Name and Purpose
- Toss and Catch Circle builds co-ordination, teamwork, and the fun of working together as a moving unit.
- Teams practise communicating, moving in sync, and tracking a flying ball.
a.k.a.
- Elephant Skin Ball, Circle Toss
Age / Group / Time / Space
- Ages 8-16 | 10-30 players | 10-15 minutes | Open flat space, indoor or outdoor, minimum 10m diameter
Materials
- 1 soft or elephant-skin ball
- Optional: cones to mark team starting areas
Quick-Run Card
- Divide into two equal teams. Each team joins hands to form a large circle.
- Each team picks one player to be “It” for the round.
- “It” closes their eyes, turns around, and tosses the ball over their head toward the other team.
- The other team’s circle moves together to catch the ball inside their joined-hands boundary.
- A clean catch scores a point. Rotate “It” every turn.
Setup and Boundaries
- Mark two team starting areas with cones, at least 5m apart.
- Signal: 1 short whistle = pause; 2 whistles = stop and gather.
- Check the space for obstacles before play.
How to Play
- Split into two equal teams. Each team joins hands in a large circle.
- Each team selects one player to be “It” for the first round. That player steps to the centre of their circle.
- “It” closes their eyes, turns to face the other team’s circle, and tosses the ball over their head.
- The other team’s circle moves together to position themselves under the ball and catch it within their joined-hands boundary.
- A clean catch (ball lands and stays inside the circle) scores one point.
- If the ball lands outside, no point is scored.
- Rotate “It” to a new player after every turn. Each player takes a turn as “It” before anyone repeats.
- Play for 10 minutes or until each player has had a turn as “It.”
I-OPt Options
- A (Active): Be “It” and toss the ball; guide your circle’s movement.
- S (Support): Call directions to teammates (“left,” “forward”) as the ball is in the air.
- Q (Quiet): Hold the circle steady; focus on grip and positioning.
- O (Observer): Track points; watch for patterns in where “It” tends to toss.
Inclusion Adaptations
- Players who prefer not to hold hands can link arms or hold a short rope handle connecting to the players beside them.
- A seated player can participate as a circle anchor, holding the hands of players on either side.
Stewardship Moment
- One ball, two teams, no waste. Reflect: “What makes a simple game satisfying?”
- After play, return the ball to equipment storage.
Consent
- Pre-brief: “This game involves joining hands in a circle and moving together. For those not comfortable holding hands, linking arms or using a rope handle are great options.”
- Mid-game check: After 5 minutes, pause. “Thumbs up, sideways, or down. How are we going?”
- Opt-out/re-entry: Step out of the circle at any time. Rejoin at any gap in the circle when ready.
Risks and Mitigation
- Ball thrown too hard or high: remind “It” to toss gently upward, not powerfully; demonstrate the ideal arc.
- Circle pulling apart from rushing: remind players to hold firmly but not yank.
- Collision between teams when chasing the ball: teams stay in their own zone; only the catching team moves.
Warm-Up Suggestions
- “Circle Walk”: the whole group joins hands and walks in a circle together, practising synchronised movement.
- “Toss and Call”: “It” tosses a ball blind and calls a direction; group adjusts.
Debrief Questions
- What? “What happened when the ball went somewhere unexpected?”
- So What? “What did your circle need to do well to catch successfully?”
- Now What? “What is a situation where you have to move as a group even if you can not see exactly what is coming?”
Cleanup and Reset
- Return the ball to storage.
- Collect any cones used.
