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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.

PhaseMain activitie
Duration20 min
Ages8–12
SpaceField
Equipmentcones, Clothespins, hoops, pinnies
IntensityHigh

How to play

  1. 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).
  2. Choose 2 guards in pinnies per kingdom; they may only move inside their kingdom. Everyone else is an adventurer and starts outside the field.
  3. 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.
  4. 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.
  5. Anyone who collects all four clothespins hands them to the teacher, who records a point by their name, and starts a new quest.
  6. Each round lasts 4 minutes; then choose new guards. Play 4 rounds and add up the quests completed by the whole class.

Rules

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

Learning goals

Equipment for a class of 25

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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