Games - Dodgeball

NOT ANOTHER DODGEBALL GAME!!!!

OPHEA Kid’s Health Conference, October 26, 2002
Presented By: Barb Olmsted, Nipissing University, barbarao@nipissingu.ca

Whether or not you are a big fan of Dodge Ball and its many variations, hopefully these are a few new ideas to add to your repertoire! Enjoy!

Baton Ball

Equipment: 4-6 Gatorskin balls, 8 metal relay batons

Description: Divide class into two teams, separated by centre line which cannot be crossed by any player. 4 batons are given to each team, and they must be placed on end along a line at an appropriate distance from the centre line (same distance for both teams). The object of the game is to knock down all of the opponents batons (bowling is permitted), or get all opponents out. If a player gets hit below neck (must be a direct hit), he/she stands against the wall, closest to centre line. The next player out stands beside the first, so that a line begins to form in order. Teacher normally stands at centre to monitor the “out” lines. Players can protect batons, but must remain standing. Accidental knock downs count, and batons cannot be reset (they are simply rolled out of playing area). If a player catches a ball, he/she indicates that and the first “out” player can return to the game. The thrower of a caught ball is not out. Missed attempts at catching result in an “out”. Game ends when all batons are down or all players are out.

Variations: Hit below the waist, types of throws permitted, one catch frees all “out” players, fewer/more batons, hits off a bounce count

Temple of Doom

Equipment: 8-12+ Gatorskin balls, 15-20 bean bags

Description: Use full gym, lengthwise. Use end lines of basketball court as safety zone (if at least 2m from end wall). Divide class into groups of 6-8, resulting in about 4 teams. Each team will have the opportunity to be Indiana Jones. The first team to go lines up on the end line, opposite to where the bean bags are placed beyond the end line. The rest of the class lines up along the sidelines, armed with balls. On the signal, the Indiana Jones team members attempt to run to the opposite end of the gym to retrieve one bean bag at a time. Players along the sidelines attempt to hit the runners below the neck. If hit, runner must go back to start and begin again. If a runner successfully makes it to the other end, he/she may pick up a bean bag, rest for no more than 5 seconds, and attempt the return trip. If hit, the bean bag is dropped and the runner returns to the start. Any runner may choose to pick up the dropped bean bag, as these are closer. Give the runners 2-3 minutes to retrieve as many bean bags as possible, then switch teams until all have had an opportunity. Bean bags may not be thrown, and only one bean bag can be carried by each individual at a time. Throwers must throw from behind the sideline. If balls roll into running area, throwers may retrieve them, but cannot throw until behind the sideline. Runners may not interfere with balls. The team retrieving the most bean bags in the time allotted is the winner.

Variations: Fastest time to retrieve all bean bags would win (rather than a set time for each team), hit below the waist only, change the number of balls in play, increase/decrease the number of bean bags

Protect the Prime Minister

Equipment: 4-8 Gatorskin balls

Description: Divide the class into groups of about 10-12. Each group forms a circle around two volunteers in the centre, about arms length apart. Players on outside of circle begin with one ball. One person in the middle is designated as the PM, while the other person is the bodyguard. The goal for the bodyguard is to prevent the PM from getting hit, the goal for those in the circle is to hit the PM. If the PM gets hit, he/she automatically joins the circle, the bodyguard immediately becomes the PM, and the thrower who hit the PM quickly moves in to become the new body guard. Throwers may only strike below the waist.

Variations: Add a second ball, hit below the neck, change the size of each circle

Superhuman

Equipment: 4-8 Gatorskin balls, floor hockey nets

Description: Divide class into two equal teams, separated by centre line which cannot be crossed. Place the net about mid-way in each playing area. Assign one person to be the goalie. He/she is invincible (superhuman), and is not out if hit (until all other players are out, then he/she is vulnerable). Once all other players are out a goalie hit is worth two goals, and this ends the round. The object of the game is to score the most goals by throwing balls past the goalie into the net. Players struck below the waist (direct hit) are out and stand on the sideline in the order in which they got out. If a player catches a ball, one player on that team is permitted back into the game. Attempted catches are “outs”. Players may not use balls as blockers.

Variations: Hit below the neck, change the number of balls, move the net back if too many goals are scored.

Paintball

Equipment: 4-8 Gatorskin balls, 1-2 white Gatorskin balls, 2-3 mats

Description: Divide class into two equal teams. Have them line up on end lines facing one another. Scatter 2-3 mats around the gym. These are safe areas, but no balls are permitted on the mats. The object of the game is to get the entire team to the other end of the playing area before the other team. Balls are scattered around the gym. On the signal, players rush forward, pick up balls and hit one another below the waist. Players must be stationary while in possession of a ball. If hit, players must sit down. Another team mate can pick up a white ball (first aid kit) and toss it to a seated player. The seated player can now stand and re-enter the game. He/she drops the white ball as soon as he/she stands up. White balls cannot be used to hit other players – they are only first aid kits.

Variations: Limit the time on a safe area, take away safe areas, change the number of balls

Rapid Fire

Equipment: 6 small Gatorskin balls, 3 large Gatorskin balls

Description: Three volunteers stand in the middle of the gym, each in his/her own zone (one behind the other). The rest of the class begins at one end of the gym. On the signal, the class must run safely to the other side without getting hit. The three in the middle must kick the large ball, and throw the other two. If a player is hit below the waist, he/she must be seated (and cannot move). On the next pass, the seated players may tag those running past. If successful, the players switch roles. Seated players may also throw balls after the centre players release them. Throwers must retrieve balls and return to their respective zone in order to throw again. Once players have crossed the gym, they are safe until the next signal.

Variations: Hit below the neck, change the number of players in the middle.

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