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Active Monopoly: Buy Zones and Charge Tolls

The field's perimeter is split into twelve squares that teams can buy with coins earned by running; when an opposing team lands on a purchased square, it pays a toll in coins or in effort by doing the exercise marked on the square. It blends continuous endurance work with investment and risk decisions.

Illustration of the PE activity Active Monopoly: Buy Zones and Charge Tolls
PhaseMain activitie
Duration30 min
Ages16–18
SpaceField
Equipmentcones, Worksheets, dice, pinnies, stopwatch
IntensityModerate

How to play

  1. Mark twelve squares around the field with colored cones; each square has a price (3 to 6 coins) and a written toll exercise (3 min).
  2. Four teams of 7 with a banker, an investor and the rest runners; each team starts with 10 coins (2 min).
  3. Turns: a runner rolls the die, jogs that many squares around the perimeter and the investor decides whether to buy the free square; on an opponent's square, the team chooses to pay the toll in coins or have the runner do that square's exercise (15 min).
  4. Each full lap of the perimeter earns the team 2 coins; a runner can double that by running an extra timed lap under 90 seconds; keep playing turns with this bonus (4 min).
  5. Count up: squares owned, coins and exercises done (2 min).
  6. Analysis: whether it paid to invest early or to save, and how each runner's effort changed on the Borg scale (4 min).

Rules

Variations

Easier

No effort tolls, and instead of rolling the die you always move two squares.

Standard

Twelve squares bought with coins, tolls paid in coins or exercise and a lap bonus.

Harder

Teams may build gyms on their own squares for 4 coins, which doubles the toll.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Use two sizes of tokens for 1- and 5-coin values. With four teams playing at once, you need at least two dice and two referees.

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