Name and Purpose
- Kick and Chase is a fast, unpredictable game that gives every player an equal shot at the action.
- The ball can land anywhere, so size and speed matter less than hustle and positioning.
a.k.a.
- 500, Scramble, Five Hundred
Age / Group / Time / Space
- Ages 8-16 | 8-20 players | 15-25 minutes | Large outdoor open space, min. 30m x 30m
Materials
- 1 large kickball or soft rubber ball (the softer and larger, the better for fair catching and throwing)
- 4 cones for boundary markers
- Coloured pinnies (optional, to identify the current Kicker clearly)
Quick-Run Card
- Mark a large open space with cones.
- Kicker stands at the boundary edge and kicks the ball high into the field.
- All Chasers scatter and scramble to reach the ball first.
- Whoever gets the ball becomes the Chaser and tries to throw it to hit the Kicker (below the shoulders) within the boundary.
- Hit means the Chaser becomes the new Kicker. Miss means the same Kicker goes again.
Setup and Boundaries
- Mark a square or rectangle with 4 cones (min. 30m x 30m). Kicker kicks from one edge.
- The Kicker must stay within the boundary during the chase.
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather.
- Check field for holes, uneven ground, or obstacles before play.
- Throws must be at or below the shoulders. Head-height throws do not count.
How to Play
- All players spread out in the open space. One player starts as the Kicker.
- The Kicker stands at the boundary edge and kicks the ball as high and far as possible.
- All other players (Chasers) run to get the ball. Whoever reaches it first picks it up.
- The Kicker immediately runs within the boundary to avoid being hit.
- The Chaser throws the ball at the Kicker (below the shoulders). Other Chasers cannot interfere with the throw.
- If the throw hits the Kicker, the Chaser becomes the new Kicker for the next round.
- If the throw misses, the ball goes back to the Kicker for another kick.
- If a smaller or younger player consistently cannot reach the ball first, invite any player who has kicked multiple times in a row to hand off the ball to a player who has not had a turn yet. This keeps the game random and fair for everyone.
- Second Circle: any player who needs a break steps to the boundary edge and counts kicks or calls out landing spots. They rejoin at the next round.
I-OPt Options
- A (Active): Sprint for the ball at full speed, take the Kicker or Chaser role fully.
- S (Support): Call out where the ball is landing, encourage Chasers, count rounds.
- Q (Quiet): Position yourself strategically and wait for the ball to come near you rather than sprinting.
- O (Observer): Watch a round from the boundary edge, count how far the ball travels, join when ready.
Inclusion Adaptations
- Allow players to throw from wherever they pick the ball up, removing the pressure to sprint all the way to the Kicker.
- Use a larger, lighter ball to give a better chance to players with different throwing ranges.
- Kicker can throw the ball into the field instead of kicking, if kicking is not accessible.
Stewardship Moment
- After play, return the ball and collect all cones. Do a 60-second ground sweep.
- Reflection: “The game is most fun when everyone gets a turn. What did your group do to make sure that happened?”
Consent
- Pre-brief: “This game involves running and one throw aimed at a person, below the shoulders only. For those not comfortable with that, counting kicks or calling landing spots from the boundary is another option.”
- Mid-game check: After 5 minutes, pause. “Thumbs up, sideways, or down. Is the game feeling fair and fun?”
- Opt-out/re-entry: Step to the boundary edge and raise a hand. Rejoin at the next round.
Risks and Mitigation
- Throw to the head: state the shoulders-and-below rule clearly before play; pause immediately if violated.
- Collisions while scrambling: remind players to call “Got it!” when they reach the ball to prevent multiple players diving for it.
- One player dominating as Kicker: use the hand-off norm (see How to Play, step 8) to keep the role moving.
Warm-Up Suggestions
- “High Kick Practice”: each player gets one practice kick to warm up legs and gauge the ball’s travel distance.
- “Scatter Sprint”: on a whistle, players run to touch the boundary cone nearest them and return to centre.
Debrief Questions
- What? “Who surprised themselves by getting to the ball?”
- So What? “How did the randomness of where the ball landed change things compared to a normal team game?”
- Now What? “What does it feel like when a game is set up so everyone has a fair shot?”
Cleanup and Reset
- Return ball and cones to storage.
- 60-second ground sweep.
