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Hex on the Grid: Connect Your Two Shores

An adaptation of the board game Hex on a 7 x 7 grid of hoops laid out as a rhombus: one team tries to link north and south with pinnies of its color and the other links east and west. Players go in relay and drop their pinny in a free hoop, so every trip is both attack and block.

Illustration of the PE activity Hex on the Grid: Connect Your Two Shores
PhaseMain activitie
Duration20 min
Ages16–18
SpaceAny space
Equipmenthoops, pinnies, cones
IntensityModerate

How to play

  1. Lay out 49 hoops in rows offset by half a hoop (like a honeycomb) to form a rhombus, and mark each team's shores with colored cones (4 min).
  2. Explain the goal: build an unbroken chain of your hoops between your two shores; hoops that touch are connected, and Hex can never end in a tie (2 min).
  3. Game 1 in relay: each player carries a folded pinny, drops it in a free hoop and runs back to tag the next teammate; the captain may point to the target hoop before each run (5 min).
  4. Game 2 without a captain: the runner decides alone, on the move (4 min).
  5. Game 3 with the swap rule: after the first move, the opponent may take that hoop, so the opening move does not decide the game (3 min).
  6. Analysis: which two-hoop bridge patterns were impossible to block (2 min).

Rules

Variations

Easier

Use a 5 x 5 grid and let the captain decide in every game.

Standard

A 7 x 7 rhombus, pinny relay, one game with a captain, one without and the swap rule.

Harder

Two boards at once: the team splits its runners between them and wins by connecting on both first.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Draw the board on a whiteboard to explain bridges before game 3. If you do not have 49 hoops, use flat disc markers or chalk marks.

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