Unplugged Activities: Card Quest and Orb Defenders

Last updated: April 9, 2026

Card Quest — Team Challenge

Card Quest is an unplugged card game played during camp as a team-building activity. Each team creates their own deck and plays it, then later swaps decks with another team.

Materials Needed

  • Index cards (or blank cards)
  • Pens/markers for drawing

Setup

  • Each player draws character cards and object cards

How to Play

  1. Decide who will be the game master first
  2. Game master draws 1 character card and 2 object cards
  3. Each player takes a turn answering the question: "Why did [character] need a [object 1] and a [object 2]?"
  4. The game master chooses their favourite answer
  5. The player whose answer gets chosen keeps the character card
  6. Rotate the game master role

Scoring

  • The player with the most character cards at the end wins

Coach Tips

  • After playing, store each set of cards separately — they'll be used again when teams swap decks
  • On Day 2, teams switch decks with a neighbouring team to play each other's Card Quest game

Orb Defenders — Team Challenge

Orb Defenders is an unplugged card game that mirrors the Survival mini-game concept. Played on Day 3.

Setup

  1. Everyone gets 3 index cards
  2. Each player draws 1 weapon and 2 enemies (one per card)
  3. The first player to finish drawing gets to make the team orb
  4. Each player's weapon is the only one that can defeat their enemies
  5. Write your team name on the back of cards
  6. Write a list of which weapon defeats which enemies

How to Play

  1. Place the team orb face up on the table
  2. Combine all enemy and weapon cards together, shuffle well, and place around the orb
  3. The orb has the same amount of health as there are players (e.g., 3 players = 3 health)
  4. Each player takes turns turning over a card:
    • Weapon card: Keep it to defend the orb
    • Enemy card with no matching weapon available: The orb loses one health
    • Enemy card with a matching weapon: The enemy is defeated! The player with the weapon claims the enemy card
  5. Play continues until all cards are turned over

Winning

  • The orb is saved if it survives all enemy cards
  • The player with the most enemy cards claimed is the winner

Coach Tips

  • Pack up each team's card game separately to play again later
  • This game connects to the in-game Survival mini-game concept — discuss the parallels!

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