Name and Purpose
- Frisbee Rescue is a large-scale strategy and movement game where teams use frisbees as tools to free their captives from the opposing team’s stronghold.
- Players practise throwing accuracy, teamwork, communication, and strategic thinking across a full field.
a.k.a.
- Frisbee Rescue the Captives, Helicopter Rescue
Age / Group / Time / Space
- Ages 10-16 | 20-60 players plus 3-6 staff captives | 40-75 minutes (4-5 rounds of 5-15 minutes each) | Large outdoor field, soccer-field size or larger
Materials
- Lightweight dollar-store frisbees (avoid frisbee golf discs; wide rounded edges are safer). Enough for roughly one-quarter of all players.
- Rope or chalk to mark:
- 2 strongholds: circles roughly 1.5m in diameter, 35-50m from the centre line
- 2 jails: circles roughly 4m in diameter, 15-20m from the centre line
- 1 centre dividing line
- Whistle (1 for the main judge; optional whistles for up to 4 zone judges)
- Optional team identifiers: ribbons, wristbands, or bracelets
Quick-Run Card
- Mark the field with chalk or rope: centre line, two strongholds at the back of each side, two jails at mid-field.
- Place 3 captives (staff volunteers) in each stronghold. Distribute frisbees evenly between teams.
- On signal, teams advance into the opposing half to rescue their captives.
- Rescue a captive by throwing a frisbee for them to catch, or by entering the stronghold untouched.
- Tagged players in the opponent’s half go to jail. Rescue them the same two ways.
- Round ends when all captives from one side are freed.
Setup and Boundaries
- Mark all circles and the centre line before players arrive. Walk the field for hazards.
- Captives (staff) start inside their stronghold circle and may not step out until rescued.
- Signal: 1 main judge whistle = round over. 4 zone judge whistles = their zone call.
- Players may only hold one frisbee at a time, though they may pass one immediately to a teammate.
- Staff should be aware of any players with sensory sensitivities to flying objects.
How to Play
- All players start on their own side of the centre line.
- On the signal, players advance into the opposing half.
- While in the opposing half, a tagged player must go directly to that team’s jail.
Two ways to rescue a captive (or a jailed teammate):
- Frisbee rescue: Throw a frisbee to the captive or prisoner inside the circle. If caught, the captive or prisoner gets a free walk directly back to their side with the frisbee.
- Physical rescue: Enter the circle untouched. Each rescuer frees one captive. Both get a free walk back, hand in hand.
- Combined rescue: Enter the circle untouched while holding a frisbee. Rescue two people at once (one by frisbee, one by hand).
- If tagged after throwing a frisbee, the thrower goes to jail but the throw still counts if caught.
- Frisbees on the ground may be picked up by the first person to reach them. If a frisbee lands inside a circle, it belongs to the captive or prisoner.
- A captive leaping to catch a frisbee must land inside the circle. If not, the frisbee goes to the defense.
- Round ends when all captives from one team have stepped out of the stronghold.
- Keep score of round wins. Add more captives each round to increase challenge.
I-OPt Options
- A (Active): Play as an attacker. Cross the line, attempt rescues, use frisbees.
- S (Support): Play as a defender. Guard the stronghold and jail zones. Direct teammates.
- Q (Quiet): Play as a frisbee retriever. Stay in the mid-field area, collect frisbees and relay them to teammates.
- O (Observer): Serve as a zone judge or score-tracker. Observe and step in between rounds.
Inclusion Adaptations
- Frisbee catching can be done one-handed or with both hands. No specific technique required.
- Players who prefer not to cross the centre line can play as dedicated defenders or frisbee relays on their own side.
Stewardship Moment
- Dollar-store frisbees are reusable for many sessions. Collect all of them after each round.
- After play: “This game uses a lot of space. How do we leave it exactly as we found it?”
Consent
- Pre-brief: “This game involves running in a large space and catching flying frisbees. For those not comfortable with flying objects or crossing into the other team’s area, playing as a defender, frisbee relay, or zone judge is a great option.”
- Mid-game check: Between rounds, quick check. “How is everyone feeling? Ready for the next round?”
- Opt-out / re-entry: Move to the sideline at any time. Return as a defender or frisbee relay at the start of the next round.
Risks and Mitigation
- Heavy frisbees causing injury: use only lightweight dollar-store frisbees with rounded edges. Frisbee golf discs are not appropriate.
- Collisions when multiple players chase the same frisbee: “First person to reach it claims it” rule. Call it clearly in the pre-brief.
- Captives stepping out of the circle prematurely: zone judges call it immediately. Captive returns to the circle.
- Players arguing about tags: the main judge’s call is final. No discussion during play.
Warm-Up Suggestions
- “Frisbee Pass Circle”: each team passes frisbees around a circle to get comfortable with throwing and catching before the game
- “Walk the Field”: walk both teams through the marked zones so everyone understands the layout before play begins
Debrief Questions
- What? “Which rescue method worked better for your team, the frisbee or the physical entry? Why?”
- So What? “How did your team communicate strategy during the round? What worked?”
- Now What? “What is one thing you would do differently in the next round, or in a real teamwork situation?”
Cleanup and Reset
- Collect all frisbees (count them)
- Collect and store rope or erase chalk
- Quick field sweep before leaving
