Name and Purpose
- Crossover Dodgeball keeps everyone in continuous play by having players switch sides rather than sit out.
- The goal shifts from eliminating opponents to filling your side, which changes the social dynamic in an interesting way.
a.k.a.
- Switch Sides Dodgeball, Crossover Ball
Age / Group / Size / Space
- Ages 8-16 | 10-40 players | 15-20 minutes | Gym or large open outdoor space; divided into two equal halves; approx. 20m x 10m minimum
Materials
- 2-4 foam dodgeballs (foam only; no hard rubber balls)
- Cones or tape for the centre line and sidelines
- Optional: coloured bibs to distinguish starting teams; once play is underway teams become fluid
Quick-Run Card
- Divide into two starting teams, one on each side.
- Place balls on the centre line. On the signal, players retrieve balls and play begins.
- Players hit below the waist by a ball cross to the other side immediately and keep playing.
- A caught ball means the thrower crosses over; the catcher stays.
- The game ends when all players are on one side, or at the whistle after a set time.
Setup and Boundaries
- Mark the centre line and sidelines clearly with cones or tape
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather
- Check the play area for hazards: uneven ground, wall proximity, slippery patches
- Staff position: one counsellor per side, monitoring ball throws and boundary crossings
How to Play
- Divide players into two equal starting groups, one on each side of the centre line.
- Place 2-4 foam balls on the centre line. Staff gives the starting signal.
- Players may throw balls at players on the opposing side. Throws must be aimed at the waist and below. No throws at the head or neck.
- If a player is hit below the waist by a thrown ball (not a bounce off the floor or wall), they immediately cross to the other side and continue playing.
- If a player catches a thrown ball before it hits the ground, the thrower crosses to the other side instead.
- Players may dodge, duck, or block with a held ball.
- The game ends when all players are on one side. Reset and replay with starting teams switched, or use a timed format (most players on their original side after 3 minutes wins).
- Second Circle option: players who want a lower-intensity break may stand along their team’s back boundary and serve as “catchers,” returning balls that go out of bounds rather than being active throwers.
I-OPt Options
- A (Active): Throw, dodge, and cross sides as part of the main action
- S (Support): Retrieve balls that go out of bounds and return them quickly to keep play moving
- Q (Quiet): Play from the back boundary as a catcher/retriever with less direct throwing action
- O (Observer): Watch one full round from outside the boundary; join the next round at the reset
Inclusion Adaptations
- Players who prefer not to have a ball thrown at them may start as a retriever and cross to active play when ready; no explanation needed
- Use a soft foam ball rather than a harder rubber ball for all groups; this is non-negotiable for indoor play
Stewardship Moment
- Foam balls are durable; check for tears or damage after play and repair or replace as needed
- Collect all balls and cones after play; do a 60-second sweep of the space
Consent
- Pre-brief: “In this game players switch sides when hit by a ball aimed at the waist or below. Everyone stays active the whole time. For those not comfortable with throwing or being thrown at, starting as a ball retriever on the boundary is another option. You can move into the main play whenever you feel ready.”
- Mid-game check: After 5 minutes, call a brief pause. “How is everyone doing? Anyone want to shift roles?”
- Opt-out/re-entry: Any player can move to the retriever role along the back boundary at any time. Raise a hand to re-enter as an active player at the next pause.
Risks and Mitigation
- Head shots: enforce a strict waist-and-below rule from the start; any head shot results in an immediate pause and reminder; repeat violations result in a cool-down period on the sideline
- Players running into each other while crossing sides: designate a crossing zone (a short section of the centre line) so crossers move in a predictable path
- Overcrowding on one side as players accumulate: the game naturally resolves this as crossed players may help tip the balance; staff monitor for bottlenecks
Warm-Up Suggestions
- “Foam Ball Catch”: all players form a circle and pass the foam ball around, practising catching and throwing form before play begins
- “Boundary Walk”: all players walk the play area boundary once to learn the space and signal locations
Debrief Questions
- What? “What happened when a lot of players crossed to one side at once? How did the game change?”
- So What? “How did it feel to switch teams mid-game? Did you change how you played?”
- Now What? “What does it tell you about teamwork when your team can change at any moment?”
Cleanup and Reset
- Collect all foam balls and return to storage
- Remove cones and tape
- Do a final sweep of the play area
