Name and Purpose
- Circle Clump Pull is a physical strategy game that builds teamwork, communication, and spatial awareness.
- Players practise coordinating as a group, reading resistance and momentum, and working together toward a shared goal.
a.k.a.
- Tug Circle, Clump and Pull
Age / Group / Time / Space
- Ages 10-16 | 10-30 players | 10-20 minutes | Large flat outdoor space on grass or soft even ground; clear of obstacles
Materials
- Cones to mark the circle boundary (5-6 cones in a clear circle)
- Optional: rope loops or bandana handles for players who prefer not to grip bare hands
Quick-Run Card
- Mark a circle on the ground with cones (approximately 3-4m in diameter).
- Divide into two teams: Clump (inside the circle) and Pull (outside the circle).
- Pull players each grip a Clump player’s wrist or a bandana handle.
- On the signal, Pull players try to pull Clump players fully outside the circle. Clump players try to stay in.
- Round ends on the whistle or when all Clump players have been pulled out. Record the time. Swap roles.
Setup and Boundaries
- Mark a clear circle with cones, approximately 3-4m across, on flat soft ground
- Signal: one short whistle to start; two whistles to stop and release all holds immediately
- Staff check the ground for holes, roots, or hard surfaces before play
- Remind players: pulling is by wrist grip or bandana handle only; no grabbing clothing or hair
How to Play
- Divide the group into two roughly equal teams: the Clump and the Pull.
- The Clump team huddles inside the marked circle. They may link arms with each other.
- Each Pull player grips the wrist or bandana handle of one Clump player.
- On the start whistle, Pull players work together to drag Clump players fully outside the circle boundary.
- A Clump player is out of the round once both their feet cross the circle line. They become a Sideline Supporter: they cheer, count how many Clump players remain, and help staff watch the boundary line.
- The Clump team wins the round if at least one player remains inside the circle when the time limit ends.
- The Pull team wins the round if all Clump players are pulled out before time.
- Track the time each round. Swap roles. The team that pulled the other out fastest is the overall winner.
I-OPt Options
- A (Active): Pull or brace as a full participant
- S (Support): Sideline Supporter: cheer, watch the boundary line, count remaining Clump players
- Q (Quiet): Clump player who focuses on bracing and holding ground rather than active resistance
- O (Observer): Watch the first round and choose which team to join for the next round
Inclusion Adaptations
- Players who prefer not to grip or be gripped can use a bandana loop tied between themselves and a partner; the game works identically
- Players with limited upper body strength can anchor themselves rather than pull; their role is to hold and brace
Stewardship Moment
- Collect cones and bandanas after play
- Reflection: “You worked as a group, not just as individuals. What happened when the team coordinated? What happened when they didn’t?”
Consent
- Pre-brief: “This game involves physical gripping and pulling. For those not comfortable with direct wrist contact, a bandana loop is another option. You also choose whether to be on the Clump or Pull team each round.”
- Mid-game check: after the first round, pause and give a thumbs check; anyone can swap teams or shift to a support role
- Opt-out and re-entry: step to the Sideline Supporter role at any time; re-enter as a team member at the start of the next round
Risks and Mitigation
- Players falling when released suddenly: remind Pull players to release gradually on the stop whistle, not to drop immediately; model this before play
- Clothing grabs or hair grabs: clearly state at the start that only wrist or bandana handles are valid; staff watches and calls out any violation calmly
- One team consistently much stronger than the other: re-balance teams each round; smaller Clump teams slow down the Pull team and keep rounds close
Warm-Up Suggestions
- “Slow Tug”: pairs grip wrists gently and lean back in balance together for 15 seconds; focus on mutual support, not pulling
- “Anchor Walk”: the whole group links arms and walks slowly across the space together, keeping the line unbroken
Debrief Questions
- What? “What strategies did the Clump team use to stay in? What did the Pull team do when one approach wasn’t working?”
- So What? “What does it feel like to hold your ground as a team? What made it easier or harder?”
- Now What? “Where in your life do you need your team to hold together, even when there’s pressure to break apart?”
Cleanup and Reset
- Collect cones and bandana loops
- 60-second sweep of the play area
- Return equipment to the bin
