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Opposite Corners Chase

Two runners start from opposite corners of a cone square and run in the same direction, trying to catch each other before completing two laps. Students work on speed on a course with 90-degree turns, pacing their effort and competing evenly.

PhaseMain activitie
Duration15 min
Ages12–14
SpaceField
Equipmentcones, pinnies
IntensityHigh

How to play

  1. Set up 6 squares, 8 x 8 yards, with a cone at each corner. Groups of 4 per square: two run while two wait outside and judge (2 min).
  2. The two runners stand at opposite corners, one wearing a pinny. On the whistle, both run clockwise around the outside of the cones.
  3. If one tags the other's back before two full laps, they score 2 points; if nobody catches anyone, the runner who closed the most ground, as the judges see it, scores 1.
  4. After each race, the waiting pair runs; rest at least one minute. Everyone races 4 times against different opponents in the group (8 min).
  5. Phase two: halfway through a race the whistle blows and both runners reverse direction, so the chased becomes the chaser (3 min).
  6. To finish, each group talks about how the fastest runners handled the corners (2 min).

Rules

Variations

Easier

Use a 6-yard square and one lap.

Standard

Eight-yard square, two laps and a direction change in phase two.

Harder

Add a lap and require touching every cone with a hand.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Pair students by speed so there is a real chase; if one always wins by a lot, give them a one-corner handicap. Check the surface at the corners, since that is where students slip.

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