Name and Purpose
- Safe Harbour is a circle movement game that builds anticipation, quick decision-making, and cooperative awareness.
- Players practise reading a group, timing, and supporting teammates.
a.k.a.
- Circle Chase, Port and Storm
Age / Group / Time / Space
- Ages 8-16 | 12-40 players | 10-20 minutes | Open flat space, indoors or outdoors, minimum 8m x 8m
Materials
- 4 cones to mark the play boundary (optional)
- Flat even ground, free of obstacles
Quick-Run Card
- All players join hands in a circle except two (the Seekers) who hold hands outside.
- Seekers walk around the outside, then tap two joined hands to break the circle.
- Those two players run around the outside in the opposite direction from the Seekers.
- First pair back to the gap joins the circle. The slower pair becomes the new Seekers.
- Second Circle: any player stepping out does 5 jumps at the sideline, then re-enters.
Setup and Boundaries
- Mark a clear play area with cones if needed.
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather.
- Check ground for wet patches, holes, or debris before play.
- If indoors, confirm floor is not slippery.
How to Play
- All players except two join hands in a circle facing inward.
- The two Seekers hold hands and walk around the outside of the circle together.
- When ready, Seekers tap two joined hands anywhere on the circle. Those two players release hands and run around the outside of the circle in the opposite direction from the Seekers.
- Both pairs race to reach the open gap in the circle first.
- The pair that arrives first joins the circle. The slower pair becomes the new Seekers.
- Play continues for as many rounds as the group enjoys.
- Second Circle: any player who needs a break raises both hands, steps to the sideline, does 5 easy jumping jacks, and re-enters as part of the circle.
I-OPt Options
- A (Active): Run as a Seeker or race pair on the outside.
- S (Support): Hold the circle steady, cheer for runners, call out encouragement.
- Q (Quiet): Walk the circle slowly as a Seeker; step into the circle when a gap opens.
- O (Observer): Watch from outside, count rounds, help track which pair wins, choose when to join.
Inclusion Adaptations
- Walking-only rounds: announce a round where all movement is walking pace.
- Players who cannot hold hands may use a short rope or pool noodle between them instead.
- Players who cannot sit or stand in the circle for long periods may use a chair at the edge of the circle.
Stewardship Moment
- After the last round, each pair picks up any stray items in their section of the space before leaving.
- Prompt: “How do we leave this space ready for the next group?”
Consent
- Pre-brief: “This game involves holding hands in the circle. For those not comfortable with hand-holding, a rope handle or wrist band is another option. You can also join as a runner without hand-holding if that feels better.”
- Mid-game check: After 5 minutes, pause briefly. “Thumbs up, sideways, or down. How is everyone feeling?”
- Opt-out/re-entry: Raise both hands to step to the sideline anytime. Call “In!” to rejoin the circle.
Risks and Mitigation
- Collision when runners pass each other: remind pairs to run in opposite directions and stay on the outer edge of the circle.
- Pulling or yanking on hands: remind circle players to hold gently and release immediately when tapped.
- Younger or smaller players feeling left out if they never win: vary the circle size so slower runners have shorter distances to cover.
Warm-Up Suggestions
- “Elbow Greet”: players mingle and greet three others using only elbow bumps before forming the circle.
- “Pair Walk”: pairs walk together linked by a wrist band or held hands, practising moving as one unit.
Debrief Questions
- What? “What strategies did the Seekers use to choose their spot? What worked for the runners?”
- So What? “What did it feel like to make a quick decision together as a pair?”
- Now What? “When do you need to read a situation quickly and move with someone else in everyday life?”
Cleanup and Reset
- Collect cones.
- Check play space for litter or hazards.
- Return any borrowed equipment to storage.
