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Team Tag Against the Clock

Teams of five take turns in pinnies trying to tag the rest of the class for one minute, counting every tag. Tagged players do a quick exercise and jump back in, so nobody is ever out. It builds speed, cooperative chasing and dodging.

PhaseWarm-up
Duration9 min
Ages12–14
SpaceOutdoor yard
Equipmentpinnies, cones, stopwatch
IntensityHigh

How to play

  1. Make 5 teams of 5 in different-colored pinnies. Mark a 20 × 20 m (about 65 × 65 ft) square with cones and jog easily inside it for 1 minute.
  2. Team 1 is 'it'; everyone else spreads out in the square. The teacher sets the stopwatch for 60 seconds.
  3. Taggers tag on the back or shoulders and count each tag out loud. A tagged player does 3 jumping jacks outside the line and comes back in.
  4. When the minute ends, the team announces its total and walks for 30 seconds while the next team puts on pinnies.
  5. All 5 teams take a turn as taggers (6 min). Before its turn, each team gets 20 seconds to plan a strategy, such as trapping players in a corner.
  6. The team with the most tags wins, and the class discusses which strategy worked best (1 min).

Rules

Variations

Easier

Use six taggers, and runners may move only at a fast walk.

Standard

Teams of five taggers, one minute per turn and 3 jumping jacks when tagged.

Harder

Taggers must hold hands in pairs, and only tags with the free hand count.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Make teams balanced for speed and let the last team watch the others first; trapping strategies start to show up quickly.

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