Invent Your Invasion Game: Four Principles, One House Rule
In groups, students design an invasion game that meets four shared principles and adds one house rule; then they test it and teach it to another group. They come to see what all invasion games have in common and how each rule changes the tactics.
How to play
- Explain the four principles with examples: keep the ball, move toward the goal, score, and on defense win the ball back and protect the goal; hand one design card to each group (5 min).
- Design in groups of six: how to score, field, equipment, and one original rule that isn't in any sport you know (8 min).
- Test the game within the group, 3v3, and fix what doesn't work (8 min).
- Each group explains its game to another in one minute and they play it together; then swap (12 min).
- Peer review: does it meet the four principles? What tactical decision does the house rule create? (5 min).
- Conclusion: what do all the games you made share with basketball, handball or soccer? (2 min).
Rules
- Every invented rule must be safe: no tackling, no throwing the ball at people.
- The game must let everyone in the group play.
- Explain the game in one minute max.
- Use only the equipment in your kit.
Variations
Easier
The teacher gives a base game and the group changes just one rule.
Standard
The group designs the whole game with the card and one house rule.
Harder
The game must also work with a different kind of ball, and the group explains how the tactics change.
Adaptations
- Students with limited mobility: the group designs the game so they have a key playing role, not just referee.
- Students with autism or who find group work hard: assign a clear role (note-taker, equipment or timekeeper) and give a card with numbered steps.
- Deaf or hard-of-hearing students: the house rule is drawn on the card and taught by demonstration.
Learning goals
- Identify the shared principles of invasion games.
- Analyze how a rule changes tactical decisions.
- Create and organize a game as a group.
Equipment for a class of 25
- foam balls: 6
- cones: 30
- pinnies: 30
- hula hoops: 8
- design cards: 5
Teacher tip
Prepare identical equipment kits in bins and hand out a card with a field diagram to draw on. Typical mistake: they invent rules that make scoring impossible; ask "how many points were scored in three minutes?"
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