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Gym Tower Defense: Buy Towers and Break Through

Inspired by tower defense video games, one team places towers (throwers in fixed hoops) along a path and the other tries to get as many runners as possible to the end without being hit below the waist by a foam ball. Both teams have a token budget: defenders buy towers and attackers buy shields or shortcuts.

Illustration of the PE activity Gym Tower Defense: Buy Towers and Break Through
PhaseMain activitie
Duration30 min
Ages16–18
SpaceAny space
Equipmenthoops, foam balls, cones, Worksheets, pinnies
IntensityModerate

How to play

  1. Mark a zigzag path of about 40 m with cones and ten possible tower sites (hoops) 3 m from the path (4 min).
  2. Defenders: 12 tokens; a tower costs 3 and an upgraded tower with two balls costs 4. Attackers: 12 tokens; a shield (absorbs one hit) costs 2 and a cone shortcut cutting 10 m costs 6 (3 min).
  3. Wave 1, 4 minutes: attackers set off one at a time every 5 seconds; towers throw from inside their hoop and collect balls in their area; a player who is hit walks back outside the path to the start and goes again (4 min).
  4. Count the runners who reach the end; defenders get 4 extra tokens to move or upgrade towers and wave 2 is played in the same format (6 min).
  5. Switch roles and play two more waves with the same buying system (10 min).
  6. Analysis: where the most cost-effective tower was and whether shields or shortcuts were the better buy (3 min).

Rules

Variations

Easier

Towers may only roll the ball along the floor.

Standard

A 40 m path, ten tower sites and a token budget for towers, shields and shortcuts.

Harder

Add ice towers that, instead of knocking runners out, make them freeze for 3 seconds in a hoop.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Ask each team's treasurer to log purchases and results in a table: it is the basis for the final analysis. Check that the balls are soft and in good condition.

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