Name and Purpose
- Touch That is a fast-moving, no-equipment activity that gets players moving and observing their environment.
- Players practise listening, quick movement, and environmental awareness.
a.k.a.
- Colour Dash, Run To It, Touch and Back
Age / Group / Time / Space
- Ages 8-16 | 6-30 players | 5-15 minutes | Any space with varied objects, colours, or textures; works indoors or outdoors
Materials
- Optional: 1-2 cones or a chalk line to mark home base
- No other materials required
Quick-Run Card
- Players stand at home base.
- Counsellor calls a target: a colour, texture, natural object, or body part to touch on another player (with their permission).
- Players run to touch the target and return to base.
- Counsellor calls the next target right away; keep it moving.
- No scoring needed. Celebrate the looking, the finding, and the moving.
Setup and Boundaries
- Define a home base with a cone or chalk line
- Set a clear outer boundary (a fence line, a wall, or named landmarks)
- Signal: 1 whistle = pause; 2 whistles = stop and gather
- Scan the area for hazards: traffic, uneven ground, low branches
How to Play
- Players gather at home base.
- Counsellor calls a target: “Something blue!”, “A tree!”, “Something rough!”, “Someone’s shoulder (with a tap and a nod)!”
- Players run to touch the target and return to base.
- Counsellor calls the next target as soon as most players are heading back; keep the energy moving.
- Mix it up: combine targets (“Something round AND green”), add challenges (“Touch it twice before coming back”), or slow it down (“Walk to something that feels like velvet”).
- No elimination. All players participate for the full game. Fastest return is celebrated but not required.
I-OPt Options
- A (Active): Run to every target as fast as possible
- S (Support): Help a younger or slower player spot targets and find them together
- Q (Quiet): Walk to the target and take in the environment; still earns full participation
- O (Observer): Call out target suggestions to the counsellor; join the running when a target appeals to them
Inclusion Adaptations
- All targets can be reached at a walk; no running is ever required
- For players with visual impairments, use tactile targets (something bumpy, something smooth, something warm from the sun) and pair with a sighted buddy
Stewardship Moment
- Use the activity to observe the environment: “What did you notice about the trees here? The colours? The textures?”
- Avoid targets that require picking up or disturbing natural objects (leaves, rocks, insects)
Consent
- Pre-brief: “Some targets might involve touching another person, like tapping someone’s elbow. That will always come with a tap-and-nod check first. No touch happens without a quick yes from both people.”
- Mid-game check: If the pace gets very fast, pause. “Thumbs up, sideways, or down. Good pace? Too fast?”
- Opt-out/re-entry: Any player can sit out a round at base and rejoin at any time.
Risks and Mitigation
- Collisions between players running to the same target: remind players to approach from different directions and slow down as they get close
- Players running into boundaries or hazards: set a clear outer limit before play and point it out
- Touching another person without consent: pre-brief the tap-and-nod rule clearly before any body-part targets are introduced
Warm-Up Suggestions
- Start with easy environmental targets (something red, a tree) before introducing people-touch targets
- “Slow Scan”: give players 30 seconds to look around the space before play begins
Debrief Questions
- What? “Which target was the hardest to find? Which was easiest?”
- So What? “What did you notice about this space that you hadn’t seen before?”
- Now What? “Where else could you slow down and really notice your surroundings?”
Cleanup and Reset
- Collect cones if used
- No other cleanup required
- Take a moment to observe the space: is it the same as when you found it?
