Schoolyard Risk: Conquering Territories with Challenges
The schoolyard becomes a map of eight territories linked by borders; four teams spread their armies (tokens) and conquer neighboring territories by winning movement challenges against the defender. Students must plan where to concentrate forces and when to attack, just like the board game.
How to play
- Mark eight territories with cones and a central hoop in each; show which territories are neighbors with a sketch on the whiteboard (4 min).
- Four teams of 7 get 15 army tokens and split them across their two starting territories; they pick a general, a strategist and a treasurer (4 min).
- 3-minute turns: the active team announces an attack from one territory to a neighbor; the attacker risks tokens and the duel is settled by a movement challenge rolled on the die (shuttle relay, 10 synchronized squats, keep-the-ball-up passing or a 20 m sprint) (10 min).
- The challenge winner removes as many tokens from the opponent as the die shows; if the defender runs out, the attacker takes the territory and moves tokens there; keep playing turns under this rule (8 min).
- After each full round, every team earns one extra token for every two territories it controls and places it anywhere (5 min).
- Wrap-up: each strategist explains their toughest decision and the class counts who controls the most territories (4 min).
Rules
- You may only attack neighboring territories shown on the sketch.
- Different team members take part in each challenge so everyone moves.
- Duel sprints are run in separate lanes, never head-on.
- Only the treasurer moves tokens, and does so in front of the opponent.
Variations
Easier
Challenges are always the same relay and there are no territory reinforcements.
Standard
Eight territories, four teams, dice challenges and reinforcements for every two territories.
Harder
Add continents: holding a group of three neighboring territories gives two extra tokens per round.
Adaptations
- Limited mobility: take the general or treasurer role and in challenges roll the die and confirm the result.
- Hearing impairment: the map sketch and challenge list are always visible on a whiteboard.
- Injury: join the accuracy challenges (keep the ball up) rather than the sprints.
Learning goals
- Plan the distribution of resources on a map over the medium term.
- Take on roles of responsibility within the team.
- Cooperate so every member takes part in the challenges.
Equipment for a class of 25
- cones: 40
- pinnies: 28
- cards: 60
- dice: 4
- hoops: 8
Teacher tip
While two teams duel, the others should be doing their reinforcement challenge or planning: avoid turns where nobody moves. A photo of the map after each round is useful for the debrief.
PatioLab has "Schoolyard Risk: Conquering Territories with Challenges" and 5176 more activities ready to drag into your lesson and run from your phone in the gym.
More main activities for High School
1-2-3 Touch Cooperative Rally
1-2-3-2-1 Running Pyramid Intervals
An interval workout where the fast segments build from 1 to 3 minutes and back down, with half that time as jogging recovery.
1-on-1 from Triple Threat: Jab Step, Fake and Go
1-on-1 duels that always start in triple threat (shoot, pass or dribble), where the attacker uses the jab step and the shot fake to read the defender before going.
1-on-1 Self-Pass Volleyball
10-20-30 interval running in pairs
The 10-20-30 method strings together 30 seconds of easy jogging, 20 at a moderate pace and 10 at top speed, in five-minute blocks.
1v1 Ball Volley Matches
1v1 ball volley: singles games on a small court with a low net, hitting the ball over the net and allowing one bounce.