Name and Purpose
- SPUD is a classic throwing and freezing game that builds underarm accuracy, quick reactions, and suspense.
- Players practise being ready for anything while staying light on their feet.
a.k.a.
- Number Ball; Scatter Catch
Age / Group / Time / Space
- Ages 8-16 | 8-20 players | 10-20 minutes | Open outdoor space or gym with enough room to scatter freely
Materials
- One large soft ball (foam or rubber, large enough to catch easily)
- Optional: numbered cards for players to wear or hold if they have trouble remembering their number
Quick-Run Card
- Each player chooses a number. One player starts holding the ball.
- The holder throws the ball straight up in the air and calls out a number.
- The player whose number was called grabs the ball and yells “Freeze!” Everyone else stops instantly.
- The caller takes three large steps toward any player and throws the ball underarm at them.
- If the ball hits the target: the target earns a letter. If the ball misses: the thrower earns a letter.
- Earning all four letters (S-P-U-D) means that player leads the next round of throws.
Setup and Boundaries
- Players spread out within a loose boundary before the throw. No hiding behind barriers.
- The caller may only take exactly three steps before throwing. Staff can count aloud to keep it fair.
- Signal: “Freeze!” (from the caller) = everyone stops; counsellor whistle = end of round or break.
- Check the space for anything to trip on before play begins.
How to Play
- Each player picks a number. Players spread out in the play area.
- One player starts with the ball. They throw it straight up into the air and call out any player’s number.
- The player whose number is called runs to grab the ball as quickly as possible and yells “Freeze!” The moment they yell “Freeze,” every other player must stop exactly where they are.
- The player with the ball takes exactly three large steps in the direction of any player they choose.
- They throw the ball underarm toward that player, aiming to hit them gently below the shoulders.
- If the ball hits the player (on the body, not head), that player earns one letter of S-P-U-D.
- If the throw misses, the thrower earns a letter instead.
- The player who earned the letter throws the ball next (or if it was a miss, the original thrower goes again).
- A player who spells out all four letters (S-P-U-D) becomes the ball-thrower for the next round’s opening toss and calls the first number.
- At no point is any player eliminated. Everyone continues until the round ends.
I-OPt Options
- A (Active): Sprint for the ball when your number is called. Take your three steps with full energy.
- S (Support): Encourage others when they make a good catch or a big throw. Be the loudest “Freeze!” audience.
- Q (Quiet): Stay at the edge of the scatter area. Move at your own pace when your number is called.
- O (Observer): Track letters earned by each player, keep the game honest, choose when to rotate in.
Inclusion Adaptations
- Players who find numbers difficult to remember can hold a numbered card or wear a numbered sticker.
- The three-step rule can be adjusted to two or one step for players with limited throwing range, so no one is always a guaranteed target based on proximity.
- Use a larger, lighter ball (beach ball) to make catching easier for players who find the standard ball hard to grip.
Stewardship Moment
- One ball, no waste. Return it to the equipment bag when done.
- Reflection: “What does it feel like to have something called out and know you have to act fast?”
Consent
- Pre-brief: “This game involves throwing a soft ball at another player from three steps away. For those not comfortable being targeted, you can let your counsellor know and we’ll adjust your position in the group.”
- Mid-game check: After a few rounds, pause. “Is the throwing feeling okay for everyone? Thumbs up, sideways, or down.”
- Opt-out/re-entry: Step to the scorekeeper role at any time. Raise a hand to rejoin the scatter for the next round.
Risks and Mitigation
- Throws aimed at the head: clearly state before play that all throws must be aimed at the body below the shoulders. A head-aimed throw does not count and the thrower earns the letter instead.
- Players freezing in unsafe positions (near obstacles): a quick safety sweep of the space before play removes the main risks. Players can shuffle feet slightly to avoid a hazard when frozen.
- Players feeling singled out repeatedly: rotate the ball-holding role so no one calls numbers over and over. After three throws, pass the starting role to someone who has not had it yet.
Warm-Up Suggestions
- “Number Echo”: counsellor calls a number; that player makes a sound, everyone else echoes. Establishes number recognition and builds group awareness.
- “Underarm Warm-Up”: partners stand five metres apart and practise underarm throws for one minute before the game begins.
Debrief Questions
- What? “What happened when your number was called at a surprising moment?”
- So What? “What did you notice about your reaction time?”
- Now What? “When do you have to be ready for something even when you’re not sure it’s coming?”
Cleanup and Reset
- Return the ball to the equipment bag.
- No cones or materials to collect.
