Name and Purpose
- Stamp Rally is a whole-camp movement game that builds strategy, persistence, and teamwork.
- Players practise reading space, making decisions under pressure, and supporting teammates.
a.k.a.
- Stamp Run, Safe Zone Dash, Checkpoint Chase
Age / Group / Time / Space
- Ages 8-16 | 20-60 players | 20-35 minutes | Large outdoor camp area with two safe zones at least 30m apart
Materials
- Crayons or washable markers (one per Chaser; no pens or sharp objects)
- Paper pads or stamp cards (one per Runner)
- Coloured sashes or pinnies to identify Chasers clearly
- 4 cones to mark each safe zone
- Whistle for signals
Quick-Run Card
- Mark two safe zones with cones at either end of the play area.
- Assign Stampers (staff or volunteers) to each safe zone and give Chasers a crayon and a coloured pinnie.
- Runners start at one safe zone with a paper pad.
- On the signal, Runners cross the open field toward the far safe zone.
- Chasers tag Runners in the open field; a tag costs one stamp mark. Stampers at each safe zone add a tally for every Runner who arrives safely.
Setup and Boundaries
- Mark two safe zones (at least 5m deep) with cones at either end of the play area
- The open field between zones is the active play area
- Signal: 1 short whistle = pause and freeze; 2 whistles = gather at centre
- Runners may not hide inside safe zones; they must make a crossing attempt within 30 seconds of the signal
- Check terrain for uneven ground, tree roots, or wet patches before play
How to Play
- Assign roles: Stampers (2-3 per safe zone, ideally staff), Chasers (10-16 players wearing pinnies), and Runners (remaining players).
- Stampers stand at their safe zone with a crayon. Runners each carry a paper pad. Chasers spread across the open field.
- On the leader’s signal, Runners leave their starting safe zone and try to reach the far safe zone without being tagged.
- If a Chaser tags a Runner in the open field, the Chaser makes one crayon mark on the Runner’s paper (crossing off one earned stamp) and the Runner returns to their starting safe zone to try again.
- If a Runner reaches the far safe zone, the Stamper there makes a stamp tally on their paper.
- After 5-7 minutes, rotate roles so everyone gets a turn as Runner, Chaser, and Stamper.
- At the end of the game, the Runner with the most stamps on their paper is celebrated. A team goal (total stamps across the group) can be set for a cooperative win condition.
I-OPt Options
- A (Active): Run as a full-speed Runner or active Chaser
- S (Support): Serve as a Stamper at a safe zone; track tallies and cheer Runners in
- Q (Quiet): Walk across the field as a Runner; still earns full stamps upon arrival
- O (Observer): Track overall group stamp counts from the sideline; share the total at debrief
Inclusion Adaptations
- Runners using mobility aids travel between safe zones at their own pace; Chasers must tag with a gentle shoulder touch only
- A “free crossing” pass can be given once per round to any Runner who requests one, allowing them to cross without Chaser involvement
Stewardship Moment
- After the game, collect all paper pads and crayons for reuse in future rounds or other activities
- Reflection: “How did you decide when it was safe to run? What did you notice about how you used the space?”
Consent
- Pre-brief: “This game involves running between zones while others try to tag you gently. For those not comfortable with being chased or tagged, the Stamper role at the safe zone is another great option.”
- Mid-game check: After the first role rotation, pause. “Thumbs up, sideways, or down. How is everyone doing?”
- Opt-out/re-entry: Players may step to a safe zone and raise both hands to pause. Re-enter as a Runner or Stamper at the next round start.
Risks and Mitigation
- Rough tagging by Chasers: clarify before play that tags are gentle shoulder touches only; Chasers do not grab clothing or pull
- Runners bumping into each other in the open field: encourage spreading out and remind players to watch where they are going
- Players losing all stamps and feeling discouraged: reframe the paper as a game record, not a score of worth; celebrate attempts as well as arrivals
Warm-Up Suggestions
- “Zone Walk”: players walk the full length of the play area from safe zone to safe zone so they know the space
- “Tag Practise”: Chasers and Runners practise a gentle shoulder touch in pairs before the game starts
Debrief Questions
- What? “How many stamps did your group collect in total? What strategy helped you earn more?”
- So What? “What made some crossings easier than others? How did working with teammates change things?”
- Now What? “When do you need a strategy and a bit of courage to get from one place to another in real life?”
Cleanup and Reset
- Collect crayons and paper pads for reuse
- Pick up cones and return them to storage
- Check the play area for litter or dropped items
