Name and Purpose
- Desert Run is a high-energy team strategy game using water transport across a large field.
- Players practise cooperation, spatial awareness, and decision-making under pressure.
a.k.a.
- Water Transport Race, Colour Wars Carry
Age / Group / Time / Space
- Ages 8-16 | 20-100 players | 30-120 minutes | Large outdoor area with two clearly marked base zones at opposite ends
Materials
- Two large buckets (one per team, filled with coloured water using food colouring)
- Small plastic cups (one per player)
- Food colouring (one colour per team)
- Cones to mark team bases and field boundaries
Quick-Run Card
- Set up two team bases at opposite ends with a full bucket of coloured water at each.
- Each player gets one cup.
- Players carry water from their own base to pour into the opposing team’s empty bucket.
- If tagged on the opposing side, the player empties their cup and returns to refill.
- After the set time, the team with the most water transferred wins.
Setup and Boundaries
- Mark each team’s base and the midline clearly with cones
- Signal: 1 whistle blast = pause; 2 blasts = stop and gather
- Check ground for uneven terrain or slipping hazards before play
- Designate a safe path to and from each base
How to Play
- Divide players into two equal teams. Assign each team a base and a colour.
- Each team’s bucket starts full of coloured water at their own base.
- Players fill their cup and carry it to the opposing team’s bucket to pour it in.
- Players may hold the cup in their hands. Carrying in a boot or shirt is optional and funny.
- If tagged by an opposing player while on the opposing side, the player empties their cup immediately and walks back to their own base to refill.
- Players on their own side cannot be tagged.
- After the agreed time, count water levels. Most water transported wins.
- Second Circle: Players who want a break can become Base Guardians, counting pours and encouraging teammates from the base zone.
I-OPt Options
- A (Active): Run cups across the field, dodge taggers
- S (Support): Become a Base Guardian, encourage teammates, track pours
- Q (Quiet): Walk cups across at a steady pace, focus on strategy over speed
- O (Observer): Watch team strategies, offer suggestions during breaks
Inclusion Adaptations
- Players with mobility differences can serve as Base Guardians or use a larger container with a lid to carry water a short distance
- Tagging rule can be modified to flag-pull for players who prefer no physical contact
Stewardship Moment
- Use biodegradable food colouring. Remind players that spilled water is fine outdoors.
- At the end, empty any remaining water onto plants or grass rather than dumping on pavement.
Consent
- Pre-brief: “This game involves running and being tagged. For those not comfortable with physical tagging, flag belts are another option.”
- Mid-game check: After 10 minutes, pause briefly. “Thumbs up, sideways, or down. How is everyone going?”
- Opt-out/re-entry: Players can step to the sideline at any time. Call “In!” to rejoin as a Base Guardian or active runner.
Risks and Mitigation
- Slipping on spilled water: play on grass, avoid pavement; remind players to walk near bases
- Overheating in sun: schedule water breaks; remind players this is also a hydration activity
- Aggressive tagging: remind players a gentle touch counts as a tag
Warm-Up Suggestions
- “Cup Balance”: players balance an empty cup on the back of their hand while walking across the field
- “Colour Shout”: players call out team colours to practise recognising teammates at a distance
Debrief Questions
- What? “What strategies did your team use to move the most water?”
- So What? “What happened when your team communicated vs. when you each went solo?”
- Now What? “Where else in your day do you need to work with your team to get something done?”
Cleanup and Reset
- Empty and rinse buckets
- Collect all cups for reuse or recycling
- Sweep cones and return equipment
