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Odds or Evens Chase

In pairs, each player shows zero to five fingers at the same time; if the total is even, the Evens player chases, and if it is odd, the Odds player chases, all the way to a safe line. The game mixes quick math, decision-making, reaction and a short sprint.

PhaseMain activitie
Duration15 min
Ages12–14
SpaceOutdoor yard
Equipmentcones, Flat disc cones
IntensityHigh

How to play

  1. Set up a zone 20 yards wide: a center line of spot markers and two safe lines with cones 8 yards away on each side (2 min).
  2. Pairs face each other on the center line an arm's length apart; one is Evens with their safe line behind them, the other is Odds with theirs behind them.
  3. Both say one, two, three and show one hand with 0 to 5 fingers. If the total is even, Evens chases and Odds runs to their safe line; if odd, it is the other way around.
  4. If the chaser tags the runner before the safe line, they score 1 point; if not, the runner scores. Walk back and play again (4 min).
  5. Every 2 minutes, on the whistle, students on one side slide one pair to the right to get a new opponent; play 3 rotations (6 min).
  6. Final round: use both hands, 0 to 10 fingers, to make the math harder (3 min).

Rules

Variations

Easier

Move the safe lines to 10 yards and give the runner a one-step head start.

Standard

One hand, safe lines at 8 yards and a new opponent every 2 minutes.

Harder

Change the rule mid-round: if the total is more than five, Evens chases; otherwise Odds chases.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Some students freeze while doing the math, so start with one hand and encourage them to say the total out loud. Watch for runners looking back over their shoulder while escaping.

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