You have time to fill, but not time to invent a game.
Students choose one of six colour zones, watch the race, use the Rescue Beat once, then stay involved through Pit Crew roles until the final three race for medals.
THE FIXES PROGRAM™The Corner Cup™A six-zone race cup with a first-last-place Rescue Beat, Pit Crew roles for teams that exit later, and a final three medal round.

Corner Cup keeps six classroom zones constant so teachers can run repeated race rounds without re-teaching the movement system every time.
Students choose one of six colour zones, watch the race, use the Rescue Beat once, then stay involved through Pit Crew roles until the final three race for medals.
A six-zone race cup with a first-last-place Rescue Beat, Pit Crew roles for teams that exit later, and a final three medal round.
The exact flow below comes from the actual game instructions.
Students choose any colour that is still active before the gate drops.
The screen runs the race and keeps the bottom teams visible through the Danger Zone.
The first last-place team is rescued. A later loss moves that colour to the Pit Crew, where it still has a role in the tournament.
These files are teacher-facing supports. The classroom launch remains separate and ad-free.
Printable teacher guide for setup and play.
Teacher Guide / How-To ↗Reusable printable cards for Pink, Teal, Gold, Green, Purple and Orange — handy for games that use shared team colours or classroom zones.
Open colour cards ↗A classroom race becomes harder to reuse when elimination means half the room has nothing left to do. Corner Cup LIVE keeps the six colour zones stable, gives the first last-place result a Rescue Beat, moves later exits into Pit Crew roles and saves a distinct payoff for the final three. The structure gives the teacher a complete tournament instead of a string of unrelated races.
The teacher’s job is to make the participation rules clear before the first gate drops. The screen can manage the race order and status; it cannot repair a class that believes losing means checking out.
Pink, Teal, Gold, Green, Purple and Orange should stay in the same physical places whenever possible. Stable zones lower setup time and let the newness come from the race rather than from reorganizing the room.
The first last-place team is rescued. That rule feels fairer when students know it before the result appears. Do not introduce a rescue after a disappointed team has already reacted.
Later exits remain part of the cup through Pit Crew. Keep that role visible and brief so students continue watching the tournament instead of becoming spectators with nothing to contribute.
The medal round matters because it closes the tournament. If time is short, choose a shorter run rather than starting a full cup you cannot finish. A clean ending makes the game easier to bring back another day.
Corner Cup is not the best first choice when a class is already struggling with winning, losing or team conflict. Practise neutral reactions or use a cooperative format first; the race should not become the lesson you did not have time to teach.
The next route is the actual full-screen browser game. No ads, no Stripe and no marketplace layer.