Hungry, Hungry Hippo’s

Objective:

SAFETY - STUDENTS RUNNING TO GET ITEMS MUST BE AWARE NOT TO RUN AND HIT INTO EACH OTHER. GAME NOT GREAT WITH BIG GROUPS

Collect as much equipment as possible by safely entering the middle, grabbing one item at a time, and returning it to your base.

Set-up:

  • Set up hula hoops or spots in a large circle.
    Each hoop is a player’s “base.”

  • In the center, place cones arranged in a smaller circle. Inside the cones, scatter multiple objects (foam balls, beanbags, pinnies, etc.).

  • Each student starts standing in their own hoop.

  • Make sure there is clear space between the outside circle and the middle circle for safe movement.

On the teacher's call, the players ("hippos") run from their bases into the center to grab a single piece of equipment from the pile. They must do this quickly and safely.

Once a player has collected an item, they must return to their hula hoop base and drop the item inside. They then immediately turn and run back to the center to collect another item. The game is a continuous loop of running, collecting, and returning.

How to Play:

  • On the coach’s call of “Hungry Hippos!”, players leave their base, run into the middle, grab one piece of equipment only, and return it to their hoop.

  • Players drop the item into their hoop (base) and immediately go back to collect another item.

  • The game continues for a set amount of time chosen by the coach (e.g., 30–60 seconds). When time is up, players count how many items they collected.

  • Bonus points can be awarded for following rules, good effort, and fair play.

Progressions / Variations

Tagger Progression

  • Assign 1–2 players as “Taggers.”

  • Taggers go after the Hungry Hippos after they pick up an item from the middle.

  • If tagged, the hippo must drop the equipment where they are, run back to their base, and touch their hoop before re-entering.

  • Dropped equipment stays in play and can be collected by any other hippo.

A "tagger" (in the orange pinnie) is introduced in this variation. The tagger's job is to tag hippos who are carrying an item. If tagged, the hippo must drop their item where they were tagged and return to their base empty-handed before they can re-enter the game.

Animal Throwers Progression

  • Designate a few players as outside animals standing beyond the outer circle.

  • Each animal has a soft ball.

  • They may gently throw the ball to hit hippos who are inside the middle area.

  • If a hippo is hit, they must drop the equipment immediately and are out for that round.

  • Students can’t be hit if they are standing in their base.

  • Rotate roles so everyone gets a turn as a hippo and an animal.

  • Rule: Below the shoulders only
    Use soft foam balls only

A few players are designated as "animal throwers" and stand outside the main circle. They use soft balls to gently throw at the hippos in the center. If a hippo is hit, they must drop their equipment and are out for the rest of that round.

Challenge Variations

  • Limit players to walking or skipping instead of running.

  • Require players to perform a quick skill at their base (e.g., 5 jumping jacks) before re-entering.

  • Assign point values to different objects.


The Game Encourages

  • Speed & movement

  • Awareness and quick reactions

  • Rule-following

  • Honesty

  • Spatial awareness

  • Self-regulation

Equipment

  • Hula hoops or floor spots

  • Cones

  • Foam balls

  • Beanbags

  • Pinnies

 
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6-7 Tag