Twin Tag
The whole game is played in pairs holding hands: both taggers and runners must move together without letting go. It warms up with running and changes of direction and makes students agree with their partner on where to go.
How to play
- Form pairs and mark an area about 65 × 50 ft. Two pairs in pinnies are the taggers; if there is an odd number, make one group of three.
- First, spend 1 minute with pairs jogging hand in hand and changing direction on each clap without letting go.
- On the whistle, the tagging pairs try to touch another pair with their free hand.
- The tagged pair gets the pinnies and becomes the taggers; the pair that tagged counts to 3 and joins the runners.
- Play 2-minute rounds. Change the way of moving each round: jogging, sideways gallop, or fast walking.
- In the last round, every pair that is tagged also becomes taggers until only 2 pairs are left.
Rules
- Pairs can't let go; if they do, they stop and hold hands again.
- Tag only with the free hand and with a gentle touch.
- No yanking your partner: agree on where to go.
- Look ahead so you don't run into other pairs.
Variations
Easier
Partners may link elbows, and the game is played at a power walk.
Standard
Two tagging pairs, 2-minute rounds, and different ways of moving.
Harder
Pairs move back to back with elbows linked, or play in groups of three.
Adaptations
- Limited mobility: the partner of a student using a wheelchair moves alongside with a hand on the chair or shoulder.
- Visual impairment: the game suits this student well since a partner guides them; ask the partner to call out turns.
- Fitness level: pair students of a similar pace and allow walking for anyone who needs it.
Learning goals
- Coordinate movement with a partner.
- Make joint decisions about which way to run.
- Warm up gradually with changes of pace.
Equipment for a class of 25
- pinnies: 4
Teacher tip
The typical problem is one partner dragging the other: pause and ask pairs to talk before changing direction. Keep rounds short to avoid pulled arms.
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