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Quadball: Seekers vs. the Flag Runner

A chase duel inspired by the end of a quadball game, when seekers try to pull the flag from the neutral flag runner. It works on fakes, changes of pace and managing short, very intense efforts.

Illustration of the PE activity Quadball: Seekers vs. the Flag Runner
PhaseMain activitie
Duration20 min
Ages16–18
SpaceField
EquipmentPoles, Flag belts, cones, stopwatch
IntensityHigh

How to play

  1. Explanation: the runner wears the flag hanging from the back of the waist; seekers, mounted on their brooms, have to pull it cleanly (2 min).
  2. 1 vs 1 duels in an 8 x 8 m square: 20 seconds of chasing and 40 seconds of walking recovery; switch roles each duel (6 min).
  3. Two seekers from rival teams against one runner in a 12 x 12 m square: they compete with each other but can't touch each other (6 min).
  4. Quick tournament: a runner who lasts 30 seconds scores one point; a seeker who pulls the flag scores three (4 min).
  5. Everyone writes one sentence on which fake worked best and how the effort felt (2 min).

Rules

Variations

Easier

Smaller square and 15 seconds of chasing.

Standard

20-second duels and two seekers against one runner.

Harder

The runner also rides a broom, and seekers may only use their non-dominant hand.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

If you don't have flag belts, tuck a ribbon or pinnie into the waistband of the shorts. Typical mistake: the seeker lunges without a fake and the runner escapes with a simple change of pace.

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