Frisbee, throw pillow, bean bags marked with an “X,” etc.)
How to Play Oyster Shell
Choose Your Giant Coin
All you need for this game is something you can flip like a giant coin.
It can be any object that clearly lands on one side or the other and is big enough that everyone can see which side is up the moment it hits the floor.
A Frisbee is our recommendation, but you could also use a throw pillow with a different design on the front and back.
Another option is to take a large beanbag and mark a giant X on one side with painter’s tape or a Sharpie.
Whatever you choose, just make sure everyone can easily tell which side landed face up.
Divide Into Two Teams
Split your group into two even teams.
Assign one team Heads and the other team Tails.
Each team will need to know which side of the coin they’re responsible for so they can react as soon as the object lands.
Set Up the Playing Area
You’ll need two starting lines in the middle of the room, about 5 feet (2 meters) apart.
Then, create a goal line about 50 feet (15 meters) behind each team, similar to the baselines on a basketball court.
If you don’t have floor lines in the right spots, a row of cones works just as well.
Each team lines up along its own starting line, facing the other team, with its goal line behind it.
Toss the Coin
To start a round, the leader tosses the giant coin high into the air so that it spins.
Let it land on the floor between the two teams.
If it lands Heads up, Team Heads chases Team Tails!
Team Tails immediately turns around and sprints toward the goal line behind them.
If it lands Tails up, the opposite happens. Team Tails chases Team Heads, who have to run for their goal line.
Chase Down the Other Team
The team that’s running away is trying to reach its goal line before the pursuing team can tag them.
Every player who gets tagged before crossing their goal line gives the pursuing team a point.
For example, if the coin lands Heads up and Team Heads chases Team Tails, every Team Tails player tagged before reaching their goal line earns a point for Team Heads.
Once the round is over, everyone returns to their starting lines.
The leader picks up the coin and tosses it again, giving the teams another chance to chase or escape.
Keep Score and Choose a Winner
Continue tossing the coin and playing rounds, switching between which team chases and which team runs.
You can play until one team reaches a set score, such as 10 points, or set a timer and see which team has the most points when time runs out.
The team with the most points wins!
Lesson Handout
Want to make this easy to share with your volunteers or students? Download the “Oyster Shell” Lesson Handout (PDF) below!
Where Games Meet God's Word...
Most leaders just look for games to play, but miss their true value. When used well, games help teach your lesson, because experiential learning is by far the most effective way to teach a lesson that sticks.
If you want to see this principle in action, check out Uplift, our FREE youth group lesson that is built for engagement. It contains a fun game, but then your students’ experience from the game ties into the Christ-centered message you’ll teach.
