ANCHOR
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2023 Kickoff Rules

  • General Rules
  • Open Ocean
  • Treasure Hunt
  • Gun Deck
  • Sea School 
  • The Wharf
  • The Casino
  • The Locker
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General Rules: 
  • Please Walk between classrooms
  • All rulings of core team and volunteers are final. Please respect them.
  • Piracy (theft from a game or another ship) is strictly forbidden. Any teams that engage in piracy forfeit all their gold and silver and are sent straight to The Locker. 
  • Prices in The Galley and The Port are set and cannot be changed by haggling.
  • Teams may give each other coins, but this strictly a gift.  Loans, and trading coins for favors or supplies is forbidden.
  • If a team is tagged by the Kraken they lose all of their cargo and head straight for The Locker. 
    • The only way to avoid being caught by the Kraken is to purchase Kraken Repellent at Port. 
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Open Ocean Rules:
  1. Games have a five (5) minute time limit. Any team that survives the round with at least one member alive on their ship wins five coins. 
    1. If multiple teams survive they will all receive payment. 
  2. Rounds start with all teams touching the gym wall. Each team starts with the number of dodgeballs they've purchased. These are indicated with stickers on the boat.
  3. The objective of dodgeball is to eliminate all players of the opposing team by throwing  cannonballs and hitting opposing teams boats or opposing player below the shoulder.
  4. Teams must hold onto their boats with one hand at all times. Any player who lets go for any length of time falls overboard and is out. 
  5. Boats may roam all over the gym but may not exit into the hallways or bathrooms
  6. ​A player is out if:
    1. They throw a ball that is caught by the other team.
    2. They get hit by a ball thrown by the other team. (If the ball does bounce off an opposing player and is then caught the thrower will then be out. This is true even if a different player catches the ball. However if the ball bounces off another ball, the ball is dead.). Players may use the ball to block; however, if the ball is knocked out of their hand while blocking, they will be out.
    3. A ball hits their boat and their team votes them off. 
    4. They hit another player above the shoulders.
    5. They "Fall Overboard" by letting go of their boat for any length of time. 
  7. ​A player is not out if:
    1. Their ball is caught off the wall or ceiling.
    2. They get hit above the shoulders.
    3. A ball that hits any wall or ceiling is considered dead and is not back in play until someone has picked up the balls and throws it at an opponent.
  8. Players are expected to be honest and take themselves out when the time comes. Once a player is out, they must stand with their back against the side wall. Do not leave the gym during game play unless an injury occurs.
  9. If a player's teammate catches a ball, players are received in the order they got out. Players are invincible until they grab onto their boat. 
  10. If the last player on a team catches a ball, all his or her team members are revived. 
  11. ​No alliances are permitted between different teams. 
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Treasure Hunt Rules:
  1. Any teams wanting to participate in the treasure hunt must first purchase a shovel in port.
  2. Only players with shovels can dig for treasure. Any players not having a shovel may watch and cheer their team on. 
  3. All treasure is unclaimed until a player picks it up. 
    1. If multiple players grab a piece of treasure, they play a single game of Rock, Paper, Scissors to determine the owner.
  4. Each kiddie pool will have 30 pieces of treasure in it (of varying amounts). A new treasure hunt cannot be started until all pieces from the first are found. 





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​Open Ocean Rules:
  1. In this game, players are repelling a pirate attack.
  2. Players have 90 seconds to throw one hundred balls into baskets and buckets worth various numbers of points.
  3. All players must stand behind the throwing line when playing the game.
  4. Any balls that make it into the targets are scored. Balls may bounce in or ricochet off the ceiling, walls, furniture, etc. 
  5. If a team throws all their balls before time is up, the round automatically ends, and their points are scored. 
  6.  When the round is over, players receive one coin for each point they earn.
  7. Teams are asked to help the volunteers pick up the balls after points are tallied.
  8. Any teams waiting to play will form a line in the hallway. Once a team has finished their round they can go to the end of the line.  
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Sea School Rules:
  1. Any teams wanting to participate in the Sea School must first purchase an Officer's Commission (a bingo card) in port.
  2. Only players with a commission can play bingo. Any players not having a shovel may watch and cheer their team on. 
  3. The home port space is a free space and can be claimed automatically.
  4. The caller will say the name of a port city and hold up a sheet of paper with it's spelling. Player will mark the city on their Officer's Commission with a bead. 
  5. Once players has five beads in a row, vertically, horizontally, or diagonally, they yell bingo and will consult with the caller to confirm their win.   
  6. Players who win bingo earn ten coins and may stay to continue playing.
    1. If multiple, players call bingo on the same call, the caller will award both 10 coins each. 
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The Wharf Rules:
  1. Team may earn coins by hauling cargo by moving boxes from the North Wharf to the South Wharf or vice versa. Players may not return cargo to the wharf they left from.
    1. Cargo masters track which wharf boxes are headed to with stamps
  2. Teams may only carry as many boxes as can fit level with the top of their box. 
  3. When Boxes are taken to a Wharf, the team earns one gold or silver per box delivered. 
  4. Teams may make as many cargo trips as they want.
  5. If there is no cargo available at a wharf, teams are free to wait in line for any boxes that become available.
  6. If a team is tagged by the Kraken they drop all of their cargo at that location and head straight for The Locker. 
    1. Any other Team may salvage their cargo and take it to a wharf for payment.   
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The Casino Rules:
  1. In the casino teams bet on a marble race, where an attendant drops fifteen (15) marbles through a marble maze. that leads to five cups.
  2. Bets are place on which cup will have the most marbles in it. Any teams that guess correctly win the total pot for the round. 
    1. If two teams guess correctly, the pot is split between them. Any remainders are taken by the house. Note, this may lead to a winning team earning less money than they wagered. 
      1. For example, if Team Awesome wagers 100 Coins and Team Barracuda wagers 20, they would split the pot with 60 coins each, even though Team Awesome wagered more.
  3.  A team makes a bet by filling out a betting slip and placing it and their wager next to the cup they're betting on.
    1. Teams may only bet on one cup per race and complete one one bettign slip. 
  4. Teams may raise their bets until the attendant starts rolling marbles. 
  5. If individual marbles leave the maze on their own, the race continues as planned. 
  6. If the marble maze is disturbed by a player or team for whatever reason, the race is called off and rerun.  
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Open Ocean Rules:
  1. Players in the locker are attempting to escape the realm of Davy Jones by completing a variety of time wasting tasks.
  2. Only one team may complete a task at a time, and teams are assigned to whatever task opens first. If there are more teams than tasks, they will line up and wait for their turn. 
  3. All players must work with their team to complete their tasks. If players do not participate, Volunteers running the locker may assign them extra tasks. 
  4. The tasks are listed below:
    1. Fishing: Players use magnets to fish a certain number of metal items out of a container of water beads. Players may only use their fishing fear to grab the fish. 
    2. Puzzles: Players work as a team to complete a puzzle assigned to them.
    3. Capsized: Players work together to turn a tarp over without stepping off of it. If a player steps off the tarp, the team needs to restart. 
    4. Bailing: Players transfer water from one bucket to another only using the cups provided. If any water is spilled, the team needs to restart the task.  
​Anchor Youth Ministry is the outreach of Saint Cecilia and St. Thomas Aquinas Catholic Parishes
​for middle school and high school students in the Ames, Iowa area.
  

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  • Home
  • About
    • News
    • Leaders
    • Registration
    • Internship Program
    • Contact
  • High School
    • Senior Recognition
    • High School Small Group Ministry
    • Life Teen
    • Confirmation
  • Middle School
    • EDGE
    • 2023 Fall Kickoff
    • Middle School Leaders
    • Middle School Small Groups
    • Middle School Small Group Leaders Openings
  • Trips and Retreats
    • Youth Ministry Trip Fundraisers
    • High School Fall 2023 Retreat
    • National Catholic Youth Conference