Requirements
A. The ideal playing area should be as large as a soccer field, but can be as large an area as you have available.
1. Each maximum security stronghold is a circle about 5 feet in diameter. They should be located 35 to 50 yards from the dividing line (midfield).
2. Each minimum security jail is a circle 12 to 15 feet in diameter. They should be located 15 to 20 yards from the dividing line and at least 30 yards from the stronghold, if possible.
B. Frisbees: obtain frisbees of the light dollar store variety so that you have enough for about one fourth of the participants. Use lightweight disks with wide rounded edges for safety. Avoid using heavy frisbee golf disks which are more likely to cause injury.
C. Ideally you should have one main judge in the center of play and four judges to cover the jails and strongholds.
D. Optional: 3 whistles for stronghold judges and main judge
E. Optional: method of distinguishing the two teams: ribbons, paint, bracelets, scarves, etc. Also, it works to play gals against guys, especially with the preteens.
Objective
Use frisbees as helicopters to rescue three or more captives (counselors) who have been placed in a maximum security stronghold.
This is a fast-paced game that took only five to fifteen minutes for each round in our experience.
Four or five rounds are usually plenty, leaving everyone wanting to play again some other time.
When we played with children, we used counselors for captives. When the counselors were brought back home they were taken to a hospital [bench] to rest from their ordeal (and so not to interfere with the kids doing the rescuing).
Description
Use the frisbees as helicopters to rescue the captives. [Refer to requirements before reading further.]
Determine the two teams. Distribute half of the frisbees to each team. Limit: one frisbee per player at any time, though they may quickly throw one to a teammate if they already have one.
Begin the first round with 3 captives in each stronghold. They are captives from the opposing team.
When all teammates are on their proper side of the dividing line, give a signal to begin play.
Offense:
There are two ways to rescue the captives. (The same two ways are used to rescue prisoners from jail.)
1. Throw a frisbee to a captive (or prisoner) from outside the stronghold (or jail). The captive (or prisoner) is given a free pass with the frisbee directly back to his side. A captive (or prisoner) who leaps to catch a frisbee must come down within the circle. If not, they must give up the frisbee to the defense. [This is a safety factor to prevent landing on the defense.]
2. A rescuer succeeds in entering the stronghold (or jail) without getting tagged. Each rescuer may release only one captive (or prisoner). The rescuer and captive (or prisoner) are given a free pass directly back to their side, hand in hand.
3. (1 & 2) A rescuer who enters untouched into the stronghold (or jail) with a frisbee in hand may rescue two captives (or prisoners) one as a rescuer and one with the frisbee.
Defense:
1. Any player who is tagged in his opponent’s playing field must go directly to the minimum security jail.
2. Any player who is tagged with a frisbee in hand must give the frisbee to the opposing player and then go to jail. If he throws the frisbee after he is tagged, the throw does not count.
3. Any player who is tagged after he throws his frisbee must go to jail, but his throw is good and it counts if it is caught or picked up by a captive or prisoner.
4. Frisbees may be batted down or caught by the defense.
5. Any frisbee which falls to the ground may be claimed by the first person that picks it up. If the frisbee falls totally within one of the circles it belongs to either a captive or prisoner. Captives or prisoners may reach out of their circles to get a frisbee, but may not step out of the circle or lean a hand (elbow, etc.) on the ground out of the circle. (If the frisbee is held by opposing players as in a jumpball, the frisbee goes to the defense.) All frisbees are continually changing ownership throughout the game.
The round ends when all captives from one team have been rescued. Consider them rescued when they step out of the stronghold ÛÒ not when they cross the dividing line. Your judges should shout (or blow whistle) as soon as this occurs.
Keep score of who wins each round.
Consider adding more captives each round as the game progresses.
Consider switching sides after each round.