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Medicine Ball Hot Potato

4 minute read

Quick Intro

Medicine Ball Hot Potato is a group game. Everyone stands in a circle, marching on the spot or doing another easy shared movement. A light medicine ball is passed quickly round the circle, in either direction. At an unpredictable moment a timer or a caller sounds a signal, and whoever is holding the ball does a quick, agreed set of reps, for example five squats. Then play starts again. Nobody wins and nobody is out. It is meant to be light-hearted, with lots of passing and a few short sets of work.

The pass itself is a short version of the Medicine Ball Chest Pass. This guide covers running the game: the circle, the signal and keeping the reps a fun part of play.

What You’ll Need

  • A light, soft medicine ball, one to two kilograms.
  • At least four people. Six to ten is ideal.
  • A timer that can beep at random intervals, or one person to call.
  • Enough space for the group to stand in a circle with a step between each person.

How to Play

  1. Stand in a circle, close enough that a short pass reaches the next person.
  2. Everyone starts marching on the spot, or another light movement agreed by the group, such as stepping side to side.
  3. One person starts with the ball and passes it to the next person, who passes it on. The ball keeps moving.
  4. Passes can go either way round the circle. Changing direction keeps everyone alert.
  5. When the signal sounds, whoever is holding the ball does the agreed reps, for example five squats. If the ball is in the air, the person who catches it does them.
  6. Everyone else keeps marching. When the reps are done, play restarts.
  7. Play for an agreed time, often three to five minutes.

Playing in a Group

The caller. A random timer keeps it fair. If a person calls instead, they turn away from the circle so they cannot see who holds the ball, and they take no part in the passing.

The reps. Keep them quick and easy, such as five squats, five jumping jacks or a short plank. The reps are part of the fun, not a punishment. Anyone can do fewer or a lighter version, agreed before the game starts.

Fast passing. The ball should move quickly. Holding it to make sure the next person gets caught misses the point.

Changing direction. A pass back the way it came is fine and makes the game harder to predict.

Scaling the Reps

Each person can have their own rep number. Someone newer or less conditioned might do three squats where others do five. Agree this at the start, and keep it private if the group prefers.

Staying Safe

  • A light, soft ball for fast passing.
  • Keep the circle close so passes stay short and controlled.
  • Pass, never throw hard. The receiver is marching and may not be looking.
  • Keep the reps light, especially in a warm-up.

Common Mistakes

  • Throwing the ball across the circle. Pass to the next person.
  • Holding the ball. Pass straight away.
  • Heavy reps. Burpees or long holds make people dread the signal. Keep it light.
  • Too big a circle. Passes become throws and drop.

Choosing the Movement in the Circle

The shared movement keeps everyone moving while the ball goes round. It should be easy enough to do while passing and catching, such as marching on the spot, stepping side to side or slow heel raises. Something harder, like jumping jacks, makes the passing sloppy. Change the movement every minute or so to keep the game fresh, with the caller or the group deciding the next one.

Fitting It Into a Session

It makes a good group warm-up, since it gets the heart rate up gently and gets everyone talking. It also works as a filler between harder sets. A few minutes is enough.

FAQ

How many people do we need?

At least four. With fewer, the ball comes back too quickly.

What if the ball is dropped?

Whoever dropped it picks it up and passes it on. If the signal sounds before they do, they are holding it, so they do the reps.

Can two people play?

Not really. With two, the ball just goes back and forth and the game becomes a pass drill. Try Partner Wall Ball Catch and Throw instead.


Related to Medicine Ball Chest Pass, Partner Wall Ball Catch and Throw and Work-Rest Relay.