Name and Purpose
- Command Dash is a high-energy listening and movement game. Players respond to called commands with quick physical actions.
- Players practise listening, reaction speed, and body control in a fun, fast-paced group setting.
a.k.a.
- Deck Drop, Four Corners Dash, Signal Sprint
Age / Group / Time / Space
- Ages 8-16 | 12-50 players | 15-25 minutes | Large gym or field with two clearly defined opposite sides and open centre space
Materials
- Boundary markers (cones or existing gym lines)
- Optional: coloured bibs or tokens for the Caller role
- No additional equipment required
Quick-Run Card
- Define Army side, Navy side, and a centre zone. Teach all 6 commands before play.
- Staff calls a command. Players respond correctly.
- Players who respond incorrectly receive a Slowdown Token (not elimination).
- After 3 Slowdown Tokens, that player becomes the Caller for one round, then rejoins as a free player.
- Rotate the Caller role regularly. No one sits out.
Setup and Boundaries
- Mark Army side and Navy side with cones or use existing lines
- Define a small centre zone (3m x 3m) as the Caller Zone
- Signal: 1 long whistle = freeze; 2 whistles = stop and gather
- Staff explain all commands and practise each one before play begins (see Command List below)
- Staff should be aware of any mobility-related needs in the group
Commands
- “Army!” = Run to the Army side
- “Navy!” = Run to the Navy side
- “Rocket Ship!” = Stop running, jump in place (do not move toward either side)
- “Hit the Deck!” = Stop and lie face-down on the ground
- “Army Crawl!” = Hit the Deck, then crawl toward the Army side
- “Navy Crawl!” = Hit the Deck, then crawl toward the Navy side
How to Play
- Staff teaches all 6 commands with a practice round before starting.
- Staff (or a rotating player Caller) shouts a command. All players respond.
- The last player to reach the correct side, or any player who moves during Rocket Ship or Hit the Deck, receives a Slowdown Token.
- Slowdown Tokens are not shame-based. Frame them as “You get to try a new role!”
- After 3 Slowdown Tokens, that player becomes the Caller for one full round. They stand in the Caller Zone and choose their own commands.
- After the Caller round, the player rejoins as a free player with their token count reset to zero.
- Staff rotate the Caller role so multiple players get the experience across the game.
- Play continues for a set time or until every player has had a Caller turn.
I-OPt Options
- A (Active): Run, crawl, and dash between sides on every command
- S (Support): Serve as an assistant Caller, helping read commands or keeping track of tokens
- Q (Quiet): Walk between sides instead of running; all commands are still valid at walking pace
- O (Observer): Watch from the sideline as a Token Keeper, tracking who has Slowdown Tokens; join active play when ready
Inclusion Adaptations
- Walking is a valid response to all running commands. Players who walk are fully participating.
- For players who cannot go to the floor, “Hit the Deck” and crawl commands can be adapted to “crouch” or “touch the ground with one hand.” Announce this in the pre-brief.
Stewardship Moment
- If playing outdoors, close with a 60-second space check: players pick up any items in their zone before the group heads off.
- Reflection: “What command was hardest to remember? How did your body figure it out?”
Consent
- Pre-brief: “This game involves running and lying on the ground. For those not comfortable going to the floor, touching the ground with one hand is another option. Let me know before we start.”
- Pre-brief (Caller role): “You might get to be the Caller, which means shouting commands to the whole group. For those not comfortable calling out to a large group, the Token Keeper role is another great way to lead.”
- Mid-game check: After 5 minutes, pause. “How is everyone going? Any commands we need to practise again?”
- Opt-out/re-entry: Any player can step to the sideline as Token Keeper at any time. Call “In!” to rejoin active play.
Risks and Mitigation
- Collision during dashes: remind players to run in their own lane, not cut across the middle; no shoulder-charging
- Lying on wet or hard ground: if the surface is not suitable for Hit the Deck, substitute “crouch” for all floor commands
- Players feeling targeted for token accumulation: tokens are framed as a role unlock, not a penalty; staff model positive framing
Warm-Up Suggestions
- “Simon Says”: a classic warm-up for listening games; 2-3 minutes before switching to Command Dash
- “Freeze Dance”: music on, music off, freeze; builds the same stop-on-signal skill
Debrief Questions
- What? “Which command caught you off guard the most?”
- So What? “What does it feel like to listen and react at the same time?”
- Now What? “When in real life do you need to hear instructions clearly and act fast?”
Cleanup and Reset
- Collect cones and any token markers
- Quick check of the play space
- Return any borrowed equipment
