Four Corners Fitness Dice
A no-elimination take on the classic Four Corners: students jog to a numbered corner, and a die decides which corner does an activation exercise and which one scores a point. It mixes short runs, varied exercises, and a bit of luck to get the whole group into it.
How to play
- Mark four corners of the gym with colored cones numbered 1-4, with an exercise card at each one (for example, 10 light squat jumps, 10 lunges, 20 mountain climbers, and 10 push-ups).
- A volunteer stands in the middle with the giant die, eyes closed, and counts down out loud from 10 to 0.
- While they count, everyone else jogs around the gym and must be in one of the four corners before 0; each corner holds 8 people max.
- The counter rolls the die: on 1-4, that corner does its card exercise; on 5, all corners do their exercise; on 6, the corner with the fewest people scores a point and the others do their exercise.
- After the exercise, start a new round. Switch the counter every 3 rounds (about 10-12 rounds total, 7 min).
Rules
- You must reach a corner before the count ends; late arrivals do that corner's exercise.
- No switching corners after 0.
- Safety: jog in the same direction and no pushing when arriving at a corner.
Variations
Easier
Use gentle mobility exercises on the cards and count down from 15.
Standard
Count from 10, four activation exercises, and a six-sided die with special rules for 5 and 6.
Harder
Double the reps and cut the countdown to 6 seconds.
Adaptations
- Limited mobility: the student can be the counter and roller, or have their own corner with upper-body exercises.
- Visual impairment: each corner has its own sound cue (one clap, two claps, etc.), and the student moves with a peer guide.
- Lower fitness: every card lists an easier version of the exercise.
Learning goals
- Raise heart rate by combining running with light strength exercises.
- Perform activation exercises with good technique in a short time.
- Take part in a game of chance and accept the outcome with no eliminations.
Equipment for a class of 25
- cones: 4
- giant die: 1
- cards: 4
Teacher tip
The giant die makes the game easy to follow; if you don't have one, use a regular die and call out the number.
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