Name and Purpose
- Sharks and Minnows is a classic crossing game that builds agility, creative movement, and quick thinking.
- Players practise listening, physical coordination, and spatial awareness as the field fills up.
a.k.a.
- Ocean Chase, Cross the Deep
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large open field or gym with two marked end zones
Materials
- Cones (4-8) to mark end zones and boundaries
- Optional: flag belts for a no-contact tag variation
Quick-Run Card
- Mark two end zones. One player starts as the Shark in the centre.
- Shark calls a group (by clothing, feature, or fun fact) and a movement style.
- Named players cross using that movement. Shark chases in the same style.
- Tagged players become Seaweed and sit where tagged; they can tag passers from the ground.
- Seaweed who tag 3 players may stand and rejoin as free Minnows.
Setup and Boundaries
- Mark two end zones with cones (players are safe inside end zones)
- Signal: 1 whistle = pause; 2 whistles = stop and gather
- Check for uneven terrain or hazards before play
- Choose calling criteria that are visible and inclusive (e.g., clothing colour, not personal attributes)
How to Play
- One volunteer or counsellor starts as the Shark in the centre of the field.
- All other players are Minnows and stand in one end zone.
- The Shark calls out a visible descriptor and a movement (e.g., “Everyone wearing something red, skip across!”). The Shark then chases using the same movement style.
- Tagged Minnows become Seaweed and sit where they were tagged. They can tag players who come within arms’ reach while seated.
- Re-entry rule: any Seaweed who tags 3 passing Minnows may stand and rejoin as a free Minnow.
- Play continues. Shark can call groups or call all players at once.
- After 10-15 minutes, counsellor signals end of round and names a new Shark.
- Note: calling criteria must never be based on gender, body type, or anything that singles players out negatively. Use clothing colour, shoe colour, or fun self-selected attributes.
I-OPt Options
- A (Active): Sprint across, dodge Shark and Seaweed
- S (Support): As Seaweed, encourage other players and call out openings
- Q (Quiet): Walk-pace crossing; focus on finding safe routes
- O (Observer): Watch from the end zone; join at the next call
Inclusion Adaptations
- Flag-belt variation: Shark and Seaweed pull flags instead of tagging by touch
- Players with mobility differences can cross along the outer boundary at their own pace
Stewardship Moment
- Collect cones after play and check the field for litter
- Reflection: “What did the Shark have to think about to be effective?”
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 the first round, pause. “Thumbs up, sideways, or down. How is everyone going?”
- Opt-out/re-entry: Any player can step to the sideline. They re-enter at the next Shark call.
Risks and Mitigation
- Gendered calling: original game used boys/girls calling; removed and replaced with clothing-colour or self-selected descriptors only
- Seaweed tagging from ground causes trip hazard: ensure Seaweed players are spaced out and visible to runners
- Aggressive Shark chasing: remind Shark that a light touch counts; flag-belt variation reduces this risk
Warm-Up Suggestions
- “Colour Dash”: counsellor calls a colour and players touch something that colour then return
- “Movement Zoo”: players cross the space mimicking an animal; good practice for movement calls
Debrief Questions
- What? “What movement was hardest to do while being chased?”
- So What? “How did you decide when to run and when to wait?”
- Now What? “Where else do you have to make quick decisions with incomplete information?”
Cleanup and Reset
- Collect cones and flag belts
- Check field for any equipment
