Toss-and-Go Bean Bag Relay
A team relay where each player runs to a cone, tosses a bean bag into a hoop, and only heads back to tag the next player after making it. It works on throwing accuracy after running, body control when stopping, and taking turns.
How to play
- Make 5 teams of 5 in lines behind a starting line. At 26 feet (8 m), a cone marks each team's throwing spot, and 6 feet past it lies a hoop (2 minutes).
- Each team has 10 bean bags at the start. On the signal, the first player grabs one, runs to the cone, and tosses it underhand into the hoop.
- If it goes in, the player runs back and tags the next teammate. If not, they pick it up, go back to the cone, and try again; after 3 tries, they place it in the hoop and head back.
- The round ends when all 10 bean bags are in the hoop; the team counts how many went in on the first try.
- Between rounds (1 minute), empty the hoops and call a new toss: non-dominant hand, backward over the head, or from the knees.
- Play 4 rounds. In the last one, each team tries to beat its first-try total from the round before.
Rules
- Run in your own lane and slow down before the cone.
- Always toss from the cone, never closer.
- Only one player per team may be out of line.
- The next player doesn't go until tagged.
Variations
Easier
Put a big hoop 3 feet from the cone, and speed-walk instead of running.
Standard
A 26-foot run, the hoop 6 feet past the cone, and up to 3 tries.
Harder
A smaller hoop 10 feet away, or a different hoop called by the teacher each trip.
Adaptations
- Limited mobility: a student using a wheelchair travels a shorter lane and tosses from their spot.
- Hearing impairment: start each round with a raised arm as well as the whistle.
- Fitness and skill: each player may choose between two throwing cones.
Learning goals
- Toss accurately after running.
- Control the body to go from running to throwing.
- Follow turns and relay rules.
Equipment for a class of 25
- bean bags: 50
- hoops: 5
- cones: 10
Teacher tip
The key is stopping and getting balanced before the toss; teach it as "Arrive, stop, aim, toss." The 3-try limit keeps anyone from getting stuck.
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