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Walls and Paths: Pawn Race with Poles

A board game on the move: each team takes its pawn (a cone) to the far line of a 7x7 grid, and each turn it chooses between moving or laying a pole as a wall to lengthen the other team's path. It develops planning and relay decision-making.

PhaseMain activitie
Duration22 min
Ages13–16
SpaceOutdoor yard
EquipmentChalk, Poles, Colored cones
IntensityModerate

How to play

  1. Chalk four 7x7 grids with 30-inch squares. Each team of 3 (or 4) puts its cone pawn mid back row and keeps 6 poles at its start, 30 ft away (3 min to explain).
  2. In turn, the runner carries out what the line agreed and comes back to tag the next: either move the pawn one square (forward, back, or sideways) or lay a pole on a line, covering two squares.
  3. A pawn may not cross a pole. If the pawns meet face to face, the moving pawn can jump over the other to the next square.
  4. Fully closing the path is not allowed: there must always be at least one route to the far line for each pawn.
  5. First pawn to the opponent's back row wins. Games last 5-6 minutes; play three against different opponents (18 min).
  6. Between games, give each team 1 minute to decide when to spend its walls: early, or when the opponent is close to finishing.

Rules

Variations

Easier

Use a 5x5 grid with 3 poles per team.

Standard

A 7x7 grid with 6 poles per team and an out-and-back relay.

Harder

Four teams on a 9x9 board, one per side, with 4 poles each and 10 seconds to decide.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The typical mistake is using up all the walls right away: have teams count how many squares each pawn still needs before deciding.

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