Name and Purpose
- Ship and Shore is a high-energy listening and movement game that builds quick reactions and group fun.
- Players practise following directions, spatial awareness, and working with others in a fast-paced setting.
a.k.a.
- Deck Commands, Captain Calls
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large open area with two clearly marked sides (Ship and Shore)
Materials
- Cones or tape to mark Ship side and Shore side
- Optional: printed command cards for staff reference
Quick-Run Card
- Mark two sides. One person is the Captain.
- Captain calls commands; players do the matching action.
- Players who hesitate or choose the wrong group do a quick fun task (3 star jumps) and re-enter immediately.
- Add new commands gradually to build challenge.
- End on Captain’s Coming: everyone salutes, holds, Captain calls “At ease” and the game ends with a group cheer.
Setup and Boundaries
- Mark Ship side and Shore side clearly with cones or tape
- Signal: 2 whistles = stop all and gather
- Check the play area for obstacles before starting
- Review all commands with players before play begins
How to Play
- One volunteer or counsellor starts as the Captain.
- Captain calls commands one at a time. Players respond with the matching action:
- Ship: run to the Ship side
- Shore: run to the Shore side
- Man Overboard: pairs only. One partner kneels; the other places one foot gently on their partner’s back and shades their eyes
- Crow’s Nest: groups of 3 stand back-to-back and link arms
- Captain’s Coming: everyone salutes and freezes. Cannot move until Captain calls “At ease”
- At Ease: hands at sides; ready for next command
- Hit the Deck: everyone lies on their belly
- Three in a Boat: groups of 3 squat in a line and mime rowing while humming Row Your Boat
- Octopus: everyone lies on their back and wiggles arms and legs in the air
- Players who miss a command or are the odd one out in a group action do 3 star jumps and immediately re-enter. No one sits out.
- Captain can combine commands and speed up the pace as the group gets more confident.
- End the game on Captain’s Coming, hold the salute, then call “At ease” and lead a group cheer.
I-OPt Options
- A (Active): Sprint to each side, be first to form groups
- S (Support): Help newer players find a group; call out commands to teammates
- Q (Quiet): Walk to each side; focus on accuracy over speed
- O (Observer): Watch one round, then join; Captain role is a good entry point
Inclusion Adaptations
- Man Overboard: the kneeling position can be replaced by crouching beside a partner or holding hands and looking out instead
- Hit the Deck: players who cannot lie on the floor can crouch or sit instead
- Crow’s Nest arm-linking can be replaced by partners touching elbows or holding a rope handle
Stewardship Moment
- Collect cones and any command cards after play
- Reflection: “Which command was hardest to remember? Why?”
Consent
- Pre-brief: “Some commands involve getting into positions with others (like back-to-back or kneeling). For those not comfortable with physical closeness or floor positions, alternative versions of each action are available. Just let your counsellor know.”
- Mid-game check: After 5 minutes, pause. “Thumbs up, sideways, or down. How’s everyone going?”
- Opt-out/re-entry: Players can step to the sideline at any time. They re-enter on the next command.
Risks and Mitigation
- Running collisions: remind players to watch where they are going; slow down for first round
- Man Overboard foot-on-back: ensure this is a light, consented touch only; offer alternative immediately
- Hit the Deck on hard surfaces: use only on grass or gym mats; skip this command on pavement or gravel
Warm-Up Suggestions
- “Simon Says”: familiar format primes players for listening and freezing
- “Direction Dash”: point left/right/forward and players move that way; builds Ship/Shore instinct
Debrief Questions
- What? “Which command got you every time? What happened in your brain when it did?”
- So What? “What helped you respond faster as the game went on?”
- Now What? “Where in your day do you have to listen carefully and act quickly?”
Cleanup and Reset
- Collect cones and command cards
- Check play area for any hazards or forgotten items
