Name and Purpose
- Poisonball is a dynamic ball game where your fate is tied to the player who tagged you . creating unexpected alliances and come-backs.
- Players build throwing accuracy, spatial awareness, and strategic thinking.
a.k.a.
- Rescue Ball, Back-In Ball
Age / Group / Time / Space
- Ages 8-16 | 10-25 players | 15-25 minutes | Large open space, minimum 15m x 15m
Materials
- 2-3 soft foam or rubber balls (same size and weight)
- Cones to mark the play area boundary and the waiting zone
- Flat, open ground
Quick-Run Card
- Mark the play area and a waiting zone just outside the boundary.
- Toss all balls high to start. Players may take possession only after the first bounce.
- Ball-holder takes a maximum of 2 steps before throwing at another player (below the neck only).
- Hit player moves to the waiting zone . and tracks which active player sent them there.
- If the player who sent someone to the waiting zone gets out, that waiting player returns immediately. Final 3 players trigger the Poisonball finale (2-step rule lifts, no further re-entry). Round ends when 1 player remains.
Setup and Boundaries
- Mark a clear play area with cones (15m x 15m minimum)
- Mark a waiting zone outside the boundary, large enough for players to move and stretch
- Waiting zone players retrieve balls that roll out of bounds and roll them back in
- Signal: 1 whistle = pause; 2 whistles = stop and gather
- Check ground for hazards before play; check sun position for glare
- All throws aimed below the neck only. Head-height and above throws do not count.
How to Play
- All balls are tossed high into the air to start. No player may take possession until a ball has bounced once.
- Once a player has possession, they may take up to 2 steps before throwing.
- Players try to hit other players with the ball, below the neck. A caught ball means the thrower moves to the waiting zone instead.
- A hit player moves to the waiting zone and notes which active player sent them there.
- If the player who sent them to the waiting zone later gets out themselves, the waiting player immediately returns to the field.
- Players in the waiting zone stay active: they retrieve out-of-bounds balls and roll them back to active players.
- When 3 players remain, staff calls “Poisonball!” The 2-step restriction lifts. No further re-entry from this point. Round ends when 1 player remains.
- Celebrate the final player. Start a new round immediately with everyone back in.
I-OPt Options
- A (Active): Play as an active field player . throw, dodge, and track your rescuer
- S (Support): Play a strategic role, positioning near likely re-entry spots and communicating with teammates
- Q (Quiet): Play as a ball retriever in the waiting zone, keeping the game flowing for active players
- O (Observer): Watch from safely outside the play area and join at the start of the next round
Inclusion Adaptations
- Rolling-only variation: players roll the ball along the ground rather than throwing, reducing collision and catching difficulty
- Reduce balls to 1 for a slower-paced version with younger or smaller groups
- Waiting zone players can be given a counting or tracking role (count how many times their rescuer throws) to keep engagement high
Stewardship Moment
- Use reusable foam or rubber balls. Wipe down and store after play.
- 60-second sweep: waiting zone players collect any balls that drifted outside the cones at the end of the round.
Consent
- Pre-brief: “This game involves throwing soft balls at other players, below the neck only. For those who prefer not to be a throwing target, the ball retriever role in the waiting zone is a full part of the game.”
- Mid-game check: After 5 minutes, pause. Thumbs up, sideways, or down . how is everyone going?
- Opt-out/re-entry: Step to the waiting zone at any time. Re-enter when conditions allow (rescuer gets out) or at the start of the next round.
Risks and Mitigation
- Throws aimed at the head: enforce below-neck rule strictly from round 1; repeat at every game start
- Multiple balls converging on one player: remind players to spread out and target different opponents
- Waiting zone players drifting into the play area: mark the boundary clearly and brief waiting zone players on their retrieval role
- Disputed catches or hits: staff makes the final call, no replays
Warm-Up Suggestions
- 2-Step Freeze: players walk freely; on whistle, they freeze and may take only 2 steps to reach a target. Practises the 2-step rule.
- Catch Practise: pairs throw a soft ball back and forth, increasing distance each round.
Debrief Questions
- What? “Did you track who sent you to the waiting zone? Did they ever get out?”
- So What? “What did it feel like to come back into the game? What changed your strategy?”
- Now What? “When in real life has someone else’s choices directly affected your situation?”
Cleanup and Reset
- Collect all balls
- Remove boundary cones
- Check the play area for any equipment left behind
