Name and Purpose
- Shark and Octopus is an energetic crossing game that builds agility, awareness, and team strategy.
- Players practise quick decision-making and spatial awareness as the field gets busier.
a.k.a.
- Octopus Tag, Cross the Ocean
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large open field or gym with two clear end zones and a centre zone
Materials
- Cones (4-8) to mark end zones and boundaries
- Optional: flag belts for players who prefer flag-pull over shoulder-tag
Quick-Run Card
- Mark two end zones. One player starts as the Shark in the centre.
- Shark calls “Octopus, Octopus, swim in my ocean!” Players run to the opposite end zone.
- Tagged players become Helpers and sit where tagged. They can tag passing players while seated.
- Helpers who successfully tag 3 players may stand and rejoin as free Swimmers.
- Round ends when counsellor blows the whistle or calls time.
Setup and Boundaries
- Mark two end zones with cones (players are safe inside end zones)
- Mark the centre zone where the Shark starts
- Signal: 1 whistle = pause; 2 whistles = stop and gather at one end zone
- Check for uneven ground, holes, or hazards before play
How to Play
- One volunteer or counsellor starts as the Shark in the centre of the field.
- All other players are Octopuses and start in one end zone.
- The Shark calls “Octopus, Octopus, swim in my ocean!” All players must run to the opposite end zone.
- Any player tagged by the Shark becomes a Helper and sits exactly where tagged. Helpers can tag players who come within arms’ reach.
- Re-entry rule: any Helper who successfully tags 3 passing players may stand up and rejoin as a free Swimmer.
- Play continues with the Shark calling the crossing command each round.
- After 10-15 minutes, counsellor blows the whistle and names a new Shark for a fresh round.
I-OPt Options
- A (Active): Run across the field, dodge the Shark and Helpers
- S (Support): As a Helper, encourage teammates and call out positions
- Q (Quiet): Choose a careful walking route across; focus on strategy over speed
- O (Observer): Watch from the end zone; join at the start of the next crossing
Inclusion Adaptations
- Players with mobility differences can use the walking route along the outer boundary
- Flag-belt variation: Shark and Helpers pull flags instead of tagging by touch
Stewardship Moment
- After play, collect all cones and check the field for any equipment left behind
- Reflection: “What did you notice about how the game changed as more Helpers joined?”
Consent
- Pre-brief: “This game involves being tagged by touch. For those not comfortable with physical tagging, flag belts are another option.”
- Mid-game check: After one full round, pause briefly. “Thumbs up, sideways, or down. How’s everyone feeling?”
- Opt-out/re-entry: Any player can step to the sideline. They re-enter at the start of the next crossing call.
Risks and Mitigation
- Collision between runners: remind players to watch where they are going; flag variation reduces contact
- Helpers being sat in high-traffic areas: mark a slight buffer zone around each Helper with a cone
- Aggressive tagging: remind everyone a light touch counts; enforce this from the first round
Warm-Up Suggestions
- “Ocean Waves”: players line up and move left or right on signal, like a wave
- “Freeze Swim”: players pretend to swim across the space and freeze on whistle
Debrief Questions
- What? “What changed about how you crossed the field as more Helpers appeared?”
- So What? “How did you decide which route to take?”
- Now What? “When do you have to read a situation and change your plan quickly?”
Cleanup and Reset
- Collect cones and flag belts
- Check play area for any hazards
