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Design-a-Tag Warm-Up

Each group has 3 minutes to invent a no-elimination tag game around a required feature from a card, then teaches it to and plays it with another group. Students get a high-energy warm-up while practicing creativity and explaining rules.

PhaseWarm-up
Duration12 min
Ages12–14
SpaceOutdoor yard
Equipmentpinnies, cones, cards
IntensityHigh

How to play

  1. Make six groups of four and give each a card with a required feature: rescuing tagged players, switching taggers on the fly, safe zones with a time limit, always moving in pairs, tagging only with a ball, or tagging by pinnie color.
  2. Each group has 3 minutes to make up the rules: who's it, how you tag, what happens when you're tagged, and how you get freed, with nobody out for more than 10 seconds.
  3. Pair up the groups in a space about 15 by 15 yards marked with cones.
  4. Group A explains its game in 30 seconds, and all eight players play it for 3 minutes.
  5. Switch, and group B explains and runs its game for another 3 minutes.
  6. When finished, each group names one thing that would make the other game more fun or safer, and the teacher picks one for the whole class to play another day.

Rules

Variations

Easier

The teacher provides a rules template, and the group just adds the required feature.

Standard

Each group invents a full game around its card in 3 minutes.

Harder

The game must also include a sport skill from the current unit, like dribbling a basketball or a soccer ball.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Groups tend to invent overly complicated rules, so cap them at three rules. Have pinnies sorted by color to speed up changes.

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