Group size: Big group 10+
Timescale: 10-30 min
Where?: Outdoors Gym hall/ similar
What you need -
Instructions: 3 zones- a no-mans and
b
You are only "fresher" than another player if you enter no-man’s land
after they entered.
1. Each team begins the game in their end zone.
2. The question is often asked why would someone want to leave their end zone?
Well the aim of the game is to capture as many opposition players as possible
so do that you'll need to draw them out. Team tactics can often include sending
out distractions and taunting opposition players so you'll be able to capture
them. Once one player is tagged that's when teams start sending in people to
rescue their teammates and the game gets more interesting.
3. A player can be caught by a fresher player tagging a non-fresh player. The
mechanics of "freshness are described above in the summary section. When a
player is caught they must walk back to the oppositions end zone with the player
who caught them.
4. All the caught players must form a line in the centre of the end zone line.
The line must extend out into no-man’s land. Caught players join the back of line.
See Figure 2 below.
5. To rescue a caught player you must tag the player. Once you've tagged them -
you both have a free walk back to your team's end zone.
6. The game ends when the one team is entirely caught or when the designated
time is expired.
Categories: Teams
Movement
Core outcomes: Increase confidence
Achieve goals
Be inclusive
Express themselves
Participate
Turf Neighbourhood Hub, 1618-1620 Paisley Road West, Cardonald, Glasgow, G52 3QN
Scottish Charity: SC049064
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