Pokemon Go

Objective

The Pokémon Trainers try to catch Pokémon by tagging them below the neck with their Pokéballs (soft foam balls). The Pokémon dodge, weave, and stay free as long as they can.

Set-Up

Set-up a large rectangular play area with clear boundaries and enough room for children to run. Select 5-10 students who will be the Pokemon Trainers. These players can be identified by wearing colored pennies.

Demonstrate safe tagging with a soft dodgeball:

  • The ball must be thrown at players below the head

  • Students must use appropriate force when throwing the ball

Demonstrate under and over-arm throwing techniques.

When students get hit by the ball, they go to the PokeStop (area at the side of the square).

If they accidentally get hit on the head, they are still in.

How to Play

  • On the whistle, Pokemon Trainers run with their Pokéballs and throw to tag Pokémon.

  • Only direct hits count. Balls that bounce off the ground or deflect off another player don't count.

  • A caught Pokémon jogs to the PokéStop, does 5 jumping jacks, and re-enters from the sideline.

  • If a Pokemon Trainer hits a Pokémon above the neck, the Pokémon stays.

  • If a ball goes out of bounds, the Trainer who threw it retrieves it.

  • Play for 2–3 minutes, then rotate in new Trainers and start again.


Progressions

  • Safe Zone: Scatter 3–4 hoops as Poké Centers. Each one holds one Pokémon for a maximum of 5 seconds without getting hit.

  • Catchem’ All: The Pokemon are stuck in the PokeStop and cannot come out. You can play until ALL the Pokemon are caught.

  • No PokeStop: For the younger grades, if they get hit by the ball, you can have them do jumping jacks where they are hit and not use a PokeStop.

  • PokéStop Free-Up: Caught Pokémon stay in the PokéStop until a free teammate runs over and gives them a high-five. Once they're freed, both players rejoin the game.

    If a Pokémon is still stuck after about 30 seconds, let them free themselves with 5 jumping jacks. Otherwise the less popular kids end up standing there the whole round.

  • Catch & Swap: If a Pokémon catches a Trainer's Pokéball cleanly, the two swap roles. They trade the pinnie, and the new Trainer counts to 3 before throwing.


The Game Encourages

  • Participation and teamwork

  • Physical activity and cardio endurance

  • Agility, dodging, and reaction time

  • Throwing accuracy and body control

  • Fair play and safe, controlled force

Set-Up & Equipment

  • 8–10 cones, plus 4 for the PokéStop

  • Soft foam balls: one per Trainer, plus 1 spare

  • Pinnies for the Trainers

  • Optional: 3–4 hoops for the Safe Zone

 
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