Fitness Monopoly PDF

Title Fitness Monopoly
Course Leadership Skills-Group Games
Institution Orange County Community College
Pages 5
File Size 123.1 KB
File Type PDF
Total Downloads 1
Total Views 167

Summary

An assignment in which you must construct a fun monopoly game that somehow connects to fitness....


Description

Rules and Instructions Follow all standard Monopoly rules unless otherwise stated here. Rolling the Dice (& Exercise Selection / Frequency) On one’s first roll, this determines category/multiplier of the exercise. 2. Cardio/Abs 7. Cardio/Abs x1.25 12. Your Choice x1.5 3. Flexibility 8. Flexibility x1.25 4. Strength 9. Strength x1.25 5. Isometric 10. Isometric x1.25 6. Plyometric 11. Plyometric x1.25 From here, pull out the list of the category you rolled: Ex: Strength for a roll of 4 or 9 On one’s second roll, this determines the actual exercise you will do from the list. (See separate reference sheets) On one’s third roll, this determines how many exercises you’ll do or for how long, always multiplied by any multipliers determined by your first roll, the board, houses/hotels, chance/community chest, etc. 2 = 2 or 20s ... 3 = 3 or 30s 11 = 11 or 110s 4 = 4 or 40s 12 = 12 or 120s 1st Roll = Category & Multiplier 2nd Roll = Exercise from List 3rd Roll = How Many? / How Long? Doing the Exercises The game, as well as the exercises, involves quite a bit of math. See “Game Currency” below to learn more. After how many exercises you (and your workers) will have to do has been determined, you will have two minutes and 30 seconds to complete all the exercises. If it is a timed exercise, the max will always be two minutes and 30 seconds. As you are performing the exercises, the person who went 2 turns before you will be counting to ensure you do the correct amount. As you perform the exercises, the next person will take their turn and will wait to do their exercises until. Ex: Person A, B, C, D, E are playing the game in that respective order. When person C is doing their exercises, A is counting for them. While C does their exercises, D takes their turn and does their exercises as B counts for them. Then E would take their turn and wait for C to be available for them when they do their exercises.

Passing Go

Upon passing go, you have the option to take a lap for 20 exercise currency, or do ten burpees for 30 exercise currency. If doing burpees, you will count out loud for everyone to hear and you will not need to be counted by someone else. Your chest must come down to the ground every time and your feet must leave the ground with your arms raised above your head for it to be a burpee. There’s an added challenge of doing 30 burpees for 100 currency. You can also opt out of doing anything for the Passing Go, and you will not receive any currency. Lap = 20 10 Burpees = 30 30 Burpees = 100 Game Currency Everyone starts with 50 in exercise currency. Each player will have a pencil and paper to calculate their currency. Everytime they pass go, they have the opportunity to add currency. Everytime they land on a property (where they pay rent), they may have to spend currency. If you use currency to pay, you do not have to do any exercises. However, if you don’t have enough currency, you will have to perform exercises to make up for it within that 2:30 time limit. If you fail to do all the exercises within that 2:30 time limit, you will be forced to spend the game currency on the exercises you had left to do. If you don’t have enough game currency, then you will go “bankrupt” and become a worker for the person you are in debt to. If you are in debt to the bank, you may choose who you want to work for. See “Bankruptcy” below. Purchasing Property When landing on unowned property, you have the choice to purchase the property. The purchase price of the property will be displayed on the board. You MAY NOT use game currency to purchase property; it must be done with actual exercises ONLY. If you choose not to purchase the property, or are unable to perform the exercises, the property automatically is put into auction for everyone to have a chance to purchase. See “Auctioning” below.

Brown Properties- 15 Jumping Jacks Light Blue Properties- 20 Squats Pink Properties- Plank 45s Orange Properties- Tree Pose 30s R&L Red Properties- 10 Burpees Yellow Properties- 50 Russian Twists Green Properties- Horse Stance 1:30 Dark Blue Properties- 30 Burpees

Auctioning When property is not purchased, it gets put into an immediate auction where everyone

has a chance to win the property. One dice will be rolled by an impartial party (like a banker or referee). 1 = Plank (whoever’s the last one) 2 = Run Race (impartial party defines distance) 3 = Burpee Race to 20 Burpees 4 = Jump Race (impartial party defines distance) 5 = Crab Walk Race (impartial party defines distance) 6 = One Foot Balance (whoever’s the last one) When the dice is rolled, the above challenge will take place, starting when the impartial party says so. The last one standing or the first one to finish (a race) will be the property’s new owner.

Trading Properties may be traded/sold for an amount of exercises that someone wants to sell it for. Those exercises will enter the seller’s currency. The buyer may use game currency to purchase, or actually perform the exercises. A seller may want to sell in order to tire out a competitor or accumulate more currency for the future. Houses/Hotels Houses and Hotels may be put upon properties in the same manner as regular Monopoly in the order of 1, 2, 3, and then 4 houses on EACH property (you can’t have 3 houses on a property, and 1 on the other two properties in a set. You must have all the colors in a set in order to build houses or hotels (you must have a monopoly). The benefit of having houses and hotels: 1 house = x1.5 exercises 2 houses = x2 exercises 3 houses = x2.5 exercises 4 houses = x3 exercises 1 Hotel = x4 exercises 1st house may be bought for 50 jumping jacks. 2nd house may be bought for 20 plyo squats. 3rd house may be bought for 15 push ups (wall or knees to modify). 4th house may be bought for 20 leg push downs with a partner. Hotel may be bought for 30 burpees. (these prices/numbers pertain to EACH house/hotel, NOT ALL of them in the set) Community Chest / Chance Do as the card says. If you fail to do it, you go bankrupt, unless otherwise noted on the card. Jail If you are sent to jail, you must go unless you have a get out of jail free card. While you are in jail, you must perform the isometric exercise of “chair pose,” “horse stance,” or “plank” for

the duration of your time in jail. Your time in jail always lasts until your next turn. If you fail to hold the isometric exercise until the dice is in your hands for your next turn, you will lose a turn as punishment for forfeiture of the exercise, but will be able to play again on the turn after that. Bankruptcy / Workers If you go bankrupt, you are in debt to the person who made you go bankrupt (the property owner). You will then become their worker and help them to fulfill their exercises that they must do during their turns, which will be divvied up to you by the player. If you fail to comply, there is no punishment. It is understandable you may be tired. While waiting for your player’s turn (as a worker) you may choose to perform burpees to add to the players’ currency, which you will count out loud and every 5 burpees it gets added to his/her currency. If you became in debt to the bank, you can choose who you work for. Keeping Track of Currency Each player will keep track of their currency with a pencil and paper. Everyone starts with 50. You can earn more by passing go. You spend by paying rent on properties, trading, etc. When others pay rent to you through currency or actual exercise, that gets added to your currency. If you have workers, every 5 burpees they do gets added as 5 to your currency as well. The only time you can’t use currency is during property purchases or auctions. If you run out of currency and cannot perform the exercises (or choose not to), you go bankrupt and become a worker for the player you are in debt to.

Exercise Lists: Cardio & Core (2 & 7) NEED AGILITY LADDER N/A

7. Crab Walk (t)

2. High Knees (t) 3. Butt Kicks (t) 4. Russian Twists (x) 5. Plank Jacks (x) 6. Double Leg Drops (t)

8. Bear Walks (t) 9. Lateral Ape Walk (t) R/L 10. Lateral Quick Step (t) AG 11. Out-Out-In-In AG 12. Ali Shuffle (t)

Flexibility (3 & 8) CHOOSE (TIME) OR (X), NEED MAT N/A 7. Seated Knee Hug 2. Arm Cradle 8. Child’s Pose (t) 3. Tricep Stretch 9. Corpse Pose (t) 4. Lying Quad Stretch 10. Lying Criss Cross Ankle on Knee & Pull 5. Downward Dog (t) 11. Wrist Stretch in Bear Position 6. Toe Up Calf Stretch 12. Interlock Above & Behind Strength (4 & 9) NEED DUMBELLS FOR ALL, ALL (X) N/A 7. Lateral Lunge and Front Row 2. Hip Hinge & Row 8. Curl, Hinge, Kickback 3. Squat, Curl, Press 9. Clean and Press 4. Reverse Lunge-Double Arm Front Raise 10. Plank, Push Up, & Lateral Raise to Sky 5. Tricep Push Up & Single Arm Row11. 1 Leg Hammer Curls R/L 6. Lateral Squat and French Press 12. Lateral Raises Isometric (5 & 10) N/A 2. Plank (t) 3. Horse Stance (t) 4. Wall Sit (t) 5. Iso Breaths (x) 6. Hands Together (x)

7. Bicep (x) 8. Hand Twist R/L (x) 9. Finger Extensors (x) 10. Forearm Grip (x) 11. Banana (t) 12. 6 Inches (t)

Plyometric (6 & 11) N/A 7. Slow Squat & Half Turn (x) 2. Frog Hop & Shuffle Back (x) 8. Reaction Turns (t) 3. 3 Plyo Jacks & Squat (x) 9. 5 Skaters & Plyo Lunge (x) 4. 2 Knees from Lunge, & Switch (x) 10. Clapping Push Ups (x) 5. Burpee Back & Quarter Plyo Turn (x) 11. Jump Rope Motion (t) 6. Jumping Spider Lunges (x) 12. Jump Tucks (x) Your Choice (12) X1.5...


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