Name and Purpose
- Cluck the Chicken is a high-energy, whole-group game that scores effort and teamwork rather than individual skill.
- Both teams are active at the same time, so no one is waiting or sitting out.
a.k.a.
- Alaskan Baseball, Circle Run Ball
Age / Group / Time / Space
- Ages 8-16 | 10-40 players (2 equal teams) | 15-25 minutes | Large open outdoor field; approx. 30m x 20m minimum; clear, flat ground with no obstacles
Materials
- 1 tennis ball, field hockey ball, or lacrosse ball
- Cones to mark team huddle zones (optional but recommended)
- A clear, open field with room to throw far
Quick-Run Card
- Divide into two equal teams. Team A throws the ball as far as possible in any direction.
- One player from Team A circles the huddled group, counting laps out loud.
- Team B chases the ball, forms a line, and passes it under-over-under to the last person.
- When the last person gets the ball, they call “CLUCK!” Team A’s runner stops.
- Record Team A’s lap count. Teams swap roles. Highest total laps after all rounds wins.
Setup and Boundaries
- Mark Team A’s huddle zone with a cone circle or natural landmark
- Mark a throwing line; the thrower must release from behind it
- Signal: the “CLUCK” call ends each round naturally; 2 short whistles = stop all action
- Check the field for holes, wet patches, or debris before play; the runner will be moving fast in circles
- Staff position: one counsellor with the huddle group; one counsellor tracking the fielding team
How to Play
- Divide players into two equal teams. Team A starts as the throwing team; Team B starts as the fielding team.
- One designated player from Team A throws the ball as hard and far as possible.
- The rest of Team A immediately huddles tightly together. One player from Team A begins running circles around the huddle, counting each full circuit out loud.
- At the same moment, Team B sprints toward where the ball landed. Players form a single line where the ball is.
- The ball is passed through the line: under the legs to the next person, then over the head to the next, alternating under and over until it reaches the last person in the line.
- The last person yells “CLUCK!” as soon as they receive the ball.
- The runner stops immediately. The number of completed circuits is Team A’s score for that round.
- Teams swap roles. Repeat for the agreed number of rounds (2-3 per team works well).
- The team with the highest total circuit count across all rounds wins.
I-OPt Options
- A (Active): Be the circle runner for your team or the first in line for the under-over pass
- S (Support): Be the designated thrower, or help count circuits out loud with the runner
- Q (Quiet): Hold a middle position in the under-over line; less sprinting, still essential
- O (Observer): Watch one full round from the sideline with a counsellor, then join your team’s line for the next round
Inclusion Adaptations
- The circle runner role can be adapted to a circle walker for players who need a lower-intensity option; the count still applies
- The under-over pass line can be shortened for groups with mobility differences by reducing the number of players in the line
Stewardship Moment
- The ball is durable and reusable; store it in the same kit bag as the cones after play
- Quick 60-second field check after play: everyone scans their zone for litter before leaving
Consent
- Pre-brief: “In this game one person runs circles while their team huddles, and the other team passes the ball through a line. For those not comfortable running fast circles, walking the circles or counting circuits from the centre of the huddle is another option.”
- Mid-game check: After the first full round swap, pause. “How is everyone feeling? Any roles you want to switch for the next round?”
- Opt-out/re-entry: Any player can swap to a different role within their team at the start of any new round. Raise a hand and a counsellor will help you find the right spot.
Risks and Mitigation
- The thrown ball landing near or hitting a bystander: ensure all non-active players stand behind the throwing line before the ball is thrown; counsellor confirms the field is clear
- The circle runner getting dizzy from fast circling: remind runners to look at a fixed point on the huddle rather than at the ground; if anyone feels dizzy they step into the centre of the huddle and a teammate takes over the counting
- Under-over line collapsing or players bumping heads while bending: model a safe pass technique (hands at knee level for the under pass, hands above head for the over pass) before starting
Warm-Up Suggestions
- “Circle Sprint”: each player jogs one circle around the full group once, just to feel the movement before the game starts
- “Under-Over Relay”: teams practise the under-over pass with a ball while standing still before adding the running and counting element
Debrief Questions
- What? “What helped your team complete the under-over pass faster?”
- So What? “How did it feel to be the runner, knowing your team was working as fast as they could for you?”
- Now What? “What does it feel like to work hard for your team even when you are not the one being watched?”
Cleanup and Reset
- Collect the ball and return to kit bag
- Pick up cones
- Do a final field check
