WORLD DANCE SUMMIT GAME
WHAT IS SUMMIT GAMES?





An innovative experience created to unite the community in friendly competition. Each game has been developed to test groups on their collaborative skills, including strength, agility, endurance, balance, and compatibility. Get ready for fun but competitive events that emphasize the necessary physical and mental skills required to become a future World Champion.
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Balloon Pong
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The Conveyer Belt
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Hot on the Dance Floor
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Whose Booty Goes Pop
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Reach For New Heights

1. Balloon Pong
Get ready for an exhilarating challenge to test your speed and agility with your teammates! Balloon Pong is a game like no other as you work in pairs to fill a bucket with as many ping pong balls as you can in a 1 minute sprint, while simultaneously keeping a balloon afloat. It’s a test of coordination as you’ll need to work in harmony with your partner to synchronize your movements to stay ahead of the game. So buckle up and select your partners for this fun challenge!
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Collaboration
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Speed
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Agility
SET UP:
Game Play Square - 20 x 20 feet
Each Pool - Set at center the Game Play Square.
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100 Small Blue Balls
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100 Small Red Balls
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100 Large Balls
Catch Square 2’ by 2’ (Gaff) - Set 8 feet from
edge of the pool to the edge of the square.
PLAYER RULES:
3 Players Per Team
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2 Volley Players
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1 Catch Player
2 Rounds
45 Seconds Per Round
JUDGE GUIDELINES:
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Sets all 3 players on their start marks
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Whistle blows & stop watch begins round - 45 second countdown
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Whistle blows at 45 second mark to end game (ends round)
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Watch team for penalty if volley players either double tap the ballon or let the balloon touch the floor and apply delays (5 seconds)
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Watch team for penalty if the catch player steps off Safety Square and apply delays (5 seconds)
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Restarts team after 5 second delay with whistle
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Accounts for all rounds & points
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Reports best round as the final team score to “Lead Tabulator”
POINTS SYSTEM:
Small Balls (red) collected = 1 point
Small Balls (blue) collected = 2 point
Large Balls collected = - 1 Point
Best of two rounds is reported as final score.
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2. Conveyor Belt
2. Conveyor Belt
Get ready for an action-packed game that will have you rolling on the ground with laughter. This is a full team effort that requires coordination, communication, and a whole lot of fun. Nine players lie in a line, ready to roll the "package" - one lucky teammate who gets to sit back and enjoy the ride. The goal? To roll the package across the finish line without any mishaps. It sounds easy, but trust us - it's not! With all the players rolling the package together, things can get wobbly, crazy, and downright hilarious. So gather your crew, tighten your belts, and get ready to roll your way to victory.
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Communication
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Collaboration
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Coordination
SET UP:
Set team / country flags to represent their lane 9 Players lie down as “belt” at starting line
1 Player (smallest / lightest) acts as package
Package lays flat on back across belt of players
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PLAYER RULES:
10 Players per game
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9 Belt Players
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1 Package Player
1 Rounds
JUDGE GUIDELINES:
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Its 9 players on their start mark as the conveyor belt
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Sets 1 player as package, before game starts (smallest & lightest)
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Coordinate judge timer with main system
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Whistle blows & auto stop watch begins round
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Long whistle & stopwatch pressed once players cross the finish line
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Ensures all players stay within designated game lane
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Short whistle blow when package fails, and begins the reset
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Short whistle blow to restart, after package is reset
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Monitors that all players must roll across finish line
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Accounts for end of challenge team timing
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Reports team time as to “Lead Tabulator”
POINTS SYSTEM:
ALL STANDARD SCORING AND KEY TERMS APPLY
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JUDGE GUIDELINES:
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Its 9 players on their start mark as the conveyor belt
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Sets 1 player as package, before game starts (smallest & lightest)
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Coordinate judge timer with main system
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Whistle blows & auto stop watch begins round
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Long whistle & stopwatch pressed once players cross the finish line
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Ensures all players stay within designated game lane
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Short whistle blow when package fails, and begins the reset
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Short whistle blow to restart, after package is reset
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Monitors that all players must roll across finish line
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Accounts for end of challenge team timing
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Reports team time as to “Lead Tabulator”
POINTS SYSTEM:
ALL STANDARD SCORING AND KEY TERMS APPLY
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3. Too Hot on the Dance Floor
Imagine the floor is burning - you'll need to move quickly and strategically if you want to make it to the other side. But there's a catch - you can't touch the ground! Instead, you and your team will need to use your wits and your bridge pieces to navigate from start to finish. With only five pieces, you'll need to think carefully about where and when to lay them down, and how to make the most of your jumps to get ahead of the competition. It's a test of balance, coordination, and determination, as you push yourself to be the first to make it to the finish line. So strap on your dancing shoes and get ready to leap into action in this thrilling and fun-filled game.
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Teamwork
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Balance
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Coordination
SET UP:
Set team / country flags to represent their lane
4 Players set behind starting line
Players provided one tile each + start tile
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PLAYER RULES:
4 Player per challenge
Players must only stand on provided tiles
Players must coordinate passing the tiles
All tiles must cross finish line to stop clock
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JUDGE GUIDELINES:
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Provide all tiles at start (5 total)
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Stage all 4 players behind starting line
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Synch timing device to main system
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Watch team for penalty “off tile” and apply delays (5 seconds)
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Restarts team after 5 second delay with whistle
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Ensures all players stay within the designated game lane
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All tiles cross the finish line
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Presses stop and accounts for team timing
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Reports team time as to “Lead Tabulator”
POINTS SYSTEM:
ALL STANDARD SCORING AND KEY TERMS APPLY
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4. Whose Booty Goes Pop!
In this game, you and your teammate will be paired up and given one balloon. Your objective? Race across the finish line with the balloon between two people,, and then sit on it to make it go pop! But there's only one problem - you can't use your hands or feet to pop the balloon, so you'll need to get creative with your backside. It's a test of balance, coordination, and, well, a little bit of booty-shaking finesse. A popped balloon signals your teammates to start. So grab your partner, get ready to wiggle those hips, and let's see “whose booty goes pop” first!
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Camaraderie
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Speed
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Coordination
SET UP:
Set team / country flags to represent their lane
8 Players required for game
4 teams of 2 players each
2 teams at each end of playing field. (4 players)
Each team provided with 1 balloon. (4 total)
Set chairs 10’ from end of field. (hand use zone)
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PLAYER RULES:
8 players per challenge
Players pair in teams of 2
Players run in tandem, while carrying balloon
Players must not use hands while on the field
Field is considered hands free zone
Players must set balloon on chair with hands
Popped balloon signifies start for team players
4th popped balloon signifies end of challenge
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JUDGE GUIDELINES:
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Qualify 8 players
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Stage 4 players at each end of the field
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Pair Players
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Provide 4 Balloons for each team
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Synch timing device to main system
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Watch for penalty “balloon drop/pop” and apply delay (5 seconds)
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Restarts team after 5 second delay with whistle
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Ensures players stay within the designated game lane
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All balloons must pop to end teams challenge
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Presses stop at final balloon and account for team timing
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Reports team time as to “Lead Tabulator”
POINTS SYSTEM:
ALL STANDARD SCORING AND KEY TERMS APPLY
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5. Reach For New Heights!
This competition will have you leaping to new heights! Five contestants are each given the opportunity to do a standing vertical jump as high as possible. It's a test of strength, agility, and precision as you push yourself and teammates to jump higher in order to reach for new heights.. The sum of all five contestants creates a team score - so you'll need to work together to achieve the highest score and claim victory! Get ready to jump your way to glory in this exciting and challenging game!
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Teamwork
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Elevation Capability
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Core Strength Full Body
SET UP:
Jump Zone 1 & 2
4’ by 4’ jump square (Gaff)
Vertical Jump equipment
(2) Light Truss (Battery Opp Lighting)
30 Player per heat set up with
stanchion as the cue line.
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PLAYER RULES:
5 Players Per Team
Standing jump only from within jump square
:20 seconds per team member to jump
5 player scores added for total height
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JUDGE GUIDELINES:
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Players must vertical jump from stationary position
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Players must vertical jump from within jump square
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Record each players jump height (each height marker is one point)
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Reset jump equipment after each jump
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Total all 5 players accumulative points for final score
POINTS SYSTEM:
ALL STANDARD SCORING AND KEY TERMS APPLY
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