Name and Purpose
- Cat and Mouse is a circle strategy game that builds spatial awareness, quick reactions, and cooperation.
- Circle players actively shape the game by deciding when to close gaps, making everyone central to the outcome.
a.k.a.
- Circle Chase, Fox and Hare
Age / Group / Time / Space
- Ages 8-16 | 10-35 players | 10-20 minutes | Open flat space or gym; circle approximately 8-12m diameter depending on group size
Materials
- Optional: cones or rope to mark outer boundary for safety
- Flat, even ground
Quick-Run Card
- Form a large circle, players standing with arms stretched wide.
- One player is the Mouse, one is the Cat. They start on opposite sides of the circle.
- The Cat tries to catch the Mouse. If either passes through a gap between two circle players, those two join hands to close that gap.
- The game ends when all gaps are closed or the Cat tags the Mouse.
- Celebrate both players, choose new Cat and Mouse, and play again.
Setup and Boundaries
- Players form a circle, standing far enough apart to comfortably stretch arms to the sides without touching.
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather.
- Check the ground inside and outside the circle for hazards before play.
- Set a soft outer boundary (cones) so runners know how far they can travel outside the circle.
How to Play
- All players except two form a large circle, standing with arms wide.
- One outside player is the Cat; the other is the Mouse. They start on opposite sides of the circle.
- On a signal, the Cat tries to catch the Mouse by chasing around or through the circle.
- When either the Cat or the Mouse passes through the space between two circle players, those two players join hands, closing that gap permanently for the round.
- As gaps close, the playing space changes. Both players must use the remaining open gaps creatively.
- The round ends when: the Cat tags the Mouse, all gaps are closed, or the agreed time limit is reached.
- If both players end up trapped inside or outside the circle together, the group counts aloud to ten. The Cat must tag the Mouse within that count, otherwise the Mouse wins the round.
- Applaud both players. Choose new volunteers and begin again.
I-OPt Options
- A (Active): Play as the Cat or Mouse, running and making quick directional decisions.
- S (Support): Stand in the circle; actively decide when to close gaps and communicate with neighbours.
- Q (Quiet): Stand in the circle at a quieter position; close gaps when players pass through your space.
- O (Observer): Watch from outside the boundary, count how many gaps close each round, choose when to join.
Inclusion Adaptations
- Circle players may sit on chairs or in a seated position if standing for the duration is not comfortable.
- A walking-pace round can be declared: Cat and Mouse must walk, not run, for that round.
- Verbal “gap closed!” call by circle players alongside the physical joining of hands, for players with visual considerations.
Stewardship Moment
- Before the game, invite the group to arrange themselves carefully so the circle is even and no one is crowded.
- After play: “How did the circle change as the game went on? How did you adapt?”
Consent
- Pre-brief: “In this game, circle players will join hands with their neighbour. For those not comfortable with hand-holding, touching elbows or wrists is another option, or you can stand close together without touching.”
- Mid-game check: After the first round, pause. “Give a thumbs up, sideways, or down. How is this going for you?”
- Opt-out/re-entry: Raise one hand to step out of the circle at any time. A staff member or volunteer steps in to hold that space. Call “In!” to rejoin.
Risks and Mitigation
- Collisions between Cat and Mouse moving at speed: encourage players to slow slightly when near each other; staff reinforce gentle play.
- Circle players pulled off-balance when closing gaps quickly: remind players to step together rather than yank hands.
- Players trapped uncomfortably inside the circle: keep the circle large enough and intervene if a player looks distressed.
Warm-Up Suggestions
- “Circle Ripple”: the group stands in the circle and sends a hand-squeeze ripple around as fast as possible.
- “Slow-Mo Tag”: Cat and Mouse play one round in slow motion first, so everyone understands the mechanics.
Debrief Questions
- What? “What happened to the playing space as gaps closed? How did that change your strategy?”
- So What? “How did the circle players affect the outcome even though they weren’t the Cat or the Mouse?”
- Now What? “When have you shaped a situation for others, even from the sidelines?”
Cleanup and Reset
- Collect any cones or rope markers.
- Check the play area for hazards.
- No other cleanup required.
