Name and Purpose
- Elbow Tag builds quick thinking, agility, and connection through fast partner-swapping play.
- Every player stays engaged the whole game. The role of “It” moves constantly, so no one is chasing or fleeing for long.
a.k.a.
- Link Tag, Partner Tag
Age / Group / Time / Space
- Ages 8-16 | 12-40 players | 15-25 minutes | Medium field or gym (roughly 20m x 20m)
Materials
- Cones to mark boundaries
- Whistle for signals
- Optional: 2 coloured pinnies or wristbands (one for “It,” one for the runner, so the group can track the action)
Quick-Run Card
- Everyone pairs up and links elbows. Pairs spread out across the play area.
- One person starts as “It.” One person starts as the runner.
- The runner links elbows with any standing pair to reach safety.
- The person at the opposite end of that pair must break off and becomes the new runner.
- If “It” tags the runner before they link, the runner becomes “It” and “It” becomes the runner.
Setup and Boundaries
- Mark a clear boundary with cones. Keep the space just tight enough that linking is possible within a few seconds.
- Signal: 1 whistle = pause all movement; 2 whistles = stop and gather
- Check the ground for uneven patches before play
How to Play
- All players pair up and link elbows. Pairs spread out so there is space between them.
- One player is “It.” One player is the runner. They start apart.
- “It” chases the runner.
- To reach safety, the runner links elbows with one end of any pair.
- That creates a chain of three. The person at the other end must immediately break off and becomes the new runner.
- If “It” tags the runner before they link, the runner becomes “It” and the old “It” becomes the runner.
- Rotate starting roles after 3-4 minutes so everyone gets a turn at both roles.
I-OPt Options
- A (Active): Play as “It” or the runner. Full sprint engagement.
- S (Support): Stand in a pair and be an anchor. Coach your end-partner on when to break off.
- Q (Quiet): Walk-pace pair. Step into the path of the runner to offer a link, move at comfortable speed.
- O (Observer): Watch from the sideline, track how often the role switches, choose when to step in as a pair.
Inclusion Adaptations
- Walking-only variation: all pairs walk. “It” and runner also walk. Same game, lower intensity.
- Hand-clasp alternative: players who prefer not to link elbows may hold a short rope or wristband between partners instead.
Stewardship Moment
- After play: 60-second sweep of the field for any gear brought out.
- Reflection: “This game is built entirely on connection. What made you feel like part of this group today?”
Consent
- Pre-brief: “This game involves linking arms with other players. For those not comfortable with arm contact, a short rope between partners is another option. You can also be an observer who steps in when you are ready.”
- Mid-game check: After 5 minutes, quick pause. “How is everyone feeling? Thumbs up, sideways, or down.”
- Opt-out / re-entry: Step to the edge of the boundary at any time. Call “In!” to re-enter as a pair with any current pair.
Risks and Mitigation
- Collisions when players run between pairs: remind everyone to look before they link; no charging through pairs
- One player always landing in the “It” role: staff should watch for this and call a role rotation if needed
- Pairs too close together, creating a congested field: spread cones wider if the space feels cramped
Warm-Up Suggestions
- “Elbow Bump”: everyone wanders and greets three people using only elbow bumps
- “Statue Pairs”: pairs link and practice freezing instantly on a whistle signal before play begins
Debrief Questions
- What? “How often did the role of runner or chaser change? Did that surprise you?”
- So What? “What did you notice about the pairs who were easiest to link with? What made them welcoming?”
- Now What? “How can we make it easy for people to join or connect in real life, the way pairs do in this game?”
Cleanup and Reset
- Collect cones and any pinnies or wristbands used
- Check field for hazards before leaving
