Name and Purpose
- Ninja Alarm builds stealth movement, spatial awareness, and team strategy.
- Players practise patience, quick decision-making, and reading a dynamic environment.
a.k.a.
- Shadow Run; Freeze and Flee
Age / Group / Time / Space
- Ages 8-16 | 12-40 players | 20-35 minutes | Large open area with scattered cover (trees, pylons, benches); indoors or outdoors
Materials
- Cones or rope for boundary markers
- Small retrievable objects for guards to place: beanbags, coloured scarves, or cones (one per guard)
- Marker for Ninja Base (a hoop, mat, or cone cluster)
- Marker for Guard Jail (a small circle of cones on one side)
Quick-Run Card
- Divide into Ninjas and Guards. Guards each place one object inside the boundary (visible from three directions).
- All players stand still. Counsellor says “Go!” Guards close their eyes. Ninjas creep in.
- Counsellor calls “Alarm!” every 10-45 seconds (random). Guards open eyes and may tag ninjas.
- Tagged ninjas go to Guard Jail. A free ninja rescues them by tagging the jail before the next “Alarm!”
- Round ends when all objects reach Ninja Base or time is called. Swap roles.
Setup and Boundaries
- Mark a clear boundary. All objects must stay within it.
- Guard objects must be visible from at least three directions. No burying or deep hiding.
- Guards stand no closer than three metres from their object at all times.
- Signal: “Alarm!” = guards open eyes. “Reset!” = end of round, everyone gather.
- Check the space for trip hazards, especially if playing at dusk.
How to Play
- Split into two groups: Ninjas and Guards. If the group is uneven, add an extra Guard.
- Each Guard places one object on the ground inside the boundary.
- All players stand still. Counsellor calls “Go!” Guards close their eyes and count silently. Ninjas begin creeping.
- At random intervals (10 to 45 seconds), the counsellor calls “Alarm!” Guards open their eyes. Any ninja they can tag is sent to Guard Jail (a marked area on one side of the field).
- A free ninja can rescue jailed teammates by reaching the jail and tagging them before the next “Alarm!” All rescued ninjas walk back to base safely.
- Ninjas score by returning objects to Ninja Base. Guards score by having objects still in place when the round ends.
- After one round, swap roles. Play as many rounds as time allows.
I-OPt Options
- A (Active): Ninja role, creeping and retrieving objects under pressure.
- S (Support): Guard role, watching, communicating with teammates, coordinating.
- Q (Quiet): Jail-rescue specialist ninja: hang back and focus on freeing captured teammates rather than collecting objects.
- O (Observer): Track scores, time the rounds, watch patterns, choose when to join a round.
Inclusion Adaptations
- Players who find creeping on the ground difficult may move in a low crouch or slow walk.
- Hearing accommodations: use a visual “Alarm” signal (a raised flag or flashed light) in addition to the verbal call.
- Larger teams allow players to contribute in the role that suits them without pressure to perform in both.
Stewardship Moment
- All objects used as “guard items” are reusable: beanbags, scarves, cones. Nothing is left behind.
- Reflection: “How did you use the space around you? What would have helped you move more carefully?”
Consent
- Pre-brief: “This game involves moving quietly and being tagged. For those not comfortable with physical tagging, a gentle shoulder tap is another option. Let your counsellor know.”
- Mid-game check: After the first round, pause. “Thumbs up, sideways, or down. How is the pace and the tagging feeling?”
- Opt-out/re-entry: Any player can step to the sideline as a round scorekeeper. Raise a hand to rejoin at the next round swap.
Risks and Mitigation
- Collisions during the “Alarm!” scramble: remind ninjas that their goal is to get to base, not to dodge wildly. A calm walk is often safer and smarter.
- Disputes about whether a tag landed: designate one staff member as the final call-maker.
- Guards peeking during eyes-closed phase: pair each guard with a buddy to keep it honest, or have a staff member watch.
Warm-Up Suggestions
- “Slow-Mo Walk”: everyone walks across the space as slowly as possible. First person to reach the other side is out. A fun introduction to controlled movement.
- “Freeze Frame”: counsellor calls “freeze” at random during a casual walk. Players practise instant stops.
Debrief Questions
- What? “What strategy worked best for getting objects back to base?”
- So What? “What did you notice about how your team communicated without talking?”
- Now What? “When do you need to slow down and be patient to get something done?”
Cleanup and Reset
- Collect all guard objects, boundary markers, and base/jail markers.
- Quick space check for anything left on the ground.
