INSTRUCTIONS
Spread the athletics track out on a flat surface. The youngest player always goes first, in every round, and chooses the lane, the colour of the JUMP! disc and the smaller discs.
HOW TO SHOOT
Using the edge of the JUMP! disc, push down lightly on the edge of the disc with a hole in it so it “jumps” forward. A shot is valid if the disc lands “on” the track, that is, you can only see the orange or white border of the track.
EVENTS
100-METRE DASH
Both players run at the same time. Each player places a small disc on their START line. Both players say “Ready, steady, go!” together. The winner is the player whose entire small disc crosses his or her FINISH line first.
HURDLES
Place 4 hurdles on each track. Both players go at the same time, from the START line. The winner is the first player who gets his or her small disc to jump all 4 hurdles individually and then cross the FINISH line completely.
HIGH JUMP
Assemble the high-jump kit. It should be placed in the blue area, while the green disc can go anywhere in the green area behind the high-jump kit.
Players take turns to jump. Each player has three chances for each of the 3 heights.
A jump is valid if the small disc clears the bar and lands on the blue mattress or just touches it and then bounces off. The winner is the first player to clear the highest bar.
MIDDLE DISTANCE
Players take turns to do this race. There is no limit on the number of shots.
The winner is the player who does the most laps (divided into sectors).
Example:
Player A completes 1 full lap (12 sectors) and then goes off the track in the 9th sector on the second lap. He or she has managed 20 sectors.
Player B completes 1 full lap and then goes off the track in the 3rd sector. He or she has managed 14 complete sectors. Player A wins.