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Finger Catch Circle with Sprints

In circles of six, each student rests an index finger on a neighbor's palm: on the key word, everyone tries to catch one neighbor's finger while escaping the other, and then the circle does a short sprint. It trains reaction time, focus, and cardio activation.

PhaseWarm-up
Duration6 min
Ages16–18
SpaceAny space
Equipmentcones
IntensityModerate

How to play

  1. Make circles of six, standing, with a cone 10 yards from each circle. Each student holds their left hand palm up in front of the left neighbor and rests their right index finger on the right neighbor's palm.
  2. The teacher tells a short story or reads a string of words; when the key word comes (for example, "jump"), everyone tries to close their left hand to catch a finger and pull their own finger away at the same time.
  3. Score one point for each finger caught and one for escaping. Students keep their own score.
  4. After every 3 rounds, the whole circle sprints out to the cone and back (about 20 yards total) and re-forms the circle in new spots.
  5. Change the key word and switch hands (right palm, left finger) every 3 rounds. Play about 12 rounds and 4 sprints (6 min).

Rules

Variations

Easier

Say the key word on its own, without a story, after a one-second pause.

Standard

A story with trick words that sound like the key word, plus a sprint every three rounds.

Harder

Use two key words: one means catch with the left, and the other swaps the sprint for a side shuffle.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Trick words that sound like the key word ("jumbo," "jumper") make the game hilarious.

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