Storm Chasers
“Throw from behind your line at the hoops — the closest is 1 point, middle hoop is 3 points, the farthest hoop is 5 points.
It only counts if the ball stays in. Weather Crew, you two are the only ones allowed in the middle: run in, grab loose balls, bring them back. Swap the crew every 45 seconds. 3…2…1...Go!”
Objective:
Two teams compete to land foam balls or other balls or bean bags in three coloured "storm zones" of varying point values, while their "Weather Crew" runs into the neutral zone to retrieve loose balls.
Highest points after 1-3 minutes wins the round. Best of three rounds wins the game.
Set-up:
Area: 30 x 25 yard rectangle on grass or blacktop, marked with cones at the corners.
Divide the field into three sections with two parallel lines of cones: Team A throwing zone, Neutral (Storm) Zone in the middle, Team B throwing zone.
Throwing line for each team is 5/10 yards from the centre - players cannot cross this line while throwing.
Place 3 hula hoops in the Neutral Zone in a straight line.
The points are = closest hoop 1pt, middle 3pts, farthest 5pts.
Each team starts with 8-10 foam balls/other balls or bean bags behind their throwing line.
Designate x2 "Weather Crew" players per team (different coloured pinnies). They are the only players who may step into the Neutral Zone.
How to Play:
On "STORM!", players throw foam balls underhand or overhand from behind their throwing line, aiming for the hoops.
A ball that LANDS and STAYS inside a hoop scores points (the count is taken when the round ends, not in real time).
A ball that bounces in and out scores nothing - keep throwing.
Weather Crew (max 2 per team in the Neutral Zone at once) may run in, pick up loose balls, and carry them back to their team. They cannot touch balls already inside a hoop and cannot block opponent throws with their bodies.
Round lasts 1-3 minutes. On "STORM CLEAR!" everyone freezes. Coach counts balls in each hoop and tallies points. Reset balls and play again.
Best of 3 rounds wins.
Progressions / Variations
Eye of The Storm: Add a fourth, smaller hoop (or circle of cones) in the dead centre. Any ball that lands here AND inside the blue hoop area scores DOUBLE. Forces teams to decide between safe shots and high-risk centre shots.
If using cones - Teams receive additional points if they knock them over.
Lightning Strike: Coach mixes one bright yellow "lightning ball" into each team's pile. The first team to land their lightning ball in any hoop earns the right to MOVE one hoop to a new position before the next round. Adds a board-control element.
Storm fights: Each team can actively attempt to hit another team's ball outside of the hoop.
Hail Hits.
Teams can use the foam balls and hit any of the weather crew members in the central area (not head).
If they get hit, they have to immediately leave the middle area and go and tag another teammate to come in to retrieve a ball.
If they have a ball in their hand, they drop it and leave it on the floor.
The Game Encourages
Hand-eye coordination and throwing form (overhand and underhand)
Decision-making under pressure (which hoop, when to throw, when to retrieve)
Communication between throwers and Weather Crew
Patience, target focus, and resource management
SEL / PBIS alignment: self-control (no crossing the line), fair play (honest scoring), teamwork, respectful competition
Equipment
16-20 foam balls (8-10 per team) or other soft balls
1-2 bright yellow "lightning balls" (for power-up variation)
3-4 hula hoops (different colours: green, blue, gold; optional 4th smaller hoop for Eye of the Storm)
12-15 cones for boundaries and throwing lines
4 pinnies in a colour distinct from team pinnies (for Weather Crew)
Optional: bean bags for the equipment-swap variation

