Sudoku Jog: Fill the Grid by Relay
A long-duration game where each team solves a 4x4 sudoku by carrying cards one at a time from a distant base to their hula hoop grid. It builds endurance through intermittent running and team decision-making.
How to play
- Explain 4x4 sudoku: every row, column and 2x2 box holds 1, 2, 3 and 4 with no repeats. Teams of 5 get a 16-hoop grid with some cards already placed (4 min).
- First game: the card base is about 25 m away. One runner goes at a time, grabs a card and places it, or moves one already placed. The team thinks in the meantime (8 min).
- Short stop to check grids and talk strategy: who thinks, who runs (2 min).
- Second game with a harder sudoku and the base at 35 m. Now each runner can make only one move per trip (9 min).
- Easy jog to pick up cards and hoops together (2 min).
Rules
- One card per trip, carried while running, never thrown.
- Talk only with teammates at the grid; don't shout answers at the runner.
- Don't touch the base or other teams' grids.
- Finishing first earns no points: a team that finishes helps check another grid by running.
Variations
Easier
A sudoku with more squares already filled and the base at 15 m.
Standard
Two games with the base at 25 and 35 m.
Harder
A 6x6 grid, or every trip has to loop around a middle cone.
Adaptations
- Wheelchair users: put the base on smooth ground and carry the card on the lap or in a bag.
- Visual impairment: big cards with raised numbers made from clay or tape; runs with a guide.
- Students who freeze up with numbers: their main role is runner and the team tells them where to place it.
Learning goals
- Keep up intermittent effort for a long time.
- Make team decisions while tired.
- Share roles so everyone both runs and thinks.
Equipment for a class of 25
- hula hoops: 80
- cones: 20
- numbered cards: 80
Teacher tip
Make the sudokus on cards before class and keep the answer key. Short on hoops? Draw the grid in chalk and use poly spots or flat cones.
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