Name and Purpose
- Gather and Guard is a high-energy strategy and movement game where one team defends a circle of objects while the other tries to retrieve them.
- Players build communication, physical coordination, and positional thinking.
a.k.a.
- Keepers and Raiders, Circle Raid
Age / Group / Time / Space
- Ages 8-16 | 16-40 players in two equal teams | 15-25 minutes | Large open field or gym with space for an 8m+ diameter circle
Materials
- 20-30 assorted objects: beanbags, hats, sticks, or similar (avoid shoes . hygiene and tripping risk)
- Chalk or rope to draw the boundary circle
- Cones for outer play area boundaries
- Optional: coloured pinnies to distinguish teams
Quick-Run Card
- Draw a large circle (8m+ diameter). Defenders place objects in the centre and join hands around them.
- Raiders position outside the circle. Whistle starts play.
- Raiders use shoulders only to push through the Defender line . no grabbing or pulling.
- Raider who reaches an object picks it up (max 5 per trip) and exits. A Defender may chase and tag with both palms simultaneously.
- Tagged Raider drops object, returns it to the circle, and moves to the re-entry zone. Re-entry condition: complete 5 star jumps, then return to play. Round ends when all objects are taken or time runs out.
Setup and Boundaries
- Draw circle at least 8m in diameter (larger for bigger groups)
- Mark an outer boundary with cones . Raiders must stay within the outer boundary
- Mark a re-entry zone just outside the outer boundary
- Signal: 1 whistle = pause; 2 whistles = stop and gather
- Check ground for objects that could cause trips. Use flat items (beanbags) as the primary objects if possible.
- Staff awareness: this activity involves physical contact through shoulder pressure. Staff will know which players need accommodations.
How to Play
- Defenders join hands to form a circle around the objects in the centre.
- On the whistle, Raiders move toward the circle and attempt to push through using shoulders only. No grabbing hands, no pulling arms, no kicking.
- Defenders hold the circle using body weight and linked arms. Defenders may not kick, grab, or strike.
- A Raider who successfully enters the circle may pick up a maximum of 5 objects, then must exit.
- Once a Raider is outside the circle, one Defender may break away to pursue them. The Defender tags by touching the Raider with both palms simultaneously.
- A tagged Raider drops their objects (objects return to the circle), moves to the re-entry zone, completes 5 star jumps, and returns to play as an active Raider.
- The round ends when all objects have been taken from the circle or the time limit is reached.
- Switch team roles and play again. Winning condition: the team that retrieves more objects in their Raider round wins.
I-OPt Options
- A (Active): Play as an active Raider pushing through the line, or as a front-line Defender
- S (Support): Play as a middle-circle Defender coordinating the team, or as a Raider passing objects to a teammate near the exit
- Q (Quiet): Play as an object counter or scorer at the edge, tracking how many objects have been taken
- O (Observer): Watch the first round to understand the strategy, then join the second round as a Raider or Defender
Inclusion Adaptations
- Players who prefer not to engage in shoulder-contact can play as object counters or scorekeepers . a genuine team role
- Coloured pinnies help players with visual processing distinguish teams quickly in a fast-moving game
- Reduce objects to 10 for a shorter, less chaotic round for younger or smaller groups
Stewardship Moment
- Use reusable objects (beanbags, hats). Return all items to their owners or storage after play.
- 60-second reset: each team collects and stacks their team’s pinnies and returns any borrowed objects.
Consent
- Pre-brief: “This game involves physical pressure through the shoulder to push through a linked circle. For those who prefer not to be in a contact role, object counter and scorer are active team jobs that help determine the winner.”
- Mid-game check: At the halfway point, pause. Thumbs up, sideways, or down . how is the contact level feeling?
- Opt-out/re-entry: Step to the scorer role at any time. Rejoin the active game at the next round.
Risks and Mitigation
- Circle collapse causing falls: remind Defenders to use body weight, not grip strength. If the circle breaks, call a pause and reset.
- Shoulder contact escalating: staff monitor closely and call a pause if intensity rises above safe levels
- Objects causing trips inside the circle: use flat, soft objects (beanbags) and keep them in a loose cluster, not a pile
- Tagged Raider dispute: tag requires both palms simultaneously . staff confirms on disputed calls
Warm-Up Suggestions
- Circle Hold: the whole group joins hands in a circle and tries to stay connected while one person gently pulls. Practises the Defender mechanic.
- Object Scramble: scatter objects on the ground and players race to collect as many as they can in 30 seconds. Practises the Raider mechanic.
Debrief Questions
- What? “What worked for your team when you were Raiders? What changed when you switched to Defenders?”
- So What? “What communication made the biggest difference in either role?”
- Now What? “When do you switch between protecting something and going after something new?”
Cleanup and Reset
- Collect all objects and return to owners or storage
- Collect pinnies
- Remove chalk circle or rope
- Check field for any left equipment
