Elbow Tag
A classic tag game where pairs linked at the elbow serve as safe spots: a runner hooks onto a pair, and the player on the far end must take off. Students practice attention, reaction time, speed, and choosing the best moment to get safe.
How to play
- Use cones to mark a 25 x 25 yd area. Form 10 pairs linked at the elbow, free hand on the hip, spread out at least 3 yd apart (2 min).
- The other 5 students start loose: 2 taggers in pinnies and 3 runners.
- On the whistle, taggers try to tag a runner. To get safe, a runner hooks an elbow onto one end of a pair.
- At that moment, the player on the other end unhooks and becomes a runner: they must take off right away.
- If a tagger tags a runner, they switch roles and the pinnie. The new tagger counts to three before chasing.
- Play 3-minute rounds, changing pairs and taggers between rounds. Play 4 rounds.
Rules
- Pairs stay still: they do not move to help or block.
- A tagger may not tag a player who just unhooked until that player takes two steps.
- Tag with an open hand on the back or shoulder, without pushing.
- Slow down before hooking onto a pair to avoid crashing into them.
Variations
Easier
One tagger and pairs placed closer together so getting safe is easier.
Standard
Two taggers, three runners, and pairs linked at the elbow.
Harder
Use trios instead of pairs: when someone hooks on, the player on the far end runs, and the middle player decides which way the group turns.
Adaptations
- Limited mobility: the student stays in a fixed pair, and when it is their turn to run, their partner runs instead.
- Hearing impairment or attention needs: the pair receiving a runner raises a free hand to signal who must leave.
- Fitness level: a student who needs a rest can stay longer in a pair, which is a calm role.
Learning goals
- Stay alert to react instantly to a role change.
- Choose the best safe spot based on where taggers are.
- Cooperate without blocking or pushing classmates.
Equipment for a class of 25
- pinnies: 2
- cones: 8
Teacher tip
The most common problem is a pair arguing and the right player not leaving; pause and remind everyone that leaving fast is part of the game. A smart runner hooks on far from the tagger so the new runner starts with an advantage.
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