What is Pinpoint?
Pinpoint (also called On the Edge) is a throw-and-defend game: two teams take turns tossing scrunched-up paper at a target, trying to land closest, while knocking their opponents' paper out of position whenever they get the chance. Whichever team has the most paper closest to the target when play ends wins.
It works because sabotage is built into the rules, not a cheat around them. A great aim only holds up until someone knocks your ball out of the way, so the game rewards paying attention to the whole field as much as any single throw — and a scrunched ball never rolls quite the way anyone expects, which keeps strong throwers and weak throwers close.
It needs a flat surface everyone can gather around and a target within easy throwing range, so skip it for a fully remote team — there's no adaptation for that here — or for a room too tight to clear a throwing lane.
The rules
- Split into two equal teams, and give each team paper of one color — 3 balls per player.
- Set the target in the middle of a flat surface; tape down a boundary if you want one marked.
- Line up with players from each team alternating turns.
- Throw your paper ball, aiming to land it as close to the target as possible.
- A throw that rolls off the surface doesn't count.
- Sabotage is legal — knock an opponent's paper out of position on your turn. Most papers closest to the target when play ends wins.
Before you start
- Group size: 2–10 players, split into equal teams. Give each team paper of a designated color so it's obvious whose ball is whose.
- Materials: a target, a surface, and paper. Any target on hand works — a mug, a bowl, a book — set on a table, floor, or other flat surface. Each player needs 3 sheets of paper, scrunched into balls.
- No prep required. Nothing to set up ahead of time. Pick a target, grab paper, and start playing.
- Ages 6 and up. Built for small to medium groups of kids and teens.
- Mark a boundary if you want one. Taping one down keeps the throwing area consistent, but it's optional.
How to run it
- Set up the field 2–3 min
Pick a flat surface — a table, floor, or countertop — and set your target in the middle. Tape down a boundary first if you want a clear no-step-past line.
- Split into teams and hand out paper 2–3 min
Divide into two equal teams and give each team paper of a designated color. Every player gets 3 pieces, rolled into balls.
- Line up and throw 8–15 min
Line up with players from each team alternating, then take turns throwing your paper ball toward the target. Anything that rolls off the surface doesn't count.
- Sabotage and call the winner 3–5 min
On your turn, you can knock an opponent's paper out of position instead of aiming for the target yourself. When everyone's out of paper, the team with the most balls closest to the target wins.
← a good hit counts for as much as a good throw.
Facilitator tips
Why it works
Reflection questions
For classrooms and casual groups alike — a couple of these turn a paper fight into an actual debrief.
- What did you enjoy most about playing Pinpoint?Surfaces what actually landed — useful for planning the next round of activities.
- Did you find it challenging to aim and throw your paper balls close to the target while also trying to knock your opponents' papers out of the way? Why or why not?Gauges how hard the aim-and-sabotage balancing act actually was.
- Did you feel that your teamwork skills were put to the test during this activity? In what ways?Puts the equal-teams setup to the test — worth hearing how the group split up the work.
- How do you think playing Pinpoint helped build connections and relationships within the group?Names the point out loud: a paper-throwing game doing relationship-building work.
- If you were to modify the rules of Pinpoint, what changes would you make? Why?Invites the group to redesign the rules — a good sign they want to play again.