Name & Purpose: Captain, Captain is a call-and-response cross-the-field tag game. The Captain grants free passes based on shared traits, then chases everyone else. Tagged players join the Captain’s crew and help tag in future rounds. It rewards observation, quick reactions, and builds group belonging through the shared chant.
a.k.a.: Cross the Ship, Captain’s Call, May We Cross, Deck Tag
Age Band / Group Size / Time / Space: Ages 8–16. 10–40 players. 15–25 minutes. Large open field or gym with two clear end lines. Cone the middle zone if possible to define where the Captain(s) must stay during free runs.
Materials: Cones for end lines and optional middle zone markers.
Quick-Run Card: Choose a Captain. Everyone else lines up on one end. The group chants ‘Captain, Captain, may we cross your ship?’ The Captain replies with a free-pass requirement — something observable and specific (colour of clothing, shoe type, birthday month, etc.). Anyone who matches walks safely across. Remaining players chant again. This time the Captain answers ‘Only if you dare!’ Those players run — the Captain(s) try to tag them. Tagged players join the Captain as co-taggers for the next round. Repeat until one player is left.
Setup & Boundaries: Mark two end lines (start line and goal line) and a middle zone. The Captain and all co-taggers must stay in the middle zone during the free-pass walks and the tagging runs. Players who cross safely stand on the goal line. Players who are tagged join the Captain in the middle zone. Set clear sideline boundaries — running out of bounds counts as tagged.
How to Play: 1. Choose one player to be Captain. All others line up on the start line. 2. The group chants together: ‘Captain, Captain, may we cross your ship?’ 3. The Captain calls a free-pass trait: ‘Only if you are wearing something red’ or ‘Only if your birthday is in summer.’ Anyone who matches this description walks calmly and safely to the goal line — they cannot be tagged. 4. Players who did not match stay on the start line. 5. They chant again: ‘Captain, Captain, may we cross your ship?’ 6. The Captain replies: ‘Only if you dare!’ 7. All remaining players run to the goal line. The Captain (and any co-taggers from previous rounds) tries to tag them before they cross. 8. Tagged players join the tagger group for the next round — they stand in the middle zone. 9. Successfully crossed players line up on the goal line and are now on that side. 10. The next round begins — everyone chants again from the goal line. 11. The last untagged player becomes the Captain for the next full game.
I-OPt Roles: Three simultaneous roles exist across all rounds. Captain/Co-tagger: calls free passes and then chases runners — a leadership and decision-making role. Strategist: a player who watches how the Captain builds free passes, anticipates the ‘Only if you dare!’ call, and plans their running route in advance. Safe Crosser: a player who crossed on a free pass — they encourage from the sideline (they cannot interfere physically). All three roles are active in every round.
Inclusion Supports: Players who move more slowly can be given a head-start position — they stand two steps ahead of the start line during the ‘Only if you dare!’ runs. The free-pass system naturally includes everyone at different moments — ensure the Captain calls a variety of traits so no one player is always left running. Players who use mobility aids can walk during all rounds — the Captain can only tag walkers by standing in their direct path, not chasing. A counsellor can shadow the Captain role the first round to model inclusive and creative free-pass calls.
Stewardship: After setting up cones, ask the group to spend 60 seconds picking up any litter inside the boundary before play. Reflection prompt: ‘The Captain decided who got a free pass and who had to run for it. In real life, who gets a free pass and who doesn’t? Is that always fair? What can we do about it?’
Consent: Pre-brief script — ‘When the Captain says “Only if you dare!” you choose whether to run or walk — both are fine. If you want to sit out a run, step to the sideline cone and the round goes on without you. You can jump back in next round from the start line. Tagging is a firm shoulder or arm touch — no grabbing or blocking.’ Mid-game check-in — after 10 minutes: ‘Is the Captain making good calls? Is anyone being left out of free passes too often? Let’s keep it fair.’ Opt-out/re-entry — players sideline at any cone. Re-enter at the start of any round on the start line.
Risks & Mitigation:
| Risk | Likelihood | Mitigation |
|---|---|---|
| Captain calls traits that embarrass or single out individuals | Medium | Brief Captain before play — keep traits observable and fun, not personal |
| Everyone gets free-passed and no one has to run | Low | Captain can have a maximum of two free-pass calls per round before ‘dare’ |
| Aggressive tagging when many co-taggers join | Medium | Brief firm-touch rule; counsellor positions themselves near the middle zone |
| Player feels singled out as always left behind | Medium | Vary free-pass traits actively; counsellor whispers a new idea to Captain |
| Sideline runs out of space as players accumulate | Low | Goal line players spread along the full width; use the full field |
Warm-Up Suggestions: Start with ‘What Do We Have in Common?’ — the group stands in a circle and the counsellor calls a trait (everyone wearing laces, everyone who had cereal for breakfast) and those players step forward. This warms up the observational skill the Captain will need and gets everyone feeling included before the competitive element begins.
Debrief: What? — ‘What was the best free-pass call you heard? What made it good? What was the hardest run you had to make?’ So what? — ‘What did it feel like to get a free pass? What did it feel like to be left behind for the dare run?’ Now what? — ‘Can you think of a time when some people get a free pass in life — when things are easier for them — and others have to work harder for the same result? What does that tell us?’
Cleanup & Reset: Collect and count cones. Done in 60 seconds. One player each round can be appointed ‘Crew Chief’ and is responsible for stacking the cones at the end.
