Settlers on the Run: Gather, Trade and Build
A long-duration strategy game where teams carry colored resources from a central bank one at a time and trade to complete buildings. It builds intermittent endurance and cooperative decision-making.
How to play
- Explain the resources: red (brick), blue (water), green (wood) and yellow (wheat). Each building card needs a mix, for example 2 red and 1 green for a house (4 min).
- Gathering round: the bank is in the middle, about 25 m from each base. One resource per trip and the team decides what to ask for (8 min).
- Market: gathering stops and teams trade one-for-one in the center, walking (4 min).
- Second gathering round with two new cards worth more if finished before time runs out (10 min).
- Each team counts its buildings and explains its best decision (4 min).
Rules
- One resource per trip, carried in your hand.
- At the bank you take the first one you touch: no digging.
- Trades are free and must be honored: no cheating.
- Everyone on the team makes trips; keep track with a mark by the hoop.
Variations
Easier
Cheaper buildings and the bank at 15 m.
Standard
Two gathering rounds with a market in between.
Harder
The bank is covered with a cloth so you only see the color after you pick it.
Adaptations
- Wheelchair users: the bank is on smooth ground and they may carry two resources per trip in a bag.
- Visual impairment: resources with different textures (ball, cone, beanbag) and runs with a guide.
- Students who don't join the trading: take the treasurer role and propose the team's trades.
Learning goals
- Sustain long intermittent effort.
- Plan and decide as a team while tired.
- Negotiate respectfully and keep agreements.
Equipment for a class of 25
- colored flat cones: 100
- hula hoops: 5
- building cards: 12
- pinnies: 25
Teacher tip
No colored flat cones? Clothespins, bottle caps or beanbags work. The market doubles as active recovery: keep it to 4 minutes or less.
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