Name and Purpose
- Five Hundred Catch is a classic throwing-and-catching game that builds anticipation, spatial reading, and friendly competition.
- Players practise tracking a ball in the air, weighing risk, and cheering each other on in an open-field format.
a.k.a.
- Points Catch, Sky Ball
Age / Group / Time / Space
- Ages 8-16 | 6-20 players | 10-20 minutes | Large open field or grassy outdoor area, minimum 20m x 10m
Materials
- 1 soft catchable ball per group (foam football, soft rugby ball, or similar . not a hard ball)
- Optional: 2 cones to mark the Thrower zone
- Optional: a whiteboard or sticky notepad for keeping running scores
Quick-Run Card
- One player starts as the Thrower, standing at one end.
- All other players spread out at a throwing distance away.
- The Thrower tosses the ball up and calls a point value between 50 and 200.
- The player who catches it earns those points. A drop loses those points (negative scores are possible).
- First player to reach 500 points becomes the next Thrower.
Setup and Boundaries
- Mark a clear Thrower zone with 2 cones if possible
- Ensure the catching field is free of holes, hard surfaces, and obstacles
- Signal: 1 whistle = gather; 2 whistles = change Thrower or end round
- Staff positioned to one side with a view of the full field
How to Play
- One player starts as the Thrower. All other players spread across the open field behind a loose line approximately 10-15m away.
- The Thrower lofts the ball upward and calls a point value between 50 and 200 as they release it.
- Any player who catches the ball cleanly earns those points. Any player who drops or bobbles the ball loses those same points.
- Players track their own running total. Negative scores are possible and normal.
- The first player to reach exactly 500 points (or whoever has the highest score if time is called) becomes the new Thrower for the next round.
- If two players reach 500 at the same time, they both become co-Throwers for the next round.
- The Thrower should vary throw direction, height, and distance to keep all players engaged.
I-OPt Options
- A (Active): Chase every ball, go for the high-value catches
- S (Support): Encourage other players, help track running scores, keep the energy positive
- Q (Quiet): Position in a quieter corner of the field, go for the easier lobs without jostling for position
- O (Observer): Watch the Thrower’s style and call advice; keep score on paper or a notepad
Inclusion Adaptations
- For players who find tracking a fly ball difficult, the Thrower can roll or bounce-pass instead of lobbing . earns the same points
- Players with limited mobility can participate as a dedicated Thrower for an extended turn, directing the action without needing to run
Stewardship Moment
- Retrieve any ball that rolls out of bounds before the next throw
- Prompt: “A foam ball in good shape lasts years. Let’s keep it off the concrete and out of the bushes.”
Consent
- Pre-brief: “This game involves catching and some competition for the ball in mid-air. For those not comfortable with physical jostling, staying on the outer edges of the field is another option . the Thrower can aim your way.”
- Mid-game check: After 5 minutes, pause briefly. “How is the spread feeling? Do we need to widen the field or adjust the throwing range?”
- Opt-out/re-entry: Step to the sideline at any time. Rejoin as a catcher on the next throw or as a dedicated scorekeeper.
Risks and Mitigation
- Players colliding while going for the same ball: reinforce that there is no physical contesting for the ball . if two players reach for the same catch and one gets it, both earn the points (no fighting for it)
- Players running backwards and tripping: remind players to glance behind them before moving back; avoid playing near fences or hard boundaries
- Hard ball used by mistake: soft foam or rubber balls only; hard balls risk facial and hand injuries
- Negative score frustration: frame negative scores as part of the strategy (risk vs. reward), not punishment; staff narrate this positively
Warm-Up Suggestions
- “Partner Toss”: pairs throw and catch a ball 10 times each, starting close and stepping back one pace with each clean catch
- “Sky Guess”: the Thrower lobs the ball and players try to predict where it will land before moving
Debrief Questions
- What? “What point value did you go for most often? Why?”
- So What? “How did you decide whether the risk of a drop was worth going for it?”
- Now What? “What’s a real-life situation where you have to weigh the risk of going for something big?”
Cleanup and Reset
- Retrieve the ball and any cones
- No other cleanup required
