1. Flag Capture
- Equipment: A cloth representing the flag placed at the center of a circle.
- How to play: The game master divides players into two teams with equal members, positioning them on opposite sides of the circle. Each player is numbered (1, 2, 3, etc.) and must remember their number. When the game master calls out a number, that player must quickly run to capture the flag. If the game master calls for a number to return, that player must come back. Multiple numbers can be called at once.
- Rules: If a player successfully captures the flag and reaches their team's line without being tagged by an opponent, they win. If a player grabs the flag but risks being tagged, they can drop the flag to avoid being out. Players are allowed to tag others only if their number is called. Players who are tagged and out will not be called to play again. Team members are not allowed to assist each other in any way while trying to capture the flag.


2. Balloon Blowing Game
- How to play: Divide the players into two teams, each consisting of two people, one male and one female. Each team receives a pack of balloons. The male player inflates and ties the balloons, then places them on a tray to bring them to the female player. The female player must then write the phrase 'CONGRATULATIONS VIETNAMESE TEACHERS' on each balloon and stick them on the team's board. The first team to complete the task wins.
If the male player drops a balloon during the run, he must return to the starting point and begin again with a new balloon.


3. Slow Bicycle Race
- Objective: Compete in pairs of students.
- Equipment: One bicycle with tires measuring 650 cm in diameter.
- Competition Format: All classes from each grade will compete for 5 minutes, with points awarded based on placement.
- Number of Participants: Each class will send one male and one female student to compete.
- Rules: One student will ride while the other sits on the bike. They must stay within their designated lane. The slower the bike moves, the better the result. The race ends when a team reaches the finish line (without breaking any rules). The score is determined by how far the team travels before stopping; the greater the distance, the higher the rank. Note: The bike must be moving at all times. If a player touches the ground, their team will be disqualified and ranked last.


4. Walking on Paper
- Objective: Compete as a team.
- Equipment: Each team prepares 7 pieces of stiff cardboard, each measuring 30 x 30 cm.
- Competition Format: All classes from each grade will compete in a single round, with points awarded based on placement.
- Number of Participants: Each class sends 3 male and 3 female students to participate.
- Rules: Each team has 7 pieces of cardboard, with 6 pieces arranged in a line along their race track. Each student must stand on one piece of cardboard. The first player will move the remaining piece of cardboard in front of them, step onto it, and then the others follow in turn, stepping onto the cardboard of the player in front. The last player must quickly grab the empty piece from the back, move it to the front, and continue the process until they reach the finish line (when the last player crosses the finish line and no more cardboard pieces remain on the track).
If any player steps off the cardboard, the two leading players will be moved to the back, and the team must continue from that point.


5. Three People, Four Legs
Objective: Compete in teams of three students.
Equipment: Each team requires two strong, non-elastic fabric ropes, each 0.5 meters long.
Competition Format: All student teams compete in a single round, with points awarded based on placement.
Number of Participants: Each class sends 2 male students and 1 female student to participate.
Rules: Three students line up at their team's starting line. The two students on the ends tie one of their legs to the leg of the student in the middle using the fabric ropes. When the referee signals the start, the teams must quickly race toward the finish line, staying within their designated track. A team is considered to have finished when all members cross the finish line. If the rope comes undone during the race, the team must tie it again before continuing.


6. Funny Worm
Objective: Compete in teams.
Equipment: Each team needs 10 uninflated large balloons and 10 rubber bands to tie the balloons after inflating (spare balloons should be provided in case any burst).
Competition Format: All teams from each grade will compete in two rounds (males first, then females) with the total number of balloons successfully carried to the finish line counted.
Number of Participants: Each class sends 6 male students and 6 female students to compete.
Rules: Each team lines up at the starting line with each student holding a balloon and a rubber band (except the first player). When the start signal is given, each student inflates their balloon and ties it with the rubber band. The balloon is then placed behind the player in front, who must use their stomach or chest (not the head or face) to keep the balloon from falling. The team then moves toward the finish line along their designated path. If any team member touches the balloon with their hands, head, or face, or if the balloon falls, it is not counted. Similarly, balloons that are inflated too small are invalid. After two rounds, the total number of valid balloons successfully carried to the finish line is counted. If two teams have the same number of valid balloons, the team that reaches the finish line first wins the higher position.


7. Women's Relay Ball Handling Game
Participants: Each team consists of 5 female players.
Gameplay: Each round features 5 teams from each grade, ordered by class level (e.g., Round 1 from 10A1 to 10A5, etc.). The organizing committee will select the top 3 teams from each grade based on their performance, and rankings will be determined by each team's final time.
The athletes line up in a single file. At the referee's signal, the first player dribbles the ball from the starting line to a checkpoint 20 meters away, then weaves through an obstacle course before returning to the starting line. The remaining players repeat the same task. The team that completes the relay the fastest wins.
Note: The dribbling path for each team is 0.5 meters wide. If the ball goes outside this designated path, the team will be disqualified.


8. Tug of War
This is a traditional team-based game. The equipment needed includes a rope approximately 7 meters long, with a red cloth tied in the middle to serve as a boundary to distinguish the teams and determine the winner.
A line is drawn to mark the boundary between the two teams.
Rules: Both teams pull on their respective sides of the rope. The team that causes the red cloth to cross their designated line first loses.
Gameplay: The players are divided into two teams, each with an equal number of participants. The teams should position their strongest members at the front, with each member gripping the rope on their side. Upon the referee's signal, the teams begin pulling the rope toward their side. The team that steps over the line first loses the game.


9. Sack Race
This game can be played in pairs or individually, lasting from 15 to 20 minutes. The essential equipment is a sack.
How to play:
Pair Play: Divide into two teams, each consisting of 3-5 pairs, with each pair made up of one male and one female. They line up at the starting point and wait for the signal. Each team has a designated jumping lane with two lines: a start line and a finish line. The first pair from each team enters the sack, holding it tightly, and waits for the start signal. After the signal, they jump to the finish line, then return to the start and pass the sack to the next pair. The next pair can only start when the previous pair reaches the finish line. This continues until the last pair, and the team that finishes first wins.
Individual Play: This version can involve 5-7 people, standing in a straight line at the start. When the signal is given, everyone jumps toward the finish line, and the first person to reach the finish line wins.


10. Water Bottle Filling
How to play: Players are divided into teams, and empty bottles are placed 4-6 meters ahead of each team. The players line up in a single file, and one by one, each player scoops water from a container at the starting line and pours it into the bottle. After pouring, they run back and hand the task over to the next teammate. The first team to fill their bottle wins.
Rules: Each team must have the same number of players. If a team completes a round but their bottle isn’t full, they must start again from the first player. This game can also be timed to determine the winning team.

