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Prisoner's Base

An old chase game played between two facing bases, where you can tag any opponent who left their base before you did. Students build strategy, speed, awareness of opponents and fair play.

PhaseMain activitie
Duration25 min
Ages9–12
SpaceField
Equipmentcones, pinnies
IntensityHigh

How to play

  1. Use cones to mark a 130 × 65 ft field split into two halves. At the back of each half is a home base (a 6 ft strip), and in one corner of the opponents' half is a 10 × 10 ft prison. Two teams in different colored pinnies.
  2. Key rule: you can tag an opponent who left their base before you. Whoever leaves later has power over whoever left earlier. To renew your power, go back and touch your base.
  3. Players leave base to tease opponents. Anyone tagged by an opponent who has power over them goes to the other team's prison.
  4. Prisoners make a hand chain reaching from the prison toward their side. A free teammate can rescue them by touching the last prisoner's hand without getting tagged.
  5. Play 3 periods of 6 minutes. The team holding more prisoners at the end of each period earns a point; then prisons are emptied.
  6. Between periods (1 min), each team agrees on a plan: who teases, who guards the base and who rescues.

Rules

Variations

Easier

Each player tucks a flag or pinnie in their waistband and tags by pulling it, so it's clear who was caught.

Standard

Power goes to the later leaver, prison chain rescues and three periods.

Harder

Add a flag in each base: a team that steals it without being tagged wins the period.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The power rule takes a while to click, so play one slow round walking. Have taggers call out the opponent's name to cut down on arguments.

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