1124 Torque Teabreak Games-02

Welcome to The Torque Christmas Tea Break Games

Santa and his elves have been busy in their workshop crafting games to bring you some much-deserved festive joy and merriment this holiday season. So, pop the kettle on, grab a biscuit and get your team together to take on the Torque Christmas Tea Break Games.

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Share Your Christmas Tea Break

Share your Christmas Tea Break Tournaments with us. Tag Torque, and you could win a box of gourmet teacakes to enjoy with your team.

#TorqueChristmasTeaBreak

How to Play

Torque Target

You might know this game by another name. We were told not to print it.

Assembly

Slot the backboard into the slot on the back of the playing board

Gameplay

  • Divide into two teams.
  • Choose the shortest player and stand their height away from the board. The distance should increase per the players’ height order each round until a team wins.
  • Shoot to score.

Winning

  • The first team to 21 points wins.
  • 1 point for a bag landing on the board (it may not touch the ground)
  • 3 points for a bag in the hole.
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Paper Ball  

It’s basketball. But with paper. And your recycling bin.

Assembly

To build the backboard, push the spine through the base plate and attach the backboard to the spine via the three pieces of double-sided tape. Pop your recycling bin on top.

Gameplay

  • Scrunch up your recycling.
  • Shoot and (hopefully) score.
  • Increase the distance to see who’s left or play best out of three.
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Torqueywinks

Yes, it’s Tiddlywinks. You can view the WikiHow here.

Torqueywinks Terms

Squidger? A disc used to shoot a wink. (The larger disc)

Wink? The smaller discs you’re trying to pot.

Squopping? Shoot your winks to land on your opponent’s winks to stop them from potting them.

Winning

The first player or partnership to get all their winks into the pot wins. If no one wins before the time limit (10 minutes), the player with the most points wins.

Players

Tiddlywinks is usually played with four players but can be played in singles or as pairs.

Gameplay

  • Players take turns flicking winks into the pot with a squidger. Players can take an extra shot if they successfully score a wink. A wink is considered potted if it lands in the pot or on its rim. A wink that covers another wink is captured (or squopped), and the lower wink can't be played until it's released.
  • To decide who starts, each player plays one wink towards the pot. The colour whose wink ends closest to the pot wins the right to start.
  • Tiddlywinks is easier to play on a cushioned surface like a rug or tablecloth.
  • Play usually lasts 25 minutes, but we suggest 10 minutes for a faster pace.
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Curling

Assembly

Unroll the mat onto a flat surface.

The mat has both curling and shuffleboard printed on it

The stones start at the end marked ‘3’ and shoot towards the target.

There are eight stones, four per team.

How to Win

The team with the highest score after eight rounds wins.

Gameplay

  • The goal is to get your stone as close to the button (the centre of the target) as possible.
  • After all stones are thrown, the team with the stone closest to the button scores one point for each stone closer than the other team's.
  • Divide into two teams and flip a coin to see who goes first. Remember, there is a disadvantage to going first in Curling.
  • The first player should pop their stone in the centre of the ‘3’ opposite the target end.
  • Teams take turns to flick or slide their stones until the end of the round. They then begin the next round once all points have been noted down.
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Shuffleboard

Assembly

Unroll the mat onto a flat surface.

The playing mat has both shuffleboard and curling printed on it.

The pucks start at the target end for Shuffleboard.

There are eight pucks, four per team; these are reused until a team reaches a winning 15.

How to Win

The first team to score 15 points wins.

Gameplay

  • Two teams with 1 - 4 players per team.
  • Both teams shoot towards the same end.
  • The aim is to get your pucks as close to the far end of the table as possible (without going off the end).
  • In each round, the player with the furthest puck wins their score, and the opposing team will receive no points.
  • The winning team in each round counts a total score for any pucks that are further advanced than the opponent's furthest puck
  • 'On the line' is not classed as 'past the line'.
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