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Cameron Rivest

Target Games

PHED: Module 4: High School

Dr. Mangano

Springfield College
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February 7, 2017
Table of Contents

Modified Game Related Sport(s) Page #

Golf Archery Golf/Archery 3

Disc Bowling Frisbee/Bowling 4

Quidditch Ball Quidditch 5

Sink the Ship Battleship/Bowling 6

Frisball Frisbee/Baseball/Softball 7-8


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Game #1: Golf Archery


Number of Players: 10 teams of 2 (making teams- count off by 2)
Positions: Everyone will be shooting (everyone is a player)
Facility: Outdoor facility (could use a soccer/football field) 360 ft long by 160 ft wide
Equipment: 10 archery large targets, 20 golf 9 irons, 40 golf balls
Foci:
Work on chipping the ball as close to the middle of the target as possible in order to get
the highest score
Work on chipping skills to become more consistent
Rules:
4 shots per team (5 rounds, 4 shots in each round)
Alternate players (2 shots each)
High score wins
1 point for outermost ring
2 points for 2nd outermost ring
3 points for inner ring
5 points for a bullseye
Everyone chips from the same distance (50, 75, 100 yards away)
Extension Up:
Move the distance back further from the target to make it more difficult
Extension Down:
Move students closer to the target to make it easier
Safety: Know the space around you, so no one is behind anyone while swinging and no retrieving golf
balls until everyone is done swinging

Game #2: Disc Bowling


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Number of Players: 4 teams of 5 (pre-selcted through app)


Positions: Everyone will be shooting (everyone is a player)
Facility: Indoor facility halfcourt of basketball court 84 ft by 50 ft
Equipment: 20 frisbees, 40 bowling pins (10 per lane, 4 lanes), tape
Foci:
Work on throwing a frisbee with the proper form
Try to hit the most pins in a round
Rules:
Each team stays in their own lane at all times
Each team gets 5 throws per round (1 throw per person)
A max of 10 points in each round (1 point per pin)
10 total rounds = 100 possible points
Every player shoots from halfcourt
Pins and frisbees are not picked up until after each round
Frisbees are thrown backhand for the first round, then anyway students want for all other
rounds
Extension Up:
All students will play a game by throwing the opposite way they were throwing in the
first place
Ex. forehand, then backhand
Extension Down:
In the last round, for every pin that falls = 2 points
Safety: Make sure students do not throw frisbees while others are down near the pins

Game #3: Quidditch Ball


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Number of Players: 4 teams of 5 (4 leaders, one for each team, then teacher selects teams after that)
Positions: 1 goaltender per team, 4 throwers
Facility: Indoor/outdoor facility (84 ft by 50 ft)
Equipment: 16 Rhino balls, 12 cones, 12 hula hoops
Foci:
Work on communication with teammates
Work on accuracy in throwing a ball by aiming for the hoops
Rules:
All players must start behind hoops to start game
On whistle, teams will run and retrieve Rhino balls at half court
Teams will stay on their own half on the playing surface and be shooting at the other
teams goalie
Teams will try to throw Rhino balls through the hoops that are held up by cones with slits
in them
One player from each team will be designated as the goaltender
Goaltender must stay inside crease at all times (5 feet wide, 8 feet long)(in front of
hoops)
No hitting players from the other team (not dodgeball)
Goaltender can defend the hoops and catch the Rhino balls, but only 1 ball can be thrown
at a time for safety reasons
If ball is caught by goaltender, his/her team is rewarded with a point
Ball goes through the outside hoops = 1 point
Ball goes through the middle hoop = 2 points
10 minute games
Extension Up: Designate 2 goalies instead of 1
Extension Down: Move hoops closer to midpoint
Safety: Need to be aware of Rhino balls flying all around

Game #4: Sink the Ship


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Number of Players: 20, 4 ships of 5 (pre-slected by teacher)


Positions: Everyone is a ship member, one ship member is designated as the lifeboat captain
Facility: Indoor facility, basketball court (84 ft by 50 ft)
Equipment: 4 large, rectangular mats, 20 Rhino balls, 16 bowling pins, 8 scooters
Foci:
Work on underhand rolling skills
Try and knock down all the bowling pins of the other 3 teams
Rules:
5 players per mat
4 bowling pins just off each corner of mat
Must be standing at all times
Must be on mat at all times unless using scooter to retrieve Rhino balls
1-2 scooters per ship
Scooters are used as lifeboats to get Rhino balls in corner or around the
gym
Players can roll or throw Rhino balls at other teams bowling pins
Players can defend from bowling pins getting hit, but must stay on mats
Players who leave mat with 1 or 2 feet have been lost at sea and must scooter over to
the safe zone in the corner.
Another teammate must scooter to the safety zone to save you and then
scooter back to your ship
Pins that have fallen must stay down
When a ship has had all 4 bowling pins knocked down theyve been shipwrecked and
they are out of the game
Game is over when only 1 team has not been shipwrecked
Extension Up: Ship members can only roll the Rhino balls
Extension Down: If a team is shipwrecked, they can run over to the safe zone and then set their boat
back up and are back in the game
Safety:
Be careful of rolling over fingers when on the scooters
Be careful of Rhino balls being thrown, know your surroundings

Game #5: Frisball


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Number of Players: 2 teams of 10 (2 captains, but teacher selects rest of team)(trivia question to
determine home and away teams)
Positions: 1 pitcher, 4 outfielders, 4 infielders, 1 catcher per team, everyone on offense is a batter at some
point
Facility: Outdoor game (softball field) (200 ft by 200 ft
Equipment: 4 bases, 5 frisbees, 3 targets
Foci:
Work on skills of throwing and catching a frisbee
Goal is to score more points than the other team
Rules:
Defense
3 outs per inning
Frisbee caught in the air = out
Frisbee thrown and caught at a base before runner gets
there = out
If it is not a force out, defense must tag runner with the
frisbee to be an out
Can position players wherever you want
Cannot stand in front of targets to start play
Offense
Can throw frisbee wherever you want, so it lands in fair territory
2 throws in foul territory = out
Must catch the throw from the opposing pitcher or it is an out
Run from home 1st base 2nd base 3rd base
home = 1 run
If you hit the targets in the outfield = 4 runs
One runner on a base at a time
Pitching
Must throw frisbee inside the 2 batters boxes around home plate
If pitcher doesnt throw the frisbee between batters
boxes = 2 balls, 4 balls = walk
Pitcher can throw frisbee any way: forehand, backhand,
overhead
Extension Up: Runners can score as many times as they can before getting out
Extension Down: Pitchers must throw the frisbee a different way then they were before
Safety: Pay attention to surroundings, so you know where frisbee is and all players are at all times
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