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Ringo Gain-Ground Team Throw

Teams of four travel a 130 ft course throwing a ringo ring: each throw is made from where a teammate catches it or where it lands. It builds long, accurate throwing and team planning to reach the finish in the fewest throws.

PhaseMain activitie
Duration16 min
Ages8–11
SpaceField
EquipmentRingo rings, cones, Flat disc cones
IntensityModerate

How to play

  1. Use cones to mark a start line and a finish line 130 ft away; each team of four has a lane about 20 ft wide. Place flat disc cones every 30 ft to show progress.
  2. Explain the challenge: the first thrower sends the ring forward from the start; a teammate positioned ahead tries to catch it. If they catch it, the next throw starts there; if it drops, the next throw starts where it landed.
  3. Students rotate in order: the thrower becomes the forward receiver and the receiver becomes the next thrower. Nobody throws twice in a row.
  4. First trip (5 min): each team counts how many throws it needs until the ring crosses the finish line. Teams jog back to the start.
  5. Strategy huddle (1 min): each team decides whether to throw longer and risk a drop or shorter and safer.
  6. Second and third trips (8 min): teams try to beat their throw count. The team with the best score wins, and the team that improves most is also recognized.

Rules

Variations

Easier

Use an 80 ft course and allow two-hand catches.

Standard

Use a 130 ft course with one-hand catches to advance from the catch spot.

Harder

If the ring is not caught, move back 6 ft from where it landed.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Space the teams well apart and have everyone throw in the same direction so nobody gets hit from behind. Posting scores on a whiteboard is very motivating.

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