Name and Purpose
- Flag Dash is a high-energy tag game where two taggers use balls and flags while all other players try to outlast them.
- Players practise dodging, strategy, and reading the game from multiple vantage points.
a.k.a.
- Tagger Takedown, Flag Chase
Age / Group / Time / Space
- Ages 8-16 | 15-40 players | 15-25 minutes | Large open outdoor area with cones; flat surface
Materials
- 2 flag tag belts (one per tagger)
- 2 soft foam balls
- 8-12 cones for boundary
- 1 base marker (hula hoop or flat disc placed in the centre)
- Whistle
Quick-Run Card
- Mark boundary with cones. Place the base in the centre.
- Choose 2 taggers. Each wears a flag tag belt and carries a ball.
- Taggers move up to 4 steps with the ball, then throw to hit a player below the shoulder.
- Hit players sit down and may pull a tagger’s flag if one runs within reach.
- The base is a safe zone: max 3 players, max 3 seconds, no two consecutive visits.
- Both flags pulled = round over. Reset roles and go again.
Setup and Boundaries
- Mark a clear boundary with cones; 20m x 20m works well for 20-30 players
- Place the base (hula hoop or disc) in the centre of the play area
- Signal: 1 short whistle = pause; 2 short whistles = round over
- Check field for hazards before play
How to Play
- All players except the 2 taggers stand freely inside the boundary.
- Taggers each carry a foam ball. They may take up to 4 steps while holding the ball, then must throw it to tag a player. Hitting below the shoulder counts as a tag.
- A player hit by the ball sits down where they were hit. They are not out: from the ground, they may reach up and pull a tagger’s flag belt if a tagger runs close enough.
- The base (centre marker) is a safe zone with three rules:
- Maximum 3 players on the base at once
- Maximum 3 seconds per visit
- No visiting the base two turns in a row
- Players may not run out of bounds to avoid a tag. Stepping out of bounds counts as a tag.
- Ball contact with the wall or ground resets the tagger’s step count.
- When a tagger loses both flags, that tagger sits out for the rest of the round. When both taggers have lost their flags, the round ends.
- Sitting players who are not near a tagger may do a short active task (5 star jumps) to signal staff they want to re-enter. Staff may call “Up!” to bring them back in at a quiet moment in the round.
- Reset: choose new taggers and go again.
I-OPt Options
- A (Active): Play as a runner, dodge the taggers, protect the base
- S (Support): Coordinate with other runners on the base; manage base traffic so three-second limit is shared fairly
- Q (Quiet): Stay near the boundary edge; focus on strategic movement rather than sprinting
- O (Observer): Assist staff as a boundary monitor or flag-pull counter; choose when to enter play
Inclusion Adaptations
- Players who prefer not to sprint may focus on the base strategy role or a boundary-edge approach
- The sitting re-entry signal (star jumps) gives flagged players an active task rather than passive waiting
Stewardship Moment
- Collect flag belts and balls after each round. A sitting player can be the round’s equipment collector.
- Reflection: “The taggers had less power each time a flag was pulled. How does power change in a group when more people work together?”
Consent
- Pre-brief: “This game involves thrown foam balls and flag pulling near your hips. For those not comfortable with flag belts or thrown balls, boundary monitor and base manager are two roles that keep you in the game without those elements.”
- Mid-game check: After the first round, pause. “How is everyone feeling? Any role adjustments?”
- Opt-out/re-entry: Step to the boundary edge at any time. Re-enter at the next “Up!” call.
Risks and Mitigation
- Thrown ball to the face: reinforce below-the-shoulder rule before play; foam balls only; no overhead throws
- Aggressive flag pulling: flag belts should release easily; brief taggers to keep belts accessible and not to resist pulls
- Too many players crowding the base: enforce the 3-player, 3-second limit firmly from round one
- Sitting players feeling uninvolved: the flag-pull and star-jump re-entry keeps them engaged; staff watch for anyone sitting too long
Warm-Up Suggestions
- “Flag Practice”: each player wears a flag belt for 60 seconds and tries to collect others’ flags while protecting their own
- “Base Timer”: everyone practises the 3-second base rule before play so the timing feels natural
Debrief Questions
- What? “What was your strategy for staying in during the round?”
- So What? “How did it feel when the number of sitting players grew? Did your strategy change?”
- Now What? “When is it useful to have a safe spot to retreat to, and when is it better to stay in the action?”
Cleanup and Reset
- Collect both flag tag belts
- Collect foam balls
- Collect cones
- Check field for hazards or litter
