Pass the Bomb

Description

Each group receives a deck of cards and a bomb token. Each deck contains a mix of target English cards and ONE explosion card.

The deck in shuffled and placed in the center of the group. Students play janken to decide who starts with the bomb token. Each student starts with 5 points. The starting student flips over the top card of the deck and repeats the target English on the card.

The student then passes the bomb token left/right/across depending on the direction of the arrow on the card and the number or places (e.g. 2 left, 3 right etc). The student who receives the bomb token then flips over the next card. If a student flips over the explosion card, the round ends and the student loses one point.

All cards are then shuffled back into the deck and the next round is played. Play continues until the teacher calls ‘finished.’ Students then count how many points they have remaining and the student with the most points left is the winner.

Notes

  • The file attached is for the target English “I want to be a~” but can be changed for any other target English. 
  • The first sheet of cards is enough for one group. 
  • You can add more than one explosion card to the deck but the students tend to find it more exciting if there’s only one in the deck.

Similar Games

Joker Game

Description

Playing cards are placed face down on the board, one for each group. Set a timer and call the target English. The students repeat the teacher, and when the timer sounds, all the playing cards are revealed. The group that has the ‘joker’ is out. This continues until only one group is left, who are the winner!

Notes

  • The ‘playing cards’ do not need to be actual playing cards. Anything where there is one ‘out’ card will work. For example, every card could be ‘red’ except for one ‘blue’ as the joker.
  • The quickest way to make groups is just have each line of students be a group – this way, no one needs to move their desk or shuffle around.
  • Normally it’s problematic to have groups or players eliminated in a game, as it takes away their motivation. In this case, the whole game should take less than 5 minutes and there is still the interest of who will win or lose. As with all warmup games, it comes down to presentation!

Quick Lucky Dice

Description

The entire class versus the teacher. Assign 3 numbers to the class and 3 to the teacher 1-6 (e.g class = 1,2,3 and teacher = 4,5,6). Set a timer and call the target English. Students repeat the teacher. When the timer sounds, roll a dice. If it lands on one of the three numbers assigned to the class, the class gets 1 point. If it lands on one of the three numbers assigned to the teacher, the teacher gets 1 point. Whoever has the most points at the end of the game is the winner!

Teacher Race

Description

A race track is drawn on the board with a start and finish line and 8 spaces in between. The teacher is assigned a magnet and the class is assigned another magnet. Both are places on the starting line. A timer is set and the students repeat until the timer sounds. A die is then rolled first for the teacher. The teacher’s magnet is moved as many spaces as rolled. The die is then rolled for the class, and their magnet is moved as many spaces as rolled. The first magnet to cross the line is the winner!

Similar Games

Lucky Dice

Description

Students are in groups of 4. Each student is assigned a number 1-4.

ALT/HRT sets a timer and calls the target English. When the timer sounds, the ALT/HRT rolls a die. If a 1 is rolled, then all students numbered 1 get 1 point. If a 2 is rolled, then all students numbered 2 get 1 point. If a 3 is rolled, then all students numbered 3 get 1 point. If a 4 is rolled, then all students numbered 4 get 1 point.

If a 5 is rolled, all students get 1 point. If a 6 is rolled, all students lose 1 point.

Notes

The first time I played this we used a spinning wheel instead of a die which also worked well.

Timer Dice

Description

STS make groups and get a set of cards. Each group picks 3 cards. At the start, all cards are worth 3 points. The STS repeat the HRT/ALT as they call out the vocabulary until the timer goes off. The HRT/ALT then rolls a dice. The number from the dice becomes how many points the last card that was called is worth. After 6 rounds, the game is finished and the groups see how many points their 3 cards are worth in total.

Notes

  • The number of cards each group picks will depend on how many total cards there are in the set. The more cards in total, the more cards the students should pick at the start of the round (a good amount is roughly 50%).
  • The amount of cards picked can change each round to add a sense of development in the game.

Similar Games

Card Battle

Description

  • Students get pairs and a set of cards. Split the cards evenly between them, leaving one out (kept secret!). Students can see their own cards, but are secret from their pair.
  • The teacher gives values 1-9 to each card on the board. Higher cards win, except a 1 will beat a 9.
  • Janken. The winner asks the question, and loser answer with any of their cards. Loser then asks the question, and the winner answers with a card.
  • The card with the higher value wins, and that student gets 1 point.
  • Check points and switch pairs every few minutes.

Notes

  • With multiple sets of cards this could be done with a group, although I haven’t tried it.
  • You could do this with just the answer as well.
  • 1 beats 9 so the 9 card isn’t too strong. Feel free to experiment with different values and rules to make it more difficult/strategic. 
  • Inspired by the board game Stratego.

Quick Race

Description

The class is divided into 3 groups, with flashcards divided evenly and assigned to each group. A ‘starting line’ is drawn on one end of the board and a ‘finish line’ on the other, with 8 spaces between. Each group is assigned a magnet which is placed on the starting line. The students repeat the target English with the teacher until the time is up. The teacher then rolls a dice. Whichever group was assigned the flashcard that was last called moves forward as many spaces as was rolled. The first group to cross the finish lines wins!

Dice Path

Description

Flashcards are placed in a row, and positive and negative numbers are written randomly above each of them (between -3 and +3). A magnet is placed over the first card, as the class’s ‘ohajiki’. Students repeat the teacher as they call out the target English within a time limit. When the timer goes off, the teacher rolls a dice. Whatever number is rolled, the magnet is moved forward that many spaces. Depending on the number that is above the card they land on, points are added to or subtracted from the class’s score. If the number rolled moves the magnet beyond the last card in the row, move back to the first space and continue.

Territory Game

Description

Students make pairs. They get one set of cards and a territory game board. They shuffle and place 6 of the cards on the middle two rows of the board. The teacher sets a timer and the students janken. The loser asks the winner the question, and the winner answers by choosing a certain card. They can then move the card to an adjacent space, as long as there is no other card on that space already. A card can’t be moved more than one space at a time, or past any other card that’s blocking the path. When time is up, each student gets one point for each card that is on their half of the board.

Notes

  • If using the template version, print it at A3 size and the spaces will be the right size for small (roughly 9.2 x 6.5cm) cards to go on in the spaces.
  • This game can be used to practice vocabulary, grammar, or questions and answers.
  • To practice vocabulary or grammar without using a question, the students janken and the winner simply says the target English that matches the card they choose to move.