Each challenge below has a 60-second scoring window; completion tasks may finish earlier and record the elapsed time. Players compete one at a time or in parallel at separate stations. This guide is an editorial planning resource for event organisers. The games described are not an established BounceParkSG programme or service. All participation is voluntary and at the host's discretion.
Scoring system
After each challenge, rank valid results only by the stated raw metric. Mark an invalid or zero-threshold result as DNF (no valid result), with 0 event points and no placing. Award event points by rank: 1st place = 3 points, 2nd = 2, 3rd = 1, all others = 0. A player who hits the zero threshold for a challenge receives 0 event points regardless of rank. If two players tie on the raw metric, they share the higher rank and the next rank is skipped. The overall winner has the most event points across all challenges. Equal final totals share the overall placing. Record raw results on the station sheet and event points on the event scorecard: counts, seconds and distances must not be added together. Lower elapsed time ranks first for completed Cup Pyramid and Sticky Note Sort tasks; lower valid distance ranks first for Pencil Roll; higher counts rank first for the other tasks. Reset times below are illustrative organiser allowances, separate from the scoring window. A shared first place receives 3 points each and skips second place; a following third place receives 1 point. All DNF results receive 0 points, even when everyone has no valid result.
8 challenges
1. Cup Pyramid
Objective: Stack 10 disposable cups into a 4-3-2-1 pyramid, then unstack them back into a single column.
Materials: 10 disposable paper or plastic cups per player.
Rules: Start with cups in a single column. On "Go", build a pyramid: 4 cups in the base row, 3 on top, 2 on top of those, 1 on top. The pyramid must be freestanding for at least 2 seconds before you begin unstacking back into a single column. Cups that fall off the table are out of play for the rest of the round.
Raw metric: Complete the full cycle (column to pyramid to column) within 60 seconds. If multiple players complete, fastest elapsed time ranks higher. Zero: cycle not completed (full column-to-pyramid-to-column sequence not finished within 60 seconds). Reset: 30 seconds.
2. Paper Clip Chain
Objective: Link paper clips end-to-end into the longest possible chain.
Materials: a bowl of 50 standard paper clips per player.
Rules: On "Go", link paper clips one at a time. Each clip must hook through the previous clip. Clips that break apart or fall off are not counted. Use only your hands, no tools.
Raw metric: Count of clips in the connected chain at 60 seconds. Highest count ranks first. Zero: fewer than 3 linked clips. Reset: 30 seconds.
3. Coin Tower
Objective: Stack coins into the tallest single tower on a flat table surface.
Materials: 30 identical coins per player (any denomination, but all players use the same coin type).
Rules: On "Go", stack coins one at a time. The tower must be freestanding on the table, not leaning against anything. If the tower falls, start again with the remaining time. Coins that fall off the table are out of play.
Raw metric: Count of coins in the standing tower when the timer ends. Highest count ranks first. Zero: fewer than 5 stacked coins. Reset: 15 seconds.
4. Sticky Note Sort
Objective: Arrange 20 numbered sticky notes in ascending order in a single row.
Materials: 20 sticky notes numbered 1 to 20 per player, shuffled and spread face-up on the table.
Rules: On "Go", arrange the notes in a single left-to-right row, 1 through 20, on the table surface. Notes must be face-up. You may use both hands.
Raw metric: Complete the sequence within 60 seconds. If multiple players complete, fastest elapsed time ranks higher. Zero: sequence incomplete at 60 seconds. Reset: 20 seconds (shuffle and spread face-up).
5. Card Pair Memory
Objective: Match pairs of playing cards laid face-down in a grid.
Materials: 10 pairs of playing cards (20 cards total: choose 10 ranks with 2 cards of each rank), laid face-down in a 4x5 grid per player.
Rules: On "Go", turn two cards face-up. If they match (same rank), leave them face-up. If they do not match, turn both back face-down. Continue until time runs out. Only one pair may be flipped at a time. Use only your hands.
Raw metric: Count of matched pairs at 60 seconds. Highest count ranks first. Zero: 0 matched pairs. Reset: 20 seconds (shuffle and lay face-down in grid).
6. Card Toss
Objective: Toss playing cards into a container placed 1.5 metres away on the floor.
Materials: 20 playing cards per player, one wide-mouth container (a hat, small box or large cup).
Rules: On "Go", toss cards one at a time toward the container. Cards must leave the hand from behind the marked line. Only cards that land fully inside the container count; cards balanced on the rim do not count.
Raw metric: Count of cards inside the container. Highest count ranks first. Zero: 0 cards inside. Reset: 20 seconds.
7. Pencil Roll
Objective: Roll a pencil from one end of the table and stop it as close to the opposite edge as possible without falling off.
Materials: 1 round, unsharpened pencil per player, a table at least 1 metre long with a visible far edge.
Rules: Place the pencil at your end of the table. Push it with one finger to roll it toward the far edge. The pencil must stay on the table; if it falls off, that attempt scores zero. Each player gets 3 attempts within the 60 seconds. Only the best attempt counts.
Raw metric: Distance from pencil to far edge on the best attempt. The lowest valid distance ranks first; a measured distance of 0 cm is valid and differs from DNF. Zero: all 3 attempts fall off the table. Reset: 10 seconds.
8. Card Tower
Objective: Build a freestanding structure using the greatest number of playing cards on a flat table surface.
Materials: 20 playing cards per player.
Rules: On "Go", use cards to build a freestanding structure on the table. Cards may be leaned, folded or balanced against each other. The structure must stand on its own for at least 3 seconds after hands are removed. If the structure falls, start again with the remaining time and any cards still on the table.
Raw metric: At 60 seconds, stop building and remove your hands. Check that the structure stands for 3 further seconds, then count the cards in that structure. The judging check is outside the 60-second scoring window. Highest count ranks first. Zero: structure does not stand for 3 seconds. Reset: 15 seconds.
Comparison table
| Challenge | Materials | Raw metric | Zero threshold | Reset |
|---|---|---|---|---|
| Cup Pyramid | 10 cups | Cycle completed; fastest wins | Cycle not completed | 30 s |
| Paper Clip Chain | 50 paper clips | Count of linked clips | Fewer than 3 | 30 s |
| Coin Tower | 30 identical coins | Count standing at 60 s | Fewer than 5 | 15 s |
| Sticky Note Sort | 20 numbered notes | Sequence completed; fastest wins | Sequence incomplete | 20 s |
| Card Pair Memory | 10 pairs of cards (20 cards) | Count of matched pairs | 0 matched pairs | 20 s |
| Card Toss | 20 cards, 1 container | Cards inside container | 0 cards | 20 s |
| Pencil Roll | 1 pencil | Closest to edge (best of 3) | All 3 fall off | 10 s |
| Card Tower | 20 playing cards | Count of cards in standing structure | Structure does not stand 3 s | 15 s |
Printable station card
One-Minute Challenge Station and Event Score Sheets
BounceParkSG editorial ruleset. Each scoring window is 60 seconds. Record raw results separately; total only event points. Preparation, judging checks and reset time are additional.
Print one copy of this card per station. Place it on the station table so players can read the rules while waiting.
| Field | Write in |
|---|---|
| Station name | |
| Objective | |
| Materials on this table | |
| Time limit | 60 seconds |
| Raw metric | |
| Zero-score rule |
Event points: first place 3, second 2, third 1, other valid results 0. Ties share the higher rank and skip the next rank; tied first places receive 3 each and a following third place receives 1. DNF results earn 0 with no placing. Keep raw counts, times and distances on the station records.
Score card
Print one per event. Record only comparable event points (0, 1, 2 or 3) in the station columns, then add those points for the total. Keep raw counts, times and distances on the station records.
| Player / Team | S1 points | S2 points | S3 points | S4 points | S5 points | S6 points | S7 points | S8 points | Total points |
|---|---|---|---|---|---|---|---|---|---|
Frequently asked questions
Choose the station count for your programme and space. With one team per station per round, 8 teams and 4 stations require 8 global rounds for a full cycle: each team plays 4 rounds and takes 4 breaks. Do not assume that 2 rounds let every team visit every station.
Record the stated raw result and event points separately. An invalid attempt or result below a challenge minimum is DNF and earns 0 points. A valid fourth-place result also earns 0 points but remains valid. In Pencil Roll, a valid 0 cm distance is not a failed attempt.
Choose one representative per team at a station and total only the uniform event points from completed stations. Keep raw results separate. Decide the representative and tie rules before the first round; this is an illustrative organiser format.
Plan a visible timer plus the judging and recording roles needed for your chosen stations. Agree who calls the start and stop, checks valid results and writes the raw result and event points. Confirm any supplier hosting scope separately.
BounceParkSG provides Game Hosting as an active game session with prizes for events in Singapore, run by their crew. If your office event or corporate function needs rental games or a hosted activity programme, contact the team to discuss the scope.
For a rotation timetable to assign teams to stations, see the carnival station rotation planner.