Castle Pin Guard
In groups of six, five attackers pass the ball around a circle looking for an opening to knock down the cone castle that one guard protects in the center. The activity builds accurate throwing, quick passing to move the defender, and deciding when to throw.
How to play
- Set up four circles about 25 feet across with cones; in the center of each, place a hoop with three standing cones inside: the castle (3 min).
- Each circle has six students: one in a pinnie is the guard inside the circle, and five attackers stand outside with two foam balls.
- Attackers pass the balls and throw them rolling or at shin height to knock cones down; the guard blocks with hands and legs without stepping into the hoop.
- Each time a cone falls, the guard stands it back up and the attacker who knocked it down scores a point; each guard turn lasts 1 minute.
- When time is up, the guard steps out and the next attacker steps in; play until everyone has been the guard (6 min).
- Second round with two guards and three balls, so attackers have to pass faster (6 min).
Rules
- Attackers always throw from outside the circle.
- Only throws below the guard's waist count.
- The guard may not step into the hoop or lie down over the cones.
- Pass the ball before throwing if the guard is blocking the opening.
Variations
Easier
The circle is smaller and the castle has five cones.
Standard
Five attackers with two balls against one guard in a 25-foot circle.
Harder
Attackers may only throw after three passes in a row.
Adaptations
- Limited mobility: the student plays as an attacker from a fixed spot closer to the castle.
- Shyness: the student may choose to guard with a partner so they aren't alone in the middle.
- Lower fitness: the guard turn lasts 40 seconds.
Learning goals
- Throw accurately at a protected target.
- Pass quickly to shift the defender.
- Decide when to throw and when to pass.
Equipment for a class of 25
- foam balls: 12
- cones: 44
- hoops: 4
- pinnies: 8
Teacher tip
Make sure throws stay low and use only foam balls; any throw to the head cancels the point. If one group is dominating, make its circle bigger.
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