Linked Pairs: The Odd One Out Runs
The whole group spreads out in linked pairs, arm in arm and standing still, except for one chaser and one runner. The runner can be safe by linking onto any pair; at that moment the person at the other end is released and becomes the runner. Everyone must stay alert because roles change in a second.
How to play
- Jogging around the space with changes of direction and arm mobility (2 min).
- Form arm-in-arm pairs spread across the space, at least 13 feet apart; choose one chaser and one runner (1 min).
- Play: the runner links onto a pair's free arm and whoever is at the other end runs off. If the chaser tags the runner, they switch roles (3 min).
- Variation: when the runner links on, the released player becomes the chaser and the former chaser runs (2 min).
Rules
- Pairs don't move from their spot or turn away to avoid being linked.
- No linking onto the same pair you just left.
- Link gently by the arm, no yanking.
- If the runner hasn't linked on within 15 seconds, the teacher claps and roles switch.
Variations
Easier
Pairs stand closer and the chaser walks fast.
Standard
Linked pairs with a runner change on linking.
Harder
The released player switches role depending on which variation the teacher calls at that moment.
Adaptations
- Limited mobility: forms a fixed pair with a partner, and the player who links onto them gives the start signal by voice or clap.
- Hearing impairment: the chaser wears a bright pinnie so the role is clearly visible.
- Autism: the game is shown in a slow demo before playing and they can start as part of a pair.
Learning goals
- Keep continuous attention through quick role changes.
- Raise heart rate with short, intermittent efforts.
- Follow the rules so the game flows for everyone.
Teacher tip
With 28 students, run two games at once in halves of the space: with only one chaser, participation is low.
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