Base Alarm: Run to the Shelter Called Out
Four teams, each with a colored base, respond to "alarms" that make them run, hide or patrol. It warms up the body and prepares the quick decision-making of big chase games.
PhaseWarm-up
Duration10 min
Ages12–14
SpaceOutdoor yard
Equipmentcones, hoops
IntensityModerate
How to play
- Four teams; each sets up its base (a hoop surrounded by four cones) in a corner of the schoolyard. Free jogging in the middle (2 min).
- Basic alarms: "Raid!" everyone to their own base; "Patrol!" jog side by side in pairs; "Ambush!" crouch and freeze (2 min).
- Crossed alarms: "Red raid!" sends everyone to the red base, even if it's not theirs, and the first team to arrive complete wins (2 min).
- Base mobility: after each arrival, the team does a mobility exercise chosen by that round's captain (2 min).
- Final round with two chasers: they can tag on the way to the base, and anyone tagged does five scissor jumps and carries on (2 min).
Rules
- Always run looking ahead; slow down before stepping into the hoop.
- No tagging inside a base.
- The captain role rotates every alarm.
- If anyone collides or falls, call "Stop!" and everyone freezes.
Variations
Easier
Only two alarms, and speed-walk to the bases.
Standard
Three alarms plus color-crossed alarms.
Harder
Combined alarms ("Patrol to the blue base!") and two chasers from the start.
Adaptations
- Hearing impairment: each alarm has a gesture (arms up, clap, hand to the floor) the teacher shows at the same time.
- Limited mobility: their base is closer, and they call some of the alarms for the whole class.
- Students anxious about being chased: in the last round they can be a chaser or move with a partner.
Learning goals
- Respond quickly to verbal and visual signals.
- Gradually warm up joints and the cardiovascular system.
- Coordinate as a team to arrive together at a spot.
Equipment for a class of 25
- cones: 16
- hoops: 4
Teacher tip
Rehearse the alarms before speeding up: if they aren't clear, kids crash in the middle. Bases in opposite corners force crossings and give more running.
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