Name and Purpose
- Bullseye Pass builds throwing accuracy and catching composure under gentle pressure.
- Players practise aim, communication, and gracious recovery from mistakes.
a.k.a.
- Accuracy Toss; Target Throw
Age / Group / Time / Space
- Ages 8-16 | 8-30 players | 10-20 minutes | Open field or gym, roughly 10m x 10m
Materials
- One soft foam ball or gator ball (nothing hard or heavy)
- Optional: cones to mark boundary
Quick-Run Card
- Players spread out within the boundary area.
- One player starts: throw the ball to any other player.
- Off-target throw = the thrower earns a point. Good pass dropped = the receiver earns a point.
- Play continues until time is called or a player reaches an agreed point total.
- Final two players: each puts one hand behind their back and tosses back and forth until one misses.
Setup and Boundaries
- Mark a loose boundary with cones so players stay within a comfortable range of each other.
- Signal: one short whistle = pause; two whistles = stop and gather.
- Check the ground for wet spots or uneven surfaces before play.
How to Play
- Players spread out inside the boundary, roughly arm’s-length-plus apart.
- The starting player chooses a target and throws the ball toward them.
- If the throw is clearly off-target (judge agreed before play: knees to shoulders = catchable zone), the thrower earns one point. If the throw is catchable and the receiver drops it, the receiver earns one point.
- Whoever earns the point takes the next throw.
- The round ends when time is called or a player reaches the agreed point limit (e.g., three points).
- Final two: each places one hand behind their back. They toss back and forth until one misses. That player earns the final point. Lowest total wins.
- Celebrate effort and great catches throughout, not just the winner.
I-OPt Options
- A (Active): Throw and catch at full pace; aim for tricky-but-fair deliveries.
- S (Support): Call points honestly, encourage good throws, help judge the catchable zone.
- Q (Quiet): Participate at a shorter throwing distance or use a lighter ball.
- O (Observer): Track the score, watch for patterns, choose when to rotate in.
Inclusion Adaptations
- Players who find overhead throwing difficult may throw underarm at any time.
- Use a larger, slower-moving ball (beach ball) for players who need more time to react.
- Shorten throwing distances by grouping players closer together.
Stewardship Moment
- One ball, no waste. Return it to the equipment bag after play.
- Reflection: “What made a throw feel fair to receive?”
Consent
- Pre-brief: “This game involves throwing and catching. For those not comfortable with things coming at them quickly, we can use a slower, larger ball or a shorter throwing distance.”
- Mid-game check: After a few rounds, pause. “Thumbs up, sideways, or down. How is the pace feeling?”
- Opt-out/re-entry: Step to the sideline any time. Raise a hand to rejoin as the next person to catch.
Risks and Mitigation
- Hard throws at close range: agree before play that the catchable zone is knees to shoulders. Anything outside that zone is automatically the thrower’s point, no debate needed.
- Disagreements over what is catchable: appoint one staff member as the call-maker for the session.
- Final two players feeling spotlighted: staff narrate the fun of the challenge, not the pressure of winning.
Warm-Up Suggestions
- “Five Tosses”: partners throw back and forth five times. Count how many you catch without moving your feet.
- “Soft Landing”: practise catching with “soft hands” (arms slightly bent, absorbing the ball).
Debrief Questions
- What? “What made a throw easy or hard to catch?”
- So What? “What did you notice about how you reacted when you missed?”
- Now What? “Where else in life do you need to recover quickly from a small mistake?”
Cleanup and Reset
- Collect the ball and any cones.
- 60-second space check.
