Streets and Alleys
Classic chase game where most of the class forms a grid with arms stretched out, creating lanes that switch direction on a signal. Students practice a variety of locomotor skills, quick changes of direction and listening skills.
How to play
- Make two groups of 12-13. Each group forms a 3-by-3 grid of students about 5 feet apart, marked with cones; extra students wait by a cone.
- The grid faces forward with arms out to the sides: these are the 'streets.' On 'Alleys!' everyone makes a quarter turn and the lanes switch (2 minutes of practice).
- One pair per grid plays: the chaser wears a pinnie. They may only move along the lanes, using the skill the teacher calls: running, sliding, giant steps or two-foot jumps.
- Every 8-10 seconds, call 'Streets!' or 'Alleys!' The round ends with a tag or after 40 seconds.
- The pair joins the grid and a new pair steps in from the cone. Play for 10 minutes so everyone chases and runs; in the last round, students pick their own skill.
Rules
- No cutting through or ducking under the wall's arms.
- The wall only turns on the signal and keeps arms still.
- Tag with an open hand on the shoulder, no pushing.
- Anyone not using the called skill freezes for two seconds.
Variations
Easier
The chaser speed-walks while the runner may jog.
Standard
One pair per grid, a called locomotor skill and a switch every 8-10 seconds.
Harder
Use two chasers and switch the streets with a single clap only.
Adaptations
- Limited mobility: be part of the wall and give the turn signal, or chase in wider lanes.
- Students with autism or shy students: practice the turns with no chasing and preview changes with a picture card.
- Fitness level: very fast chasers must hop on one foot or crab walk.
Learning goals
- Move in a variety of ways while changing direction quickly.
- React to a sound signal by adjusting body position.
- Follow the rules and respect the boundaries of the human wall.
Equipment for a class of 25
- pinnies: 2
- cones: 20
Teacher tip
Use court lines or cones so each student knows their spot and the grid keeps its shape. Remind wall players that dropping their arms breaks the game: they are the most important part.
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