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Playground Grid Battleship

A giant grid with letters and numbers is chalked on the playground; teams secretly place their ships, then take turns sending a runner to the coordinate they call. It practices using coordinates, team strategy, and speed.

PhaseMain activitie
Duration22 min
Ages9–12
SpaceOutdoor yard
EquipmentChalk, cones, cards, pinnies
IntensityModerate

How to play

  1. Before class, chalk two 6 x 6 grids with one-yard squares, lettered A to F and numbered 1 to 6, set 10 yards apart.
  2. Form 4 teams in pinnies and mark a start line with cones 8 yards from each grid; two teams face off on each pair of grids (2 min).
  3. Each team secretly places 3 ships on its grid, one 3 squares long and two 2 squares long, and records them on a card only the captain sees (3 min).
  4. Teams take turns calling a coordinate, such as C4; a runner sprints from the team's line to that square on the opposing grid and stands in it while the defenders say 'miss' or 'hit'.
  5. The runner jogs back and high-fives the next teammate, who will run the next turn; everyone runs in order, and the team records results on its card (12 min).
  6. The first team to sink the whole enemy fleet wins; spend 3 minutes talking about the search strategies they used.

Rules

Variations

Easier

Use a 4 x 4 grid and only two ships 2 squares long.

Standard

A 6 x 6 grid with three ships and one runner per turn.

Harder

The runner must go around a middle cone to reach the square, and the team has only 10 seconds to call a coordinate.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Review out loud how to read a coordinate before starting: letter first, then number. If the chalk wears off, mark each row with colored poly spots.

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