Acrosport Build-and-Hold Relay
In teams, groups of three walk to a mat, build the acrosport stunt shown on a card, hold it for 3 seconds in front of a judge, and return to tag the next group. Students work on basic stunts, team organization, and following safety rules under pressure.
How to play
- Make 5 teams of 5. Each team has a start cone and, about 10 yards away, a mat with a pile of stunt cards face down (2 min).
- On each turn, 3 students power-walk out, another goes along as spotter, and the fifth stays by the mat as judge (1 min).
- The group flips a card, builds the stunt, holds it 3 seconds counting out loud, and dismounts on a count. If the judge approves, the team wins the card (4 min).
- They walk back to the cone and the next group goes, switching roles so everyone is base, flyer, spotter, and judge (5 min).
- After 8 minutes of relay, each team counts its cards; any stunt built without a count or with an illegal support does not score (3 min).
- Final round: each team picks its best stunt and all teams present at the same time to the class (5 min).
Rules
- Move by power-walking; running cancels the stunt.
- A stunt only counts if it is built and dismounted on a count out loud.
- Weight never goes on the middle of the base's back.
- The judge can ask the group to redo an unsafe stunt.
Variations
Easier
Cards show partner stunts and there is no time limit.
Standard
Cards show three-person stunts and the relay lasts 8 minutes.
Harder
Add four-person stunt cards in which the spotter also takes part.
Adaptations
- Limited mobility: the student can be the permanent judge or a seated base for hand-support stunts.
- Hearing impairment: the judge shows a green card to approve and a red card to redo.
- Fitness level: each team may pass on one card per round if the stunt does not suit the group.
Learning goals
- Build basic acrosport stunts quickly and safely.
- Organize team roles on every turn.
- Follow safety rules even in a competitive setting.
Equipment for a class of 25
- mats: 5
- stunt cards: 40
- cones: 5
Teacher tip
Stress that quality counts more than speed; if you see rushing, add a bonus point for every clean dismount. Space the mats out so teams do not get in each other's way.
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