Name and Purpose
- Fern Tag brings a nature-based, low-gear twist to classic tag by using soft natural or foam swatters.
- Players practise quick movement, spatial awareness, and playful teamwork in an outdoor setting.
a.k.a.
- Fern Tag, Leaf Chase, Nature Swat
Age / Group / Time / Space
- Ages 8-16 | 8-25 players | 10-20 minutes | Open outdoor space such as a field or wooded clearing; enough room for players to run safely without obstacles
Materials
- Soft swatters: large ferns or broad leaves from common non-toxic plants found on-site, OR soft foam noodles cut to 30cm lengths, OR fabric strips tied into a loose bundle (one per active swatter player)
- Boundary cones (4)
- Whistle for signals
- Note: Staff will know which local plants are safe to use as swatters. Ferns and skunk cabbage leaves are classic natural options where available.
Quick-Run Card
- Mark boundaries with 4 cones. One player starts as “It” (the Swatter) with a soft swatter.
- All other players spread out in the play area as Flies.
- “It” counts “1, 2, 3, Go!” and tries to gently swat Flies (on the back or shoulders only).
- A swatted Fly steps to the Second Circle area at the boundary, does 5 jumping jacks or another fun movement, and re-enters the game.
- After 3-4 minutes, the leader blows the whistle and calls a new “It.”
Setup and Boundaries
- Mark a play area with 4 cones; size to the group (roughly 20m x 20m for 15 players)
- Designate a Second Circle area along one boundary for swatted players to do their re-entry challenge
- Signal: 1 short whistle = pause; 2 whistles = gather at centre
- Swatters touch the back or shoulders only; no swats to the head or face
- Check the ground for roots, wet patches, or debris before play
How to Play
- One player starts as “It” and holds the soft swatter.
- All other players spread across the play area as Flies.
- “It” counts “1, 2, 3, Go!” and begins trying to swat Flies gently on the back or shoulders.
- When a Fly is swatted, they step to the Second Circle boundary area and complete a fun movement challenge (5 jumping jacks, 3 star jumps, or spin around twice) before re-entering as a Fly.
- “It” continues swatting until the whistle blows (approximately 3-4 minutes) or “It” cannot catch anyone and calls for a swap.
- The leader then calls a new “It” (volunteer or the most-recently swatted Fly), hands over the swatter, and a new round begins.
- In Variation 2 (Fly Is “It”): One player is the Fly (“It”); all others have soft swatters and try to swat the Fly. The Fly runs and dodges. After the Fly is swatted by enough players (or after 2 minutes), a new Fly volunteers and the round resets.
I-OPt Options
- A (Active): Be the active Swatter or a running Fly
- S (Support): Help track who is in the Second Circle and cheer players through their re-entry challenge
- Q (Quiet): Move at a walking pace as a Fly; equally valid participation
- O (Observer): Watch from the boundary, count swats, and call out the round total at debrief
Inclusion Adaptations
- Players who prefer not to be swatted may serve as round timekeepers or second-circle cheerleaders
- Swatter size and softness can be adjusted; foam noodles are more predictable than ferns for players with sensory sensitivities
Stewardship Moment
- If using natural ferns or leaves: take only what is needed and return them to the ground after play rather than disposing of them
- Reflection: “What did you notice about using something from nature in a game? How do we take care of the plants we borrow from?”
Consent
- Pre-brief: “This game involves being lightly swatted on the back or shoulders with a soft object. For those not comfortable with physical contact, the timekeeper or Second Circle cheerleader role is another great option.”
- Mid-game check: After the first round, pause. “Thumbs up, sideways, or down. How is everyone feeling?”
- Opt-out/re-entry: Players may step to the boundary and raise both hands to pause. Re-enter at the start of the next round.
Risks and Mitigation
- Swatting too hard: demonstrate the expected pressure before play; a light tap on the shoulder is the standard
- Swats to the head or face: name this as a firm boundary before starting; staff stop the round if it occurs
- Players picking harmful plants: staff identify and set out appropriate swatters before play; players do not forage independently
Warm-Up Suggestions
- “Slow-Mo Tag”: players tag each other in slow motion for 60 seconds to practise gentle contact
- “Freeze Fly”: players move around the space and freeze whenever the leader raises the swatter overhead; no contact yet
Debrief Questions
- What? “What was it like to be the Swatter? What was it like to be a Fly?”
- So What? “How did using something from nature change how the game felt compared to a regular tag game?”
- Now What? “When is it useful to be quick and nimble in everyday life?”
Cleanup and Reset
- Return foam swatters to storage
- Place natural swatters (ferns, leaves) gently back in the environment rather than discarding them
- Collect cones and check the play area
