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Energizer · A great activity for everyone

Pinpoint

Two teams take turns lobbing scrunched-up paper at a target, then work to knock each other's paper out of position along the way. It works because sabotage is a legal move — a good hit counts for as much as a good throw.

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

  1. Split into two equal teams, and give each team paper of one color — 3 balls per player.
  2. Set the target in the middle of a flat surface; tape down a boundary if you want one marked.
  3. Line up with players from each team alternating turns.
  4. Throw your paper ball, aiming to land it as close to the target as possible.
  5. A throw that rolls off the surface doesn't count.
  6. 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

  1. 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.

  2. 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.

  3. 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.

  4. 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

Size up the target for younger playersA bigger target — or two smaller ones spread out — gives players with less-developed aim a real shot at landing close, without changing the rules for anyone else.
Hand out papers in more than one colorDifferent colors per team already sorts whose ball is whose; distinct-enough shades also help players with low vision or color blindness track their own throws.
Let people throw their own wayUnderhand, overhand, whatever's comfortable — nothing in the rules requires one throwing motion, so let mobility or strength differences set the style.
Adjust the rules for the roomExtra steps before the throw, a shorter distance to the target, fewer required papers — small tweaks that fit the age and ability level in front of you.
Narrate the action for anyone who needs itA quick play-by-play of whose ball landed where keeps visually impaired players in the game, and encouragement on every throw keeps the room warm.

Why it works

Sabotage keeps every throw contestedBecause knocking an opponent's ball out of position is a legal move, a bad throw doesn't end a team's turn — it just changes what the next throw needs to fix.
Skill and luck stay closeA scrunched ball doesn't roll the way you'd expect, so aim only gets a team so far. That keeps players of very different throwing ability on close-to-even footing.
Nothing stands between deciding and playingNo prep, and the only materials are paper and whatever target's already in the room — the gap between "let's play" and the first throw is zero.
HELLO, MY NAME ISJon

"It's the simplest kind of party trick — a target, some scrunched paper, and suddenly a whole room is arguing about whose ball is closest. The sabotage rule is what keeps it alive: a good hit is as satisfying as a good throw."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For classrooms and casual groups alike — a couple of these turn a paper fight into an actual debrief.

  1. What did you enjoy most about playing Pinpoint?Surfaces what actually landed — useful for planning the next round of activities.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Jon Zajac

Founder & Chief Icebreaker

I started IcebreakerSpot because I believe strong connections are the foundation of successful teams. This site exists to make it easy to find and share the icebreakers and team-building activities that build trust, spark collaboration, and help groups do great things together.