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.
How to play
- 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).
- 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).
- 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).
- Game 2 without a captain: the runner decides alone, on the move (4 min).
- 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).
- Analysis: which two-hoop bridge patterns were impossible to block (2 min).
Rules
- Drop your pinny only in an empty hoop and inside the hoop.
- Enter and leave the rhombus through your own shores, walking between hoops, without jumping over other players.
- Only one player per team on the board at a time.
- Once placed, a pinny does not move.
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
- Limited mobility: be the captain who chooses hoops, or place the pinny with a pole from outside the rhombus.
- Visual impairment: play on a smaller board with a partner describing the position by coordinates.
- Knee injury: walk instead of jog and use a shorter starting distance.
Learning goals
- Understand the idea of connecting and blocking at the same time.
- Make strategic decisions on the move and without help.
- Recognize effective patterns and apply them in later games.
Equipment for a class of 25
- hoops: 49
- pinnies: 28
- cones: 8
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.
PatioLab has "Hex on the Grid: Connect Your Two Shores" and 5176 more activities ready to drag into your lesson and run from your phone in the gym.
More main activities for High School
1-2-3 Touch Cooperative Rally
1-2-3-2-1 Running Pyramid Intervals
An interval workout where the fast segments build from 1 to 3 minutes and back down, with half that time as jogging recovery.
1-on-1 from Triple Threat: Jab Step, Fake and Go
1-on-1 duels that always start in triple threat (shoot, pass or dribble), where the attacker uses the jab step and the shot fake to read the defender before going.
1-on-1 Self-Pass Volleyball
10-20-30 interval running in pairs
The 10-20-30 method strings together 30 seconds of easy jogging, 20 at a moderate pace and 10 at top speed, in five-minute blocks.
1v1 Ball Volley Matches
1v1 ball volley: singles games on a small court with a low net, hitting the ball over the net and allowing one bounce.