Name and Purpose
- Car Name Dash is a running game that builds listening skills, speed, and cooperative energy as the caller group grows.
- The game stays lively because the number of callers increases over time, raising the challenge for runners.
a.k.a.
- Colour Car Run, Car Name Tag
Age / Group / Time / Space
- Ages 8-16 | 12-40 players | 15-25 minutes | Large open field or gym; minimum 20m x 30m
Materials
- Cones (4-8) to mark boundaries
- Optional: coloured bibs or pinnies to identify callers
- Flat, even playing surface
Quick-Run Card
- Mark boundaries with cones. Two volunteer callers stand in the centre.
- Callers choose three car names and assign one name to each player on the sideline.
- When a car name is called, those players run to the opposite end without being tagged.
- Tagged players join the callers in the centre and help tag in future rounds.
- When “Car Lot!” is called, everyone on both sidelines runs at once.
Setup and Boundaries
- Mark a rectangle with cones (minimum 20m x 30m; adjust for group size).
- Signal: 1 short whistle = pause all movement; 2 short whistles = stop and gather.
- Check the ground for wet patches, holes, or debris before play.
- Staff should be aware of any campers with movement or physical considerations.
How to Play
- Two players volunteer to be callers and stand in the centre of the play area.
- Callers choose three car names (e.g., Mustang, Civic, Jeep) and assign one name to each player on the sideline. Players remember their car name.
- All assigned players line up along one end of the field.
- Callers announce one car name. Players with that name run to the far end of the field without being tagged.
- Tagged players join the callers in the centre and help tag in future rounds. They are not eliminated; they take on an active new role.
- Callers continue calling names. Remaining players stay on the sideline they last reached.
- When callers shout “Car Lot!”, all players on both sidelines run to the opposite end at the same time.
- After several rounds, new volunteers take over as starting callers and a fresh round begins.
I-OPt Options
- A (Active): Run each time your car name is called; dodge callers.
- S (Support): Take the caller role, announce names, and coordinate with other callers.
- Q (Quiet): Walk-pace option along the boundary line; same tagging rules apply.
- O (Observer): Watch from outside the boundary, track which car name gets called most, and choose when to join.
Inclusion Adaptations
- Walking-only lane along one boundary for players who need lower intensity.
- Callers may be fully stationary if movement is limited; they call names and direct from one spot.
- A verbal “safe zone” tap at the far end (touching the cone) counts as reaching safety for players who need a clear, tactile marker.
Stewardship Moment
- After play: “We had a lot of people moving through this space. Let’s do a quick check to make sure it’s in good shape for the next group.”
Consent
- Pre-brief: “This game involves light touch tagging on the arm or shoulder. For those not comfortable with tagging contact, the caller role is another option, or you can use the walking lane.”
- Mid-game check: After two rounds, pause. “Thumbs up, sideways, or down. How is this feeling?”
- Opt-out/re-entry: Raise both hands to step out. Call “In!” to rejoin as a runner or caller at any time.
Risks and Mitigation
- Collisions during the “Car Lot!” all-run moment: remind players to run in their own path, not to cut across others; staff position on the sides.
- Aggressive tagging: staff demonstrate a gentle arm-touch before the game and reinforce throughout.
- Large caller group overwhelming runners: rotate new volunteer callers before the caller group gets larger than one-third of total players.
Warm-Up Suggestions
- “Name Your Car”: each player thinks of a car name and shares it with a partner before the game starts.
- Light jog back and forth across the play area twice.
Debrief Questions
- What? “What changed about the game as more callers joined the centre?”
- So What? “How did you decide when it was safe to run?”
- Now What? “When do you have to make a quick decision with incomplete information?”
Cleanup and Reset
- Collect and count cones.
- Return bibs or pinnies to storage.
- Check the play area for any dropped items.
