Name and Purpose
- Overtake builds speed, endurance, and the thrill of simultaneous chase and escape.
- Players experience the fun of a moving target in a continuous, energetic relay format.
a.k.a.
- Cone Chase; Lap Catch
Age / Group / Time / Space
- Ages 8-16 | 20-50 players (minimum 5 teams of 4) | 15-25 minutes | Large open outdoor space or gym with room for a wide cone circle
Materials
- Cones: one per team, placed in a large circle (the bigger the circle, the more fun)
- Whistle for start/stop signals
- Optional: coloured bibs or pinnies to identify teams
Quick-Run Card
- Place cones in a large circle, one per team. Teams line up single-file behind their cone.
- First player steps to the outside of the circle and waits.
- Counsellor blows the whistle. Runners go around the full circle in the same direction.
- After one full lap, the runner tags the next teammate in line. That teammate becomes the next runner.
- If a runner is tagged by the person chasing them from behind, they continue their lap and tag their next teammate normally. The chaser earns a point for their team.
- Play until time is called. The team with the most “catch” points wins, but celebrate every lap completed.
Setup and Boundaries
- Space cones evenly in a large circle. The wider the circle, the more running and strategy involved.
- Mark a small start/finish spot behind each cone so runners know where to begin and end their lap.
- Signal: one short whistle = next runner starts; two whistles = pause all; three short whistles = game over, gather.
- Check the running surface for wet patches, holes, or loose gravel.
How to Play
- Teams of four or more players line up single-file behind their assigned cone.
- The first player from each team steps to the outer edge of the cone circle.
- On the start whistle, all first runners begin jogging around the full circle in the same direction.
- Each runner is chasing the person in front of them and being chased by the person behind.
- After completing one full lap (back to their own cone), the runner tags the next teammate in line. That teammate steps to the outside and runs when the counsellor signals.
- If a runner is tagged by the player chasing from behind before completing their lap, that chasing player’s team earns a point. The tagged runner still finishes their lap and tags their next teammate as normal. No one sits down.
- Play continues until every player has run at least one lap or time is called.
- Count catch-points. Celebrate the fastest teams, the best chasers, and most importantly, everyone who ran.
I-OPt Options
- A (Active): Run full-speed, trying to catch the person ahead and stay ahead of the person behind.
- S (Support): Cheer, count laps, track your team’s points, encourage teammates.
- Q (Quiet): Walk or jog the lap at your own pace. The chase is still live, and effort at any speed counts.
- O (Observer): Watch and count laps for your team. Join the rotation when ready.
Inclusion Adaptations
- Players who prefer not to run can walk their lap. The game continues around them naturally.
- Adjust the circle size so faster runners have a longer route and slower runners have a shorter inner path if needed.
- Teams can be structured so players of similar pacing run in sequence, reducing pressure.
Stewardship Moment
- Collect all cones after play and stack them for easy storage.
- Reflection: “How did the size of the circle change how fast or careful you had to be?”
Consent
- Pre-brief: “This game involves running and being chased. For those not comfortable with full-speed running or being chased closely, a walking lap is another option, and your team still benefits from your lap.”
- Mid-game check: After two or three rounds, pause. “Thumbs up, sideways, or down. Is the pace feeling okay?”
- Opt-out/re-entry: Step aside and cheer for your team. Raise a hand to join the rotation at any time.
Risks and Mitigation
- Runners colliding on the circle path: all runners go in the same direction. Passing is allowed, but overtaking should be done with care on the outside.
- Tagging too aggressively: remind players that a tag is a gentle touch on the shoulder. Shoving or grabbing is not a tag.
- Players feeling unsafe being chased closely: the walk option removes that pressure without removing participation.
Warm-Up Suggestions
- “Lap Preview”: everyone jogs one slow lap around the cone circle together before the game starts. Establishes the route and warms up the legs.
- “Shadow Walk”: pairs walk around the circle together, one behind the other, matching each other’s pace exactly.
Debrief Questions
- What? “What did it feel like to be chased and chasing at the same time?”
- So What? “What did you notice about your pacing? Did you start fast and slow down, or pace yourself?”
- Now What? “When do you need to manage both something you’re working toward and something pressing from behind?”
Cleanup and Reset
- Collect all cones.
- Check the running surface for anything displaced during play.
