Name and Purpose
- Shadow Dash is a stealth movement game played in low light, challenging players to read timing, use cover, and move with awareness.
- Best suited for Teens who are confident outdoors at night and with staff well briefed on the space.
a.k.a.
- Torch Dash, Foxhole
Age / Group / Time / Space
- Ages 13-17 | 10-30 players | 20-40 minutes | Large outdoor area (beach, sandpit, open field), 100-150m from start to finish line
Materials
- 4-6 torches (flashlights) for light casters and boundary staff
- Boundary markers: cones or rope along the sides
- Designated start zone and finish zone (rope or cones)
- Re-entry zone: a clearly marked spot near the start with a staff member
- First aid kit, accessible on the field
- Glow sticks or reflective bands for all players and staff (strongly recommended for night play)
Quick-Run Card
- Mark start and finish zones 100-150m apart with clear side boundaries.
- Assign 3 torch holders at the finish line; 2 boundary staff with torches on the sides.
- Players start at the start zone and move toward the finish without being swept by a torch beam.
- Torch beams sweep on for 4-7 seconds, off for 4-7 seconds, in sync.
- Players caught in the beam go to the re-entry zone, complete a short task (5 star jumps), then rejoin.
Setup and Boundaries
- Mark all four sides of the play area clearly with cones or rope before players enter
- Assign one staff member to the re-entry zone at all times
- Walk the entire play area before play for holes, debris, or hazards; remove or mark them clearly
- Signal: two long whistle blasts = stop all play, stay still, and call out “Safe!”
- All staff carry torches; all players wear glow sticks or reflective wristbands
- Brief all staff on emergency signal and safe gathering point before play begins
- Night play: confirm lighting plan and emergency exit route with the full staff team before starting
How to Play
- Players gather at the start zone. Staff at the finish line and along the boundaries hold torches.
- On the start signal, players move toward the finish zone using any route within the boundaries.
- Players may hide, move slowly, or sprint during the dark intervals between torch sweeps.
- Torch beams sweep on for 4-7 seconds, then off for 4-7 seconds (staff co-ordinate timing together).
- If a torch beam clearly illuminates a player and a torch holder calls “Caught!”, that player moves to the re-entry zone near the start.
- In the re-entry zone, the player does a short task (e.g., 5 star jumps or a 10-second balance hold), then re-enters from the start zone.
- Players who reach the finish zone are in. They can cheer on others or become assistant torch holders for the next round.
- Round ends when all players have reached the finish zone or after a set time.
I-OPt Options
- A (Active): Sprint and dash between dark intervals, aiming to cross quickly
- S (Support): Move alongside a buddy, co-ordinate timing, help each other read the torch rhythm
- Q (Quiet): Move at a walking pace, use cover slowly and patiently
- O (Observer): Assist a boundary staff member, track the torch rhythm, choose when to enter play
Inclusion Adaptations
- Buddy pair option: players who prefer not to move alone at night can pair with a buddy throughout
- Shorter distance option: a closer start line for players who want less ground to cover
- Torch holder role available for players who prefer to participate without moving through the field
Stewardship Moment
- If playing in a sandy or natural area: stay on the play boundary to protect vegetation; fill in any dug holes at the end of play
- Post-game: collect all cones, rope, and glow sticks; dispose of glow sticks responsibly
Consent
- Pre-brief: “Shadow Dash is played in low light and involves moving across a large space at night. For those not comfortable moving in the dark or across uneven ground, torch holder and re-entry zone roles are another option . they’re just as important to the game.”
- Mid-game check: Staff at re-entry zone checks in with any player who has been caught multiple times.
- Opt-out/re-entry: Any player can move to the observer or torch holder role at any time by raising both hands. Rejoin as an active player from the re-entry zone at any point.
Risks and Mitigation
- Trips and falls in low light: staff walk the field before play; all players wear glow sticks; clear the area of hazards
- Players digging or enlarging holes during play: brief players before starting that the field is pre-set; no digging during the game
- Players moving outside boundaries: boundary staff with torches maintain sight lines on all edges
- Group separation or panic in the dark: keep staff distributed across the field; use a two-blast emergency stop signal
Warm-Up Suggestions
- Torch Detective: in full light, players walk the field with staff to identify any hazards; doubles as a familiarisation walk
- Freeze on Beam: in an open area before play, staff sweeps a torch and players freeze when the beam hits them . a fun practice run for the main game
Debrief Questions
- What? “What strategy did you use to get across the field? Did it change as you played?”
- So What? “What did it feel like to make quick decisions in the dark? What helped you?”
- Now What? “When in real life do you have to move carefully and read the situation before acting?”
Cleanup and Reset
- Collect all cones, rope, and boundary markers
- Retrieve all torches and check batteries
- Collect and dispose of glow sticks responsibly
- If sand holes were dug during setup, fill them before leaving the area
