Name and Purpose
- Dragons Princesses and Knights is a whole-body Rock-Paper-Scissors game where teams huddle, strategise, and then reveal their choice together.
- It builds team unity, quick movement, and good-natured suspense.
a.k.a.
- Team Rock Paper Scissors, Charge and Chase
Age / Group / Time / Space
- Ages 8-16 | 12-40 players | 15-25 minutes | Large open field or gym with clear end-zone lines; minimum 20m long, 15m wide
Materials
- Cones or rope (4-8) to mark team lines and end zones
- Flat, even surface
Quick-Run Card
- Divide into two equal teams. Each team has a starting base at their end of the field.
- Teams huddle and secretly choose Dragon, Princess, or Knight for the round.
- Teams march toward the centre line, stop, and on a count of three reveal their choice with the full pose and sound.
- Dragon beats Princess. Knight beats Dragon. Princess beats Knight.
- The winning team chases the losing team to their base. Tagged players do a quick re-entry task and rejoin.
Setup and Boundaries
- Mark a centre line and two end-zone base lines (approximately 10m from the centre on each side) with cones or rope.
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather.
- Check the ground for wet patches, holes, or debris.
- Staff should be aware of any campers with sprint or directional movement considerations.
How to Play
- Divide players into two equal teams. Each team starts at their end-zone base.
- Teams huddle briefly (15-30 seconds) to secretly decide their team choice for the round: Dragon, Princess, or Knight.
- Both teams march toward the centre line, stopping just short of it, facing each other.
The three choices:
- Dragon: Arms raised above the head, make a roaring sound.
- Princess: Arms loose at the sides in a sweeping motion, make a gentle twirling sound. (Note: this pose celebrates grace and confidence; no exaggerated or mocking voice required.)
- Knight: Arms held forward gripping an imaginary sword, make a determined stance.
What beats what:
- Dragon beats Princess.
- Knight beats Dragon.
- Princess beats Knight. (Tie: both teams walk calmly back to their bases and choose again.)
- On a count of three called by staff, both teams reveal their choice simultaneously with the matching pose and sound.
- The winning team immediately chases the losing team back to their starting base.
- Any player from the losing team who is tagged before reaching base does not switch teams permanently. Instead, they step to the sideline and complete a brief re-entry task: five jumping jacks, three balance poses, or a high-five with a staff member. They then rejoin their original team for the next round.
- Celebrate the round, return to bases, and choose again.
- Play for a set number of rounds (8-12 is usually enough) rather than until one team is depleted.
I-OPt Options
- A (Active): Sprint in the chase or evasion; contribute actively to the team huddle strategy.
- S (Support): Help lead the team huddle and encourage quieter team members to share their choice.
- Q (Quiet): Walk-pace option in the chase; same tagging rules apply.
- O (Observer): Watch from the sideline, track which choice each team picks most often, and choose when to join.
Inclusion Adaptations
- Walking-only round: declare one round where all movement is walking, useful as a warm-up or cool-down.
- Players who are not comfortable with the chasing mechanic can stay in the huddle role for their team, calling the choice and cheering from the end zone.
- For players who find the poses difficult, any clear, agreed movement that the group understands is a valid expression of each choice.
Stewardship Moment
- After play: “We ran a lot of ground today. Let’s walk the field and return it to how we found it.”
Consent
- Pre-brief: “This game involves chasing and light-touch tagging. For those not comfortable with tagging contact, the team huddle strategy role is another option, where you help your team decide each round without being in the chase.”
- A note on the Princess pose: the pre-brief should acknowledge that all three characters are equally strong and fun. “There is no silly character here. Each one wins sometimes.” Avoid directing players toward or away from any pose based on gender.
- Mid-game check: After three rounds, pause. “Thumbs up, sideways, or down. How is the game feeling?”
- Opt-out/re-entry: Raise both hands to step out. Call “In!” to rejoin at the start of the next round.
Risks and Mitigation
- Players colliding as both teams move toward the centre line: both teams stop short of the centre line before revealing choices; they do not meet at full speed.
- Aggressive tagging in the chase: staff demonstrate a gentle shoulder-touch before the game and reinforce throughout.
- Teams spending too long in the huddle: set a 20-second huddle limit; staff count down audibly.
- Team frustration after multiple losses: rotate team compositions after every four rounds to keep the game fresh.
Warm-Up Suggestions
- “Individual Rock-Paper-Scissors”: pairs play three quick rounds of standard RPS to warm up the competitive spirit.
- Jog the length of the field twice together as one large group.
Debrief Questions
- What? “How did your team decide which character to choose each round?”
- So What? “What happened when your team had a tie? How did you handle it?”
- Now What? “When do you have to make a group decision quickly and then all commit to it together?”
Cleanup and Reset
- Collect and count cones.
- Return any rope markers to storage.
- Check the play area for dropped items.
