Ghosts and Dot Collectors Line Tag
A tag game where everyone may only move along the painted court lines, just like in a classic ghost-chasing arcade game. Dot collectors gather 'dots' on the lines while ghosts try to tag them. Students practice dodging, spatial awareness, and anticipation.
How to play
- On a court with painted lines, spread 30 flat disc cones (the 'dots') on top of the lines (2 min).
- Choose 4 ghosts in pinnies, each holding a foam ball: they tag by touching with the ball, never throwing it. Everyone else is a dot collector.
- On the whistle, everyone jogs, always stepping on a line. Players switch lines only at intersections, never by jumping.
- Dot collectors pick up dots (no more than 3 in hand) and drop them in the center circle, their scoring bank.
- A tagged player drops their dots on the line, squats for 5 seconds, and keeps playing.
- Rounds last 3 minutes or until the lines are empty: count the bank, reset the dots, and switch ghosts. Play 4 rounds.
Rules
- Stepping off a line or jumping between lines counts as being tagged.
- The foam ball is never thrown: ghosts tag by touching.
- If two players meet head-on, one turns around; no pushing.
- Slow down and look at intersections to avoid collisions.
Variations
Easier
Only 2 ghosts, who must walk, while dot collectors may jog.
Standard
Four ghosts with balls, 30 dots, and 3-minute rounds.
Harder
Add 4 'power pellet' hoops: a player who steps into one may tag ghosts for 10 seconds.
Adaptations
- Limited mobility: use the wider outer lines, and ghosts walk when approaching.
- Visual impairment: play holding hands with a sighted guide and mark the main lines with thick chalk.
- Fitness level: students with less endurance can stay ghosts longer, since ghosts move less.
Learning goals
- Anticipate the ghosts' paths and choose safe routes.
- Control speed and changes of direction in tight spaces.
- Accept being tagged and follow movement rules.
Equipment for a class of 25
- pinnies: 4
- foam balls: 4
- flat disc cones: 30
Teacher tip
Do a walk-through first so students find the intersections and dead ends. If the court has lines in several colors, decide which ones are in play.
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