Erin Hoops

Sample

Olympic Events

 

Olympic Events by various sports.

 

Introduction

Everyone likes to think of themselves as a winner.

This activity gives everyone a chance to be a winner.

Ribbons will be given based on highest number of points achieved in each event.

Each mini-drill is an event and should stand alone.  There are many “Specific Events” which will lead to a gold, silver and bronze ribbon being presented.

Ribbons will be presented in each age group to the respective winners.  If only one competitor in an age group for and event, that competitor will compete within the next younger or older group of competitors in the specified event AND will receive a gold ribbon regardless of the outcome.

All scoring of events is done in such a way as the winner receives the most points.  So, a Olympian coming in first in an event does not get one point, you give the winner the number of points equal to the number of competitors in the competition with the least accomplished Olympian in the event getting one point.

 

Events

The events below are only sample events.  Actual events used will be somewhat based on the discretion of the coach.

Soccer Events 

a.     Longest Kick – Shortest distance gets 1 point, next shortest 2 points…longest kick gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.

b.     Point Per Goal – Use white goal nets and set up two pylons.  Kick must be made from between the two pylons.  Each camper gets 5 kicks.  Award a point for each goal made.

c.     Dribble Race – From marked spot (make distance longish to a fence).  On go all dribble to fence.  Touch fence.  Dribble back and touch coach with ball at feet so have control of ball.  First back gets “X” point where X = number of campers taking part in your group.  Repeat 3 to 5 times. 

 

Basketball Events

a.     Each camper does 5 lay-ups from red mark on floor.  Award one point for each basket.

b.     Roll the ball out the door.  (This is a fun event.)  Each person gets 5 attempts done in turn.  Distance from the door and angle used can vary depending of people's skill level.  One point for each ball that goes out the door.

c.     Each person does 5 passes having to accurately hit the box masking taped on the wall.  Vary the size of the target box and the distance from the wall.  Baseball passes can be used.  Push passes, left and right handed can be used.  Etc.  Each person's pass on the mark is worth a point.

d.     Play CANDY.  One point for each level scored from.  Maximum points per try is 5, one for each letter made.  Play 3 times.

e.     Dribble race.  Dribble length of the gym and back twice.  Winner gets “X” points where X =  number of campers in race.  Second person gets 6 point...last person gets 1 point.  (This procedure eliminates the need of a stop watch.)  The dribble race can be done both left and right handed.  In and out and around pylons/chairs/obstacles can also be incorporated.

 

Frisbee Events

  1. Longest Toss.  Longest toss gets “X” points where X = number of campers taking part in your group.  Repeat 5 times.
  2. Most accurate toss.  Use a tree, and have toss at tree’s trunk from a fixed distance. One point for each hit.  Repeat 5 times.
  3. Pairs Toss.  Pair campers up starting with best camper in group paired with weakest camper, etc.  Pairs practice tossing and catching with each other.  Stop practice.  Tell going to say “GO” and on GO they are to pass and catch back and forth counting the number of catches.  On dropped Frisbee, start a new count.  Time for this event is up to the coach.  The length of time is the same for all.  All stop on coaches STOP.  Pair with most catches gets “X” points where X = number of campers taking part in your group.  Repeat 2 or 3 times. Pairs may be switched at coaches discretion.

 

Golf Events

  1. Longest Hit.  This does not mean on a diagonal.  It is simply the greatest distance from the pin.   Shortest distance gets 1 point, next shortest 2 points…longest hit gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.
  2. Swings Into Cup.  Set cup up in and over mounds of dirt at the bicycle pit on the East side of the school yard.  Least puts into cup gets “X” points where X = number of campers taking part in your group.  Repeat 2 or 3 times.
  3. Best Single Putt.  Set cup up in Baseball Diamond on far side.  Have each camper one putt to the cup with marked ball.  Closest to cup gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times varying the initial spotting of the ball.

 

Baseball Events

  1. Hoola Hoop Throwing Test.  Set up Hoola Hoop between baseball screen posts.  Give each person 5 to 10 throws.  Score a point for each toss made.
  2. Fastest Time running from home to first on “GO”.   Have timer at first base with stop watch.  Fastest time gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.
  3. Hitting.  Set up T-Ball stand.  Longest hit gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.
  4. Longest Throw.  Longest throw gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.

 

Badminton Events

  1. Back and Forth.  Set up players in pairs.  Pair campers up starting with best camper in group paired with weakest camper, etc.  Pairs practice back and forth with each other.  Stop practice.  Tell going to say “GO” and on GO they are to hit the bird back and forth counting the number of hits.  On missed hit, start a new count.  Time for this event is up to the coach.  The length of time is the same for all.  All stop on coaches STOP.  Pair with most hits back and forth gets “X” points where X = number of campers taking part in your group.  Repeat 2 or 3 times.
  2. Serving.  Show serving, indicating where stand and box serve must land in.  Serves hitting net and landing in correct serving box score a point even though it hit the net.  Each good serve gets a point.  Give each camper 7 or so serves.
  3. Accurate Hit/Smash.  From behind the service line have each camper toss the bird up in the air and hit/smash it between two pylons on the other side of the net.  Set pylons about half way down the Serving Box.  Short hits/smashes is NOT between pylons.  Coaches decisions are final.   Award a point per successful hit/smash. 
  4. Longest Smash.  From some point, like behind the service line have each camper toss the bird up in the air and smash it as far as they can.  Longest smash gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.   Use across the gym or even outside.  The net is not needed here.

 

Floor Hockey Events

  1. Shot Accuracy.  From a set distance have each person shoot the tennis ball at the net.  Score one point for each shot in.  Repeat 5 times.
  2. Scoring on a Goalie.  Select a person from you group to be goalie.  Give face mask.  When this goalie’s turn comes up have another equally adept/inadequate camper become goalie, so all get equal chances.  Score one point for each goal scored.  Repeat 5 time.
  3. Stick Handle Race.  Have everyone with ball and stick race distance down and back, town and back (twice) touching wall at each end.  Fastest stick handler gets “X” points where X = number of campers taking part in your group.  Repeat 3 to 5 times.  


 

Billiards/Pool Events

  1. Two spot shot.  Set up white ball on the same known spot each time.  Set the “other ball” on another known spot each time.  Each camper gets to shoot white ball at other ball.  Other ball going in pocket scores a point.  Repeat 3 to 5 times.
  2. Pocket a ball.  At the same spot on the table each turn set a ball.  Let Olympian use a cue stick and make the ball by a direct hit on the ball.  No white ball is used.  This is done so beginning players have a chance of getting the ball in and also help them learn a bit about how to play.
  3. Angle shot.  Set up a ball on a specific spot on the table.  Now set the white ball in another marked spot that means the initial ball must be hit on the side or at an angle to cause it to go in the pocket.
  4. Skim shot.  Set up a ball on a spot about 3" out from the side pocket, but in front of it.  Now set the white ball down table from it so that a shot that skims the ball will cause it to go in the side pocket.
  5. Any shot.  Any white ball and regular ball combination you think would be fun feel free to set up and use.

 

Football Events

  1. Longest Kick. 
  2. Throw Through Hoola Hoop.
  3. Off a Tee Kick a Field Goal

 

Dodge Ball Events

  1. Play Simple Dodge Ball Game.  Two groups play against each other.  Person hit goes to sidelines.  Coach keeps track point wise of each team’s players hit and coming off court.  First hit on (each) team gets one point.  Last hit gets “X” point, based on number of players on team.   If more than one player remains on one side after all the players on the other side have been hit, give each of these players the same and appropriate number of points.  Repeat game 3 times. 

 

Skipping Events

a.     Let each person either run in or start on inside rope and have skip till they trip.  Record number of skips made.  Any person reaching 40 has got the maximum allowable in this event and just record the 40.  You can be sure the person will want to continue till they miss in most cases.

 

Tug-Of-War Events

a.      Have Tug-Of-Wars between individuals to establish the precise order of the campers in your group.  Once the order is established give the last camper one point, two for the next one and so on up the “ladder”.  Work to ensure all participants get an (approximately) equal number of chances to do the this event.

 

Archery

a.  Longest shot.  Winner gets most points.

b.  Target Drill.  Set up a target.  Let each Olympian shoot an equal number of arrows at the target from set distance.  Give Olympian points made.  Vary the distance so activity can be done two or three or four times.  Use distances that meet capabilities of Olympians as judged by some of their opening practice shots.

 

 

Chess, Checkers, Backgammon, Chinese Checkers, etc

a.  Olympians play each other any of these types of games and award points based on number of players involved in each game.  I.e., in Chinese Checkers, if 4 played, winner gets 4 point, second place gets 3, third place 2, and last gets 1.  In Chess, Checkers type activities, winner gets 2 points, looser gets 1.  Give as many players a chance to play as possible.  Olympians can play each other more then once if so desired.

 

Arcade Games

Quarters required to play games use will be provide by the Olympic Coaches for this activity.

Games used will be, Puzzle Bobble, Strickers 1945 Plus, Pinball Game and Cruis'n USA.

Standings will be determined by the scores reached in each of these games.

 

Coin Find

A shiny, new penny will be hidden in plain view in the gym, this excludes the stage and any of the room off the gym.  Olympians of all ages will be taken out into the hall, the door closed and the penny hidden some where (preferably "some where diabolical") nothing needs to be moved to see the penny, though the viewing angle may be important to see the penny.  Olympian finding penny SAYS NOTHING, but goes to the kitchen and tell coach where the penny is.   First right gets “X” point where X = number of Olympians taking part in event.  X-1 for the second person, and so on down to one, for those left unable to find the coin after a reasonable time period.  (Olympians finding the coin can "hot" and "cold" verbally, the last few trying to find the penny as an additional fun element to this event.)  Repeat 3 to 5 times.

 

Track and Field

a.  Discus Throw.  Longest throw gets most points based on number of participants.  Repeat 3 to 5 times. 

b.  Discus Roll.  Longest roll gets most points based on number of participants.  Repeat 3 to 5 times. 

c.  Shot Put.  Same as for discus.

d.  Standing Broad Jump.  Shortest jump gets 1 point.  Longest jump gets X points, where X is the number of jumpers.  Repeat 3 to 5 times. 

e.  Running Broad Jump.  Measure this jump from point the tip of the toe at the point of take off to the point of the heel of the trailing landing foot.  (Yes we know this is not perfect, but it give each Olympian an easy way to do this event without any extensive practice in getting the take off step correctly on the board.)  Naturally longest jump gets X points, etc.  Repeat 3 to 5 times. 

f.  60, 100, 400, 800 meter races.  400 meter race equals one lap of track at Erin Public School.  800 meters is obviously two laps.  Fastest gets X points, slowest one point.  Repeat 3 to 5 times per race as desired and time permits.

 

Limbo Roc

Ranking by who can go under the bar at the lowest level without knocking off the bar and while keeping their hands off the ground.  Lowest through gets X points (where X equals number of youths in activity), youth knocking off the bar first gets one point.  All ties carry the same number of points.  Repeat 3 to 5 times as desired and time permits

 

Lacrosse using a tennis ball

a.    Longest toss.

b.    Toss through hoola hoop from set distances.

c.    Catch coaches tossed ball.

 

Tennis  

a.  Number of hits above a line on the wall, or over a net that has been set up, from a set distance(s). 

b.  Number of serves over the net into a marked serve area on the other side of the net.

c.  Longest hit of a tennis ball with a racket.

d.  Hits into a square from a set distance.

 

Plasma Car Race

Each person uses each car once.  (There is some variability among car and how they "go".)

Race length of gym, touch wall at far end, race back and touch other wall.  Race ends.  First right gets “X” point where X = number of Olympians taking part in event.  X-1 for the second person, and so on down to one.

 

 

 

 

Coaching Tips

Choose, develop a list of the events you want to do.

Do the same events with everyone in the age group(s) you are working with.

Keep scores for each individual for each event.  These scores will determine who wins what ribbon. If you have a tie run the event again.

Total point for each sport so know who are your ribbon winners in each event. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Marble Games

ARCHBOARD (or Bridgeboard) For this game a piece of board is required with 7 or 9 arches cut in it. The central arch is numbered 0 and the other arches icrease in value to the outside of the board, i.e. 3, 2, 1, 0,1, 2, 3. One player is made bridgekeeper, the others shoot marbles at the arches from a distance of 4' to 5' (1 .5m). Those that fail to pass through an arch are taken by the bridgekeeper. For every successful shot the bridgekeeper must pay the shooter the corresponding number of marbles, the same size as the one shot, to the number written above the arch through which his marble passed. A marble passing through the center arch marked 0 is returned to the shooter with no reward. Every player should take his turn at keeping the bridge.

 


 

BOUNCE ABOUT This game, for two to four players, is played by throwing marbles and not shooting them. Medium sized marbles are best suited for the game and are called 'BOUNCERS'. The first player throws his bouncer forward about 5' (1.5m). The second player throws his to try and hit it. The third player throws to try and hit either one on the ground and so on. If a bouncer is hit the owner must pay the successful thrower one marble. Bouncers are generally not forfeited.

 


 

BOUNCE EYE A circle 1' (30cm) in diameter is marked on the ground. Each player puts one marble in a pool in the center of the circle. The players take it in turns to stand over the circle and drop a marble from eye level into the pool of marbles. Any marbles knocked out of the ring become the property of the player. If a player fails to capture any marbles with a drop, that marble he has dropped remains in the pool. The game continues until the pool is dry.

 


 

CONQUEROR This game is similar to BOUNCE ABOUT but the marbles are shot and any size of marbles may be used and by any number of players. An order of play is decided. The first player throws forward a marble to whatever distance he chooses. He will generally choose the distance at which he personally shoots with the greatest accuracy. The next player then shoots at this marble. If he hits it he captures it and it becomes his property. He then throws out a new marble to restart the game. If he MISSES it however, his marble remains in the field. The third player then shoots at either Marble capturing whatever he hits, but leaving his marble in the field if he misses. If a marble is shot with force and bounces off several marbles in the field, then all those hit are captured. In this game there are no niceties. If a player shoots with a rare and expensive ALLEY he may have the advantage of accuracy over the other players, but stands to lose his ALLEY to another player should he ever miss.

 


 

DIE SHOT A die is balanced on a marble which has been ground down slightly for stability. As in Archboard, players take it in turns to be the keeper of the die. Any player wishing to have a shot pays the keeper one marble. He then shoots at the target from a predetermined distance. He must pay one marble for each shot he makes. If a player knocks the die off the marble with his shot, he receives from the keeper the number of marbles corresponding to the number shown uppermost on the die.

 


 

DOBBLERS A game for any small number of players. Each player contributes one or more marbles to a straight line of marbles spaced so that there is room for two marbles to pass through the gaps. Each player then shoots in turn and may keep any marbles he hits. The players TAW remains where it lies at the end of his turn and subsequent turns are played from where the TAW lies. A player whose TAW is hit by another TAW must add one marble to the line.

 


 

EGGS IN THE BUSH This is a guessing game which requires no skill but is nevertheless entertaining. A player picks up a number of marbles with one hand and asks the other players to guess the number. Those guessing correctly are paid that number of marbles by the questioner. Those guessing incorrectly must pay the questioner the difference between the number guessed and the number actually held. Players take turns to be the questioner.

 


 

HANDERS (or Tip-Shears) A game of chance for several players which requires little skill. A hole 3" (8cms) wide is made about 1' (30cms) from a wall. Each player throws a marble at the hole, from a predetermined spot, to decide the order of play. The person whose marble is closest to the hole starts, the second closest goes second, etc.. Each player then contributes two marbles to the first player who throws them all at the hole. Any marbles that go in the hole are pocketed by the thrower. This does not apply to those that have rebounded off the wall, which remain in play. Those remaining are handed to the second player who makes his throw, and so play continues. When the marbles are exhausted a new contribution is made by all and the second player in the first round starts the second round. All players should have a turn at the first throw of a round.

 


 

HUNDREDS A game for two players. Draw a small circle or make a small hole a suitable distance from the shooting spot. Both players shoot a marble towards the circle. If both or neither marble stops within the circle both players shoot again. If, however only one players marble stops within the circle, that player scores 1 points and goes on shooting, scoring 10 points each time his marble stops in the circle. This continues until he has scored 100 or until he misses. When he misses, the turn passes to his opponent who shoots and scores until he misses. The first player to reach 100 points is the winner and the loser hands over a predetermined number of marbles.

 


 

INCREASE POUND A game for several players. Two circles are drawn. One circle 8" (20cms) in diameter known as the pound and around it another of 11" (3.5m) diameter called the 'bar'. Each player puts one or more marbles into the pound. The first player shoots a TAW, from any point on the bar, at the marbles in the pound. Any marbles he knocks out of the pound become his property. If he fails to capture even one marble, his TAW remains where it stops, even if that is with in the bar and outside the pound. If it stops within the pound it must be lifted and a marble paid to the pound. Subsequent players may shoot at the pound or at an opponents TAW. If a TAW is struck by another TAW the owner of the struck TAW must pay one marble to the pound. As well as this fine, the owner of the struck TAW must give any marbles he has captured so far in the game to the owner of the shot TAW that struck his TAW.

 


 

LAG OUT An order of play is decided by any number of players. Each player in turn throws a marble at a wall so as to make it rebound. the marbles are left where they fall until one player's marble rebounds and lands on another. That player then claims all the marbles on the-floor and play is restarted.

 


 

LONG TAW For two players. Each player contributes a marble and these are placed approximately 6' (2m) apart. The players withdraw a further 6' and the first player shoots his TAW at the first marble. If he hits it he pockets it and shoots at the second marble. If he hits that, he wins the round and the game starts again. If he fails to win the round outright the opponent shoots at the marbles and at the TAW. If the marbles are hit the result is as described for the first player. If he hits the TAW he captures whatever is on the ground.

 


 

ODDS or EVEN A guessing game similar to Eggs in the Bush except that one has to guess whether there are an odd or even number of marbles in the hand of the questioner. Those who guess correctly receive a marble, those who are incorrect give one to the questioner. Each player takes it in turn to ask the question.

 


 

ONE STEP This game is played like Dobblers except that a player takes one step and throws his TAW from a standing position when making his first shot. Subsequent throws are also made from the standing position but without taking a step. A successful ,throw entitles the player to another throw from the spot where the TAW lies.

 


 

PICKING PLUMS For a small number of players. A straight line is drawn on the ground and each player contributes one or more marbles, which are placed in a row on the line about 2 marbles widths apart. Another parallel line is then drawn about 6' (2m) away. Players stand behind this second line and take it in turns to shoot at the line of marbles (plums). A shot which knocks a plum out of line entitles the player to the plum, but not to a second shot. Play continues until all plums are picked.

 


 

PYRAMID As in Archboard and Die Shot, someone has to be the keeper of the pyramid. This person draws a circle approximately 1' (30cms) in diameter and places three marbles on top of these three to form a pyramid. The keeper then charges the players a marble for each shot at the pyramid. Any marbles knocked out of the ring becomes the property of the shooter and the pyramid has to be rebuilt by the keeper using his own marbles.

 


 


RING TAW This is one of the best known and most popular of all marble games for a group of players. As with 'INCREASE POUND', two circles are drawn on the ground. The inner circle should be about 1' (30cms) in diameter, the outer should be about 7' (2m) diameter. Each player puts an agreed number of marbles into the inner ring. The order of play is decided and the players take turns to shoot their TAW from any point on the outer ring, at the marbles in the center. Any marbles knocked out of the center ring are pocketed by the shooter and he is entitled to shoot again from the spot where his TAW lies. When a shot is unsuccessful play passes to the next player and the TAW remains on the ground where it comes to rest, if that spot is within the outer ring. The next player may then shoot at the marbles in the center or at any of his opponents TAWS. If he strikes a TAW, the owner of that TAW has to pay him one marble and he takes another shot. The shooter may not strike the same opponents TAW twice in succession. The game continues until the ring is cleared.

 


 

SPANNERS A simple capturing game for two players. The first sends forth a marble. The second shoots to hit it and capture it. However, if his marble stops within a span of the opponents marble he still takes it. A span is the distance between the spread thumb and forefinger of the biggest hand available. If he is unsuccessful, play passes to his opponent. who in turn tries to capture his marbles.

 


 

THREE HOLES A game for several players. Three holes or circles are made approximately 3" (8cms) in diameter and about 5' (1.5m) apart. They are numbered one, two and three and must be shot at in that order. Players retire to a point about 5' (1.5m) from the first hole. They take it in turns to shoot their marbles into each hole in succession. If a player misses, his TAW remains in the field until it is his turn again. After a player has gained the first hole he may shoot at the opponents TAWS as well as the remaining two holes. A person whose TAW is hit by another must pay the shooter one marble. When a player has shot into all three holes successfully he claims one marble from each of the other players. He may then start again at number one.

from:  http://www.centralconnector.com/games/marbles.html