Name and Purpose
- Fitness Monopoly turns the familiar feel of a board game into a moving, thinking, team challenge.
- Players practise physical fitness, problem-solving, and collaboration across multiple activity stations.
a.k.a.
- Active Monopoly, Movement Monopoly
Age / Group / Time / Space
- Ages 8-16 | 10-30 players | 30-50 minutes | Gym or large outdoor area with clear space for 6-10 stations
Materials
- Station signs or numbered cards (laminated for reuse)
- Activity instruction card at each station (clear, visual, short)
- Play money (paper bills or tokens, reusable)
- Timer or whistle for rotation signal
- Pencils and a score sheet per group (optional)
- Optional: Monopoly-style property card names for each station to add flavour
Quick-Run Card
- Set up 6-10 stations around the space. Each station has an instruction card with a challenge.
- Divide players into small groups (3-5 per group).
- Groups rotate to each station on the whistle signal.
- Complete the station challenge to earn play money.
- After all rotations, celebrate effort, creativity, and teamwork. Total earnings are shared, not ranked.
Setup and Boundaries
- Place stations far enough apart that groups do not interfere with each other
- Each station card should use simple language and a drawing or icon for younger players
- Signal: 1 whistle = rotate to the next station; 2 whistles = stop and gather at centre
- Prepare an example round so players know what to expect before play begins
- Staff should be aware of any physical limitations in the group; stations can be adapted on the fly
How to Play
- Explain the concept: “Each station has a challenge. Complete it to earn play money. There are no wrong ways to earn, just different ways to try.”
- Groups rotate to their starting station.
- On the whistle, groups begin their station challenge. Time limit: 2-4 minutes per station.
- When the whistle blows, groups collect their money and rotate to the next station.
- At the end, each group counts their earnings together.
- Share totals out loud. Emphasise that effort and creativity earn money too, not just speed.
Station Ideas (mix physical and thinking challenges)
- 20 jumping jacks as a group (everyone finishes together before collecting money)
- Build the tallest tower from 10 blocks in 60 seconds
- Answer a camp trivia question
- Everyone does a different animal walk across the station space
- Relay: pass a hula hoop along linked arms without breaking hands
- Balance challenge: how long can the group hold a group squat?
I-OPt Options
- A (Active): Lead the group at each physical station, go first in relay challenges
- S (Support): Count reps, cheer teammates, help read instruction cards
- Q (Quiet): Participate at a comfortable pace; walking-pace versions of all physical stations are valid
- O (Observer): Track group earnings, act as station timekeeper, join in when ready
Inclusion Adaptations
- Every physical station should have a seated or low-mobility variation listed on the card
- Instruction cards in large print and with simple icons support players with reading differences
Stewardship Moment
- After play: collect and store all play money and cards for next time. Nothing is disposable.
- Reflection: “What if we did this game again with the same materials? What would you change to make it better?”
Consent
- Pre-brief: “Every station has a physical option and a thinking option. You choose how you engage at each one. There is no single right way to earn money in this game.”
- For those not comfortable with any part of this activity, sitting out or joining as an observer is another option.
- Mid-game check: After 2-3 rotations, quick pause. “Is the pace working? Thumbs up, sideways, or down.”
- Opt-out / re-entry: Step to the side of any station at any time. Rejoin your group at the next rotation.
Risks and Mitigation
- Competitive tension around earnings: remind players that total group earnings are shared and celebrated together, not ranked
- Stations finishing at different speeds: have a bonus challenge card at each station for groups who finish early
- Physical stations too intense for some players: each card should list a low-intensity option
Warm-Up Suggestions
- Quick preview tour: walk groups through each station so they know what is coming before the timer starts
- “Earn a dollar”: one simple group physical challenge before the game begins, so everyone earns their first dollar together
Debrief Questions
- What? “Which station was the most fun? Which was the hardest? Why?”
- So What? “What helped your group earn money? Was it speed, creativity, or something else?”
- Now What? “What is one thing from a station today you could try again at camp this week?”
Cleanup and Reset
- Collect all play money, station cards, and props
- Store in a labelled bag or box for the next session
- Cards and money are reusable. Nothing should be thrown away.
