Name and Purpose
- Capture and Deputy is a crossing and observation game that builds community, quick movement, and inclusion.
- Players practise listening, lateral thinking, and creative movement while everyone stays involved.
a.k.a.
- Fire in the Forest, Caller and Crossers, Deputy Tag
Age / Group / Time / Space
- Ages 8-16 | 15-30 players | 15-25 minutes | Large open field or gym with two end zones and a holding zone marked with cones
Materials
- Cones to mark boundaries, end zones, and the holding zone
- No other materials required
Quick-Run Card
- Mark end zones and a holding zone. One player starts as the Caller in the centre.
- Caller says “I am looking for everyone who…” and names a visible, positive trait.
- Named players try to cross to the opposite end zone without being tagged.
- Tagged players go to the holding zone. They stay active: they can do movement challenges while waiting.
- Every 5 captures, the Caller picks a holding player to become a Deputy and help tag.
- If an entire crossing round has no tags, all holding players choose one person to free.
Setup and Boundaries
- Mark two end zones and one holding zone (to the side, not inside the crossing path)
- Signal: 1 whistle = pause; 2 whistles = stop and gather
- Check ground for hazards before play
- Holding zone players should have a movement challenge card or simple task (star jumps, balance on one foot) to keep active
How to Play
- One volunteer or counsellor starts as the Caller in the centre of the field.
- All other players stand in one end zone.
- Caller says: “I am looking for everyone who [is wearing something red / has a pet at home / loves pizza].” Named players try to cross to the opposite end zone.
- Caller (and any Deputies) tags crossing players by a light shoulder touch.
- Tagged players move to the holding zone. They are not idle: give them a short movement task (e.g., 5 star jumps, balance challenge).
- Every 5 tags, the Caller picks one holding player to become a Deputy Caller and help with tagging.
- If a full crossing round passes with no tags, all holding players vote to free one person.
- Round ends after a set time or when counsellor calls it. A new Caller begins a fresh round.
I-OPt Options
- A (Active): Sprint across, use creative movement strategies
- S (Support): As a Deputy, help the Caller and encourage players
- Q (Quiet): Walk-pace crossing; focus on timing and route
- O (Observer): Watch from one end zone; join at the next call
Inclusion Adaptations
- Calling criteria should be visible and positive only. Never use body size, speed, or personal characteristics as calling criteria.
- Players with mobility differences cross at their own pace along the boundary
Stewardship Moment
- Collect cones after play
- Reflection: “What kind of criteria did the Caller use that felt fair? What felt unfair?”
Consent
- Pre-brief: “This game involves being tagged by a light shoulder touch. For those not comfortable with physical contact, a flag-belt option is available.”
- Mid-game check: After the first few rounds, pause. “Thumbs up, sideways, or down. How is everyone feeling?”
- Opt-out/re-entry: Players can step to the sideline at any time. They rejoin as a free crosser at the next round.
Risks and Mitigation
- Calling criteria that singles players out: Caller criteria must be visible and positive; counsellor monitors and redirects if needed
- Holding zone players become bored: always have a movement task running for holding-zone players
- Aggressive tagging: remind players a light touch counts; warn and then bench for one round if needed
Warm-Up Suggestions
- “Common Ground”: players find one thing they share with the person next to them
- “Trait Walk”: counsellor names a trait; players who have it walk to one side of the space
Debrief Questions
- What? “What kinds of things did the Caller use to call you? How did that feel?”
- So What? “What made you decide to run or hesitate?”
- Now What? “When in daily life do you notice what you have in common with others?”
Cleanup and Reset
- Collect cones
- Return any borrowed equipment
