Invisible Fugitive: Zone Map Manhunt
Two pairs of fugitives move around a field split into numbered zones and reveal their location only on each whistle; detective teams read the map, figure out the route and cut them off. Students practice navigation, decision-making and stop-and-go running.
How to play
- Split the field into 12 zones with cones and numbered cards, and give each team a zone map.
- Pick 2 pairs of fugitives wearing flag belts and 7 detective teams of 3 (2 min).
- Every minute the whistle blows: fugitives raise a hand and the teacher calls out their zone, for example "reds in 7."
- Detectives talk it over, choose a route on the map and always move together; to make a catch, one pulls a fugitive's flag.
- Fugitives can't be in the same zone on two whistles in a row and score 1 point for every whistle they stay free.
- Play 4-minute rounds; after each round, four new students become fugitives (5 rounds).
Rules
- Catch only by pulling the flag: no grabbing clothes or pushing.
- Detectives stay within 6 feet of each other; if they split up, they can't make a catch.
- A caught fugitive hands over the flag, counts to 10 in that zone and rejoins.
- Respect the field boundaries and slow down before the cones.
Variations
Easier
Call the zone every 30 seconds with only one pair of fugitives.
Standard
Call the zone every minute with two pairs of fugitives.
Harder
On every other whistle, call only the sector color, not the exact zone number.
Adaptations
- Limited mobility: the student is a team's map chief, stays in the center zone and directs teammates out loud.
- Hearing impairment: also post the fugitives' zone on a visible whiteboard.
- Lower fitness: the student plays as a detective on a team of four, taking turns running.
Learning goals
- Read a zone map to anticipate an opponent's movements.
- Make group decisions under time pressure.
- Sustain intermittent effort throughout the game.
Equipment for a class of 25
- cones: 24
- cardstock zone cards: 12
- maps: 9
- flag belts: 4
- whistle: 1
Teacher tip
Hang the zone cards at eye level so they can be read from far away. If detectives run without checking the map, make each team say its plan out loud before moving.
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