Chasing & Fleeing

Pirates Of The Caribbean

In Pirates of the Caribbean, Explorers have landed on Treasure Island and discovered a cave full of gold pieces! It’s a race against the clock as these Explorers attempt to bring as much gold from the cave back to the beach, moving one piece at a time. However, the jungle is filled with Pirates!

https://youtu.be/zbdu19Yybf0

Learning Targets

I can apply a variety of offensive and defensive tactics in a chasing and fleeing game.
I know a variety of tactics that I can use to outplay my opponents in chasing and fleeing games.
I understand what to take into consideration when deciding which tactics I can apply.

Game Overview

Play Area

The teacher sets up a playing area with an end zone at one end, the Beach. Opposite the Beach, a small rectangular area is marked out with cones to serve as the Cave. A milk crate is placed on the Beach as the Booty Box, and several beanbags are placed in the Cave as Gold Pieces.

Goal

Explorers move all of the gold from the Cave to the Booty Box, one piece at a time. Pirates work to freeze them before they can.

Play
  • Explorers start the game standing on the Beach. The teacher selects a few students to start as Pirates, each given a pinnie to wear and a foamie for tagging.
  • Pirates tag Explorers as they run between the Beach and the Cave. Both of those areas are bases where Explorers cannot be tagged.
  • If an Explorer is tagged, they must remain frozen on the spot with their hands in the air.
  • If the tagged Explorer was carrying gold, they hand it to the Pirate, who returns it to the Cave.
  • To free a frozen player, a fellow Explorer takes them by the wrist and brings them back to the Beach. Explorers may not free a teammate while carrying gold, and neither player can be tagged during a rescue.

Equipment

  • Cones
  • Pinnies
  • Foamies (Shortened Pool Noodles)
  • Beanbags
  • Box
  • Foam Die
  • Hoops

Assessment Ideas

  • Teacher Observation can be used to assess whether Explorers are timing their runs and working together rather than all crossing at once.
  • Group Discussion can be used to compare the tactics that worked for the Pirates against those that worked for the Explorers.
  • Exit Slips can capture students' understanding of what they took into account before deciding which tactic to use.

Safety

Pirates must use soft tags (not hits) when tagging Adventurers.

All players should keep their eyes up at all times.

Treasure may never be thrown.

Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Treasure Island

Introduce Treasure Island one element at a time.

Start by having all of the players stand on the Beach. On the teacher's signal, they move into the playing area to explore Treasure Island. When the teacher calls "BEACH!", the Explorers must run back to the Beach as quickly as possible.

After a few turns of this, add the Treasure Cave to the playing area. Have students move from the Beach to the Treasure Cave as quickly as possible, reminding them that both areas are safe zones.

Discussion Questions

  • Where on the island was it hardest to get back to the Beach from?
  • What route did you take, and why?
2
Build
2

Treasure Grab

Add beanbags to the Treasure Cave to serve as pieces of gold, and a box on the Beach to serve as the Booty Box.

Explorers collect all of the treasure from the Treasure Cave by running to the cave, taking one piece, then running back to the Beach and placing it in the Booty Box. They keep going until all of the treasure has been collected.

Time the group as they do this once, then reset the game and have them try to beat their previous time.

Discussion Questions

  • What did your group change on the second attempt to beat the clock?
  • Did anyone get in each other's way? How did you fix it?

Teacher Notes

Timing the run turns a simple relay into a team problem worth talking about. Give them a moment between attempts to plan rather than sending them straight back out.

3
Build
3

Pirates of the Caribbean

All students stand inside the Beach as Explorers. Select two students to start as Pirates, each given a pinnie to wear and a shortened pool noodle, their sword, for tagging.

On the teacher's signal, play begins. Explorers attempt to reach the Treasure Cave, take one piece of treasure, bring it back to the Beach, and place it in the Booty Box. They keep going until no treasure remains in the Cave.

Pirates attempt to tag any Explorer who steps onto Treasure Island. Pirates cannot tag players who are on the Beach or in the Treasure Cave.

A tagged Explorer remains frozen on the spot. If they were holding treasure, they give it to the Pirate who tagged them, who returns it to the Cave.

Frozen players become unfrozen if a fellow Explorer takes them by the wrist and brings them to the Beach. During a rescue, neither the rescuer nor the rescued player can be tagged.

Play continues until there is no treasure left in the Cave, or until all of the Explorers are frozen.

Discussion Questions

  • As a Pirate, how did you decide who to chase?
  • As an Explorer, when was it worth giving up a run to rescue a teammate?
  • What tactics helped your team get the treasure across?

Assessment Ideas

  • Teacher Observation can be used to assess whether Explorers are spreading their runs out and covering rescues rather than all crossing at once.
4
Build
4

The Cursed Ship

Add a new playing zone on Treasure Island to serve as the Cursed Ship, and place a foam die and hula hoops inside it.

A tagged Explorer must now move to the Cursed Ship and roll the die. An even number means they are free to return to play. An odd number means they take a hula hoop, stand inside it, and shuffle their way across Treasure Island, because they are now a Zombie.

Zombies attempt to tag Explorers and must respect the same playing area limits as the Pirates. If an Explorer is tagged by a Zombie, the two players exchange roles.

Play continues until the Explorers have collected all of the treasure, or until they have all been turned into Zombies.

Discussion Questions

  • How did the chance of becoming a Zombie change how much risk you took?
  • What was different about escaping a Zombie compared to escaping a Pirate?

Teacher Notes

The die is what makes this build worth adding. A tagged player gets a coin flip rather than a sentence, which keeps the mood light even as the Zombie numbers grow.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

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