Four Kingdoms Quest Tag
A zone tag game: the field is split into four kingdoms with guards who can't leave their kingdom, and adventurers must collect one clothespin from each kingdom to complete their quest. Students practice decision-making, dodging, and spatial awareness.
How to play
- Split a 30 x 30 m field into 4 squares with cones: the kingdoms. In the center of each, place a hoop with 20 clothespins of a different color (3 min).
- Choose 2 guards in pinnies per kingdom; they may only move inside their kingdom. Everyone else is an adventurer and starts outside the field.
- On the whistle, adventurers enter, take one clothespin from a kingdom's hoop, and clip it to their sleeve. They need one of each color, in any order.
- If a guard tags an adventurer inside their kingdom, the adventurer returns their most recent clothespin to that kingdom's hoop and leaves by the nearest border.
- Anyone who collects all four clothespins hands them to the teacher, who records a point by their name, and starts a new quest.
- Each round lasts 4 minutes; then choose new guards. Play 4 rounds and add up the quests completed by the whole class.
Rules
- Guards never leave their kingdom; the cone lines are borders.
- Take only one clothespin each time you enter a kingdom.
- Tag gently; guards can't take clothespins, only tag.
- Look before crossing a border to avoid collisions with other adventurers.
Variations
Easier
Use one guard per kingdom and place the clothespin hoop near the border.
Standard
Two guards per kingdom, hoop in the center, and return your latest clothespin when tagged.
Harder
Clothespins must be collected in a set color order announced by the teacher at the start of each round.
Adaptations
- Limited mobility: the student guards a smaller kingdom, or quests through a kingdom with a single guard who must walk.
- Autism: show a map of the four kingdoms and their colors, and let the student check off each clothespin with a marker.
- Fitness level: students who tire can rest outside the field, where they are safe and keep their clothespins.
Learning goals
- Choose routes and the right moment to enter each zone.
- Dodge guards in defined spaces.
- Contribute to a class goal by completing quests.
Equipment for a class of 25
- cones: 16
- clothespins: 80
- hoops: 4
- pinnies: 8
Teacher tip
Sort clothespins by color before class. If guards camp at the hoop, ask them to cover their whole kingdom so it stays fair.
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