Name & Purpose Leader, May I? is a movement and listening game. One player calls out moves for others to follow β but only after they ask permission. The game builds listening skills, turn-taking, and the fun of sneaky mistakes. Everyone stays moving and engaged the whole time.
a.k.a. Giant Steps | Captain Says Move
Age Band / Group Size / Time / Space Ages 8β16 | 6β25 players | 10β20 minutes | Open space at least 20 feet long (field, gym, large hallway)
Materials
- Optional: 2 cones or markers (start line, finish line)
- No other materials needed
Quick-Run Card One player is the Leader β they stand at the finish line facing the group. Everyone else lines up at the start line. The Leader calls a name and gives a movement instruction (e.g. “take four baby steps” or “do two jumping hops”). That player must say “Leader, may I?” before moving. Leader says “Yes, you may” β player moves. If the player forgets to ask, or moves after just “Yes” (without “you may”), they go back to the start. First player to reach and tag the Leader wins and takes the Leader role next round.
Setup & Boundaries
- Mark a start line and a finish line about 20 feet apart (use cones, chalk, or a natural boundary).
- All players line up shoulder-to-shoulder on the start line.
- Choose or volunteer the first Leader β they walk to the finish line and turn to face the group.
- Explain the three movement types: giant steps (big lunging steps), baby steps (heel-to-toe), and jump-hops (two-footed jumps). Add your own for older groups.
- Run one practice round together before starting for real.
How to Play
- The Leader calls a player’s name and gives a movement instruction: “Sam, take three giant steps forward.”
- Sam must say “Leader, may I?” before doing anything.
- The Leader responds “Yes, you may.” Sam takes three giant steps.
- If Sam moves without asking, or the Leader only says “Yes” and Sam moves, Sam returns to the start line β no hard feelings, just reset.
- The Leader works through players in any order β they can skip, repeat, or give small or large moves strategically.
- The first player to reach the finish line and tag the Leader wins. They become the Leader for the next round.
- Everyone else resets to the start line for the next round.
I-OPt Roles Run at least three simultaneously:
- Leader (1 player): Call names, set move types, and decide the number of steps. Try to catch players out by varying pace and move size. Switch after each round.
- Mover (all players at start): Listen for your name, remember to ask permission, and execute the move cleanly. Help the game keep moving by being ready at all times.
- Pace Caller (optional counsellor or player): Keeps energy up by timing rounds. Calls “new round” when play stalls and resets the start line if needed.
- Move Creator (player or counsellor, older groups): Proposes new move types before each round (e.g. moonwalk steps, crab crawl, sideways shuffle) to keep things fresh.
Inclusion Supports
- Players with mobility differences choose their own version of each move β “your version of three big steps” is always valid.
- Players who use wheelchairs or mobility aids: define moves in wheelchair terms (e.g. three full wheel rotations = giant steps).
- Players with hearing differences: a counsellor standing beside the Leader can sign or gesture each instruction simultaneously.
- Players who are anxious about being singled out: allow the Leader to call groups of two instead of one player at a time.
- No player is ever permanently out β returning to the start is just a reset, not elimination.
Stewardship Action: After the last round, ask players to help carry cones back to storage and check the play area for any items left on the ground. Reflection (30 seconds): “Think of a real situation where you had to ask permission before acting. How did that feel compared to just going ahead?”
Consent Pre-brief: “Everyone will be called by name during this game. If you’d prefer not to be called by a particular name, tell me before we start and I’ll let the Leader know.” Mid-game check-in: After 2β3 rounds, ask: “Is the pace good for everyone? Too fast, too slow?” Adjust move complexity based on the group’s energy. Opt-out / re-entry: Any player can step to the side and watch for a round without explanation. They re-join at the start line whenever they’re ready β no questions asked.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Player feels embarrassed about returning to start | Medium | Frame it as part of the game, not a penalty β model cheerful resets yourself |
| Leader shows favouritism (calls one person never or always) | Medium | Rotate the Leader role every round; prompt the Leader to vary their choices |
| Crowding near the finish line causes collisions | Low | Space players at the start line; remind runners to stop and tag β no barging |
| Younger players forget the protocol repeatedly | Medium | Run extra practice rounds; pair a younger player next to an older mentor |
| Move instructions become physically demanding for some players | Low | Pre-establish that every move has a “your version” adaptation |
Warm-Up Suggestions
- Copy the Move: Stand in a circle. The counsellor demonstrates a movement (giant stomp, tiny tiptoe, side-shuffle) and everyone copies. Do 6β8 moves to prime the movement vocabulary for the game.
- Name Ping-Pong: Toss a soft ball across the group. The thrower calls the catcher’s name first. Fast and loud β 2 minutes. Gets names and attention warmed up.
Debrief What? “What was the hardest part β remembering to ask, or listening for your name?” So what? “Why does asking permission matter in this game? What went wrong when someone skipped it?” Now what? “Name one real situation this week where asking before acting would have made things go better for your group.”
Cleanup & Reset
- Collect cones and return them to equipment storage.
- Check the play area for personal items left on the ground.
- Reset the space for the next activity.
