Name and Purpose
- S-P-U-D builds number recall, spatial awareness, throwing and dodging skills, and quick reactions.
- Players practise decision-making under pressure in a fun, low-stakes environment.
a.k.a.
- Spud, Number Ball, Freeze and Throw
Age / Group / Time / Space
- Ages 8-16 | 8-20 players | 15-25 minutes | Open flat outdoor space or gymnasium, at least 15m in diameter
Materials
- 1 large soft foam ball (no hard balls)
- Number cards or slips (one per player, optional but helpful with larger groups)
- Clear boundary markers (4 cones)
Quick-Run Card
- Give each player a number. Players spread out in the play area.
- One player stands in the centre, holds the ball, tosses it high, and calls a number.
- The player whose number is called retrieves the ball and calls “Freeze!” All other players stop.
- The ball-holder takes up to three large steps toward any player and throws underarm.
- If the target is hit, they earn one letter toward S-P-U-D and take the next throw. If the thrower misses, the thrower earns the letter.
Setup and Boundaries
- Mark a play circle approximately 15m in diameter with 4 cones
- Signal: 1 short whistle = pause and gather; used by staff to check in or reset
- Check the ground for uneven surfaces, wet patches, or debris
- Confirm all players know their assigned number before starting
How to Play
- Each player picks or is assigned a number. Players spread across the play area.
- The starting thrower stands in the centre, holds the ball above their head, tosses it straight up, and calls one number clearly.
- The named player runs to retrieve or catch the ball. All other players scatter.
- When the named player has the ball, they call “Freeze!” and all other players stop immediately.
- The ball-holder takes up to three large walking steps toward any player, then throws the ball underarm at that player.
- If the throw hits the player: the target earns one letter (S, then P, then U, then D). That player becomes the next thrower.
- If the throw misses: the thrower earns one letter and stays as thrower for the next round.
- A player who earns all four letters (S-P-U-D) earns the title “Spud Champion” for that round and steps to the sideline as a cheerleader. They re-enter at the start of the next round.
- Rounds reset after 4-5 minutes or when the group chooses.
I-OPt Options
- A (Active): Play as a full participant, catching, throwing, and dodging
- S (Support): Track numbers called and letters earned; act as the score announcer
- Q (Quiet): Walk slowly in the play area; valid participation at any intensity
- O (Observer): Watch from the sideline, keep score on a notepad, and share a fun stat at debrief
Inclusion Adaptations
- Players using mobility aids may call “Freeze!” from where they stand; the ball-holder adjusts distance accordingly
- Reduce the required throw distance to one step for younger or less confident throwers
Stewardship Moment
- After play, do a quick sweep of the area for any gear
- Reflection: “How did the amount of space around you change your choices? What would have made the game fairer for everyone?”
Consent
- Pre-brief: “This game involves catching a ball and throwing it gently at another player below the shoulders. For those not comfortable with being a throw target, the score-tracking role is another great option.”
- Mid-game check: After the first few rounds, pause. “Thumbs up, sideways, or down. How are we doing?”
- Opt-out/re-entry: Players may move to the score-tracking role at any time. Rejoin as a numbered player at the start of the next round.
Risks and Mitigation
- Hard throws causing discomfort: remind throwers that the goal is a gentle underarm toss aimed below the shoulders
- Players crowding around the thrower: remind everyone to spread out and freeze fully on the “Freeze!” call
- Players not wanting to earn letters: reframe letters as part of the game story, not a mark of failure
Warm-Up Suggestions
- “Number Shout”: players call out a number and make eye contact with that person before play begins; builds number recall
- “Underarm Practise”: pairs throw the foam ball back and forth gently for 60 seconds to warm up arms
Debrief Questions
- What? “What was the hardest moment in the game? What decision did you have to make quickly?”
- So What? “What made someone a smart thrower? What made someone hard to tag?”
- Now What? “Where else do you have to make a fast decision when you do not have much time to think?”
Cleanup and Reset
- Collect foam ball and cones
- Gather any number cards if used
- Check the play area for litter or left gear
