Name and Purpose
- Deck Runner builds listening skills, quick reactions, and aerobic movement.
- Players practise following fast instructions, spatial memory, and having fun with silly movement.
a.k.a.
- Three Lines, Line Rush
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large open outdoor or indoor space
Materials
- 3 cones or markers to define the three lines (or use existing lines/markings)
- Optional: a whistle for the Caller
Quick-Run Card
- Mark three parallel lines: Upper Deck, Middle Deck, Lower Deck.
- Everyone starts on the Middle Deck.
- Caller announces a deck , everyone runs to it.
- Caller shouts “Hit the Deck” , everyone drops to their stomachs.
- Play continues for 5-10 minutes; rotate Callers every 2-3 minutes.
Setup and Boundaries
- Set three lines roughly 5-8 metres apart, parallel to each other.
- Label them clearly: Upper Deck (far left or far right), Middle Deck (centre), Lower Deck (opposite end).
- Signal: 1 whistle from staff = pause and freeze; 2 whistles = stop and gather.
- Check the surface for rocks, roots, or debris before play, especially if players will be dropping to the ground.
How to Play
- All players start standing on the Middle Deck.
- The Caller stands in front and announces any of the three deck names.
- Everyone runs to the named line.
- The Caller may call “Hit the Deck” at any time , all players drop to their stomachs as fast as they can.
- The last player to reach the correct line or to drop becomes the Caller’s co-pilot: they stand beside the Caller and get to suggest the next call.
- No one leaves the game. Everyone plays every round.
- Rotate the Caller role every 2-3 minutes so everyone gets a turn.
I-OPt Options
- Start
- A (Active): Run to each line at full speed
- S (Support): Help the Caller track who arrives last and nominate them as co-pilot
- Q (Quiet): Walk briskly rather than run
- O (Observer): Watch one round, then join when comfortable
- Mid
- A (Active): Sprint between lines, drop to the ground on cue
- S (Support): Take on the co-pilot role beside the Caller
- Q (Quiet): Jog at a comfortable pace, lower to a crouch instead of full drop
- O (Observer): Count how many times “Hit the Deck” is called in one minute
- Late
- A (Active): Volunteer to be the next Caller
- S (Support): Help the current Caller think of fun combinations to call
- Q (Quiet): Walk the lines and participate at lower intensity
- O (Observer): Step to the side, watch, and re-enter next round
- End
- A (Active): Race to clean up cones first
- S (Support): Help gather any gear
- Q (Quiet): Sit and wait for debrief
- O (Observer): Share what they noticed about the group’s reaction times
Inclusion Adaptations
- Players who cannot drop to the ground can do a two-hand-reach-to-the-floor gesture instead of dropping to their stomachs.
- Players using mobility aids can tap the line with their hand or stick rather than running to it.
Stewardship Moment
- Cones are reused for many games. After play, wipe them down and stack them neatly.
- Reflection: “We used three simple markers and made a whole game. What else could we make from what we already have?”
Consent
- Pre-brief: “This game involves running and dropping to the ground. For those not comfortable dropping all the way down, touching the ground with your hands is another option.”
- Mid-game check: After 3-4 rounds, pause. “Is the pace working? Any adjustments before we keep going?”
- Opt-out/re-entry: Any player can step off the lines and become a scorekeeper or time-keeper, then re-enter at the start of the next Caller rotation.
Risks and Mitigation
- Players colliding when running to the same line: remind players to watch their lane and space out
- Falls when dropping to the ground: check surface first, walk through the “Hit the Deck” motion before full-speed play
- Caller calling too fast, causing confusion: pace the calls with a beat of 3-4 seconds between each one
Warm-Up Suggestions
- “Line Tag”: everyone walks along the lines for 60 seconds, practising staying on the lines
- “Freeze Pose”: on a clap, everyone freezes in whatever position they’re in , preview of the reaction mechanic
Debrief Questions
- What? “What was the hardest call to react to? What made it tricky?”
- So What? “What does it take to stay focused when instructions are coming fast?”
- Now What? “When in real life do you need to react quickly and stay focused under pressure?”
Cleanup and Reset
- Collect the 3 cones.
- Quick surface check for anything left behind.
