Cargo Run

“Run to the middle and grab ONE bean bag. Get it back to your team's hoop, without being tagged. If a defender tags you while you're holding a bag, DROP IT right where you are and run back empty. Most bags in your hoop wins. Ready — 3...2...1…GO!”

Objective:

  • Teams race to collect as much cargo (bean bags/pinnies/balls) from the central supply depot as possible and bring it back to their base hoop.

  • Defenders can stop runners to drop what they're carrying by tagging them.

Set-up:

  • Set up a rectangular field, approximately 25 x 25 yards, using flat cones to mark boundaries.

  • Place one hula hoop in each corner — these are the four team base hoops. Use a different color pinny or cone nearby to distinguish each team.

  • In the exact center of the field, lay 4 flat cones in a small square (5 x 5 yards) to define the Cargo Depot zone.

  • Place 20–24 bean bags or other items such as bibs, balls etc. in a pile inside the Cargo Depot.

  • Select 2 players to be Defenders — they wear pinnies and start inside the Depot zone.

  • Split remaining players into 3–4 equal teams. Each team lines up behind their corner hoop.

  • Starting positions: runners stand at their hoop; Defenders stand at center.

How to Play:

  • On the coach's whistle, ONE runner per team sprints from their corner hoop toward the Cargo Depot.

  • Each runner grabs ONE bean bag from the pile and sprints back to their team's corner hoop to score it.

  • Defenders roam freely outside the Depot zone and try to tag runners who are CARRYING a bean bag. A tagged runner must drop the bean bag immediately on the spot where they were tagged, and return to their line empty-handed.

  • Dropped bean bags can be picked up by the next runner from ANY team on their next turn — so nothing is wasted.

  • Once the first runner returns (scored OR tagged), the next player in line goes.

  • After every full rotation (all players have gone once), the coach rotates 2 new Defenders — always pulling from different teams.

  • When all bean bags are gone from both the depot and the field floor, count each team's hoop. Most bean bags wins the round.

Progressions / Variations

Safe Zone Variation: Place 2 hula hoops in the area as rest stations. Runners inside a station are safe from Defenders for up to 3 seconds — forces Defenders to camp entrances and adds cat-and-mouse strategy.


Power-Up — Double Load: Runners may choose to carry 2 bean bags at once. Higher risk (tagged = drop both), higher reward. Creates real-time risk vs. reward decisions. Great for older grades.


Partner Variation: Runners CAN go in pairs, linked at the elbow. Pairs can carry 1 bean bag each. BOTH players must be tagged to stop them. Forces Defenders to coordinate and pairs to communicate.


The Game Encourages

  • Teamwork — Runners strategize together: who goes when, which route to take, who draws defenders away.

  • Communication — Teams call out defender positions and signal safe paths to their runners.

  • Agility — Dodging defenders across open space; changing direction under pressure.

  • Decision-Making — Take one bag or two? Sprint now or wait for the defender to turn? Stay safe or risk it?

  • Leadership — Experienced runners guide newer players on timing, routes, and risk tolerance.

  • Sportsmanship — Honest self-reporting when tagged; graceful response when cargo is lost.

    SEL / PBIS Alignment: Decision-making under pressure, self-control (resisting the temptation to carry too much too soon), supporting teammates, and accepting outcomes with composure.

Equipment

  • 20–24 bean bags (the cargo) or other items

  • 4 hula hoops (one per team base — corners)

  • Approximately 12 flat cones (field boundaries + depot zone marker)

  • 2 pinnies (for Defenders — rotate as needed)

  • Optional: 2 additional hula hoops for midfield safe zones (Progression 1)

 
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