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Four Kingdoms: Alliances and Betrayals at Timeouts

Four kingdoms each guard three crowns (bandanas) in their castle and may steal the others'. The key is the diplomatic timeouts: ambassadors sign written alliances (no attacks, joint attacks on another kingdom) that can be broken, but breaking a signed pact costs a crown. Students work on negotiation, trust and conflict management.

Illustration of the PE activity Four Kingdoms: Alliances and Betrayals at Timeouts
PhaseMain activitie
Duration30 min
Ages16–18
SpaceField
Equipmentcones, pinnies, Scarves, Worksheets
IntensityHigh

How to play

  1. Split the field into four quadrants with a 3 x 3 m castle in each corner holding three bandanas; explain that on someone else's land you can be tagged and must return to your castle (3 min).
  2. Each kingdom names an ambassador, a defense captain and an attack captain, and picks a first target (3 min).
  3. Game phase 1: steal one crown per trip and bring it to your castle; tagged players return to their castle and rejoin (6 min).
  4. Diplomatic timeout: ambassadors meet and sign pacts on cards (who with whom, what commitment and for how long) and hand them to the teacher (3 min).
  5. Game phase 2 and a second timeout, followed by phase 3; if a kingdom breaks a signed pact, the teacher announces it and hands one of the traitor's crowns to the betrayed kingdom (11 min).
  6. Guided discussion: why alliances held or broke, how betrayed kingdoms felt and what parallels exist with real sport (4 min).

Rules

Variations

Easier

Pacts cannot be broken during the phase in which they were signed.

Standard

Four kingdoms, three crowns each, two diplomatic timeouts and a penalty for betrayal.

Harder

One kingdom gets a secret mission to break up at least two other alliances without breaking any of its own.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The final discussion is the most valuable part: save at least 4 minutes and moderate it so students talk about the game, not each other. Keep the pact cards as assessment evidence.

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