Name & Purpose Icicle Run is a crossing game with a twist: the Icicle Maker picks the movement style every round. Frozen players stay involved β teammates can unfreeze them. The goal is collective: get everyone across. No player sits out.
a.k.a. Action Cross Tag, Freeze Cross, Move-It Tag
Age Band / Group Size / Time / Space Ages 8β16 | 10β40 players | 10β20 min | Large outdoor field or gym (two end lines + wide middle)
Materials
- 4β8 boundary cones (two end lines, two side boundaries)
- Optional: 1 coloured pinnie for the Icicle Maker
Quick-Run Card Mark two end lines. Everyone lines up at one end. One Icicle Maker stands in the middle. Icicle Maker calls an action β the whole group crosses the field doing that action (Icicle Maker too). Tagged players freeze as Icicles. Other crossers can unfreeze Icicles by tagging them while still moving. Goal: all players reach the far end. Rotate Icicle Maker each round.
Setup & Boundaries Mark two parallel end lines about 20β25 m apart. Mark side boundaries. All players line up shoulder-to-shoulder on one end line. Icicle Maker starts in the middle zone. Agree on the action before counting down “3-2-1-Go!”
How to Play
- Icicle Maker announces the action: running, bunny hops, crab walk, skipping, bear crawl, moonwalk β anything.
- Everyone on the end line does that action to cross to the far end line. The Icicle Maker uses the same action to chase and tag.
- Tagged players freeze in place β they are Icicles.
- Icicles call “Unfreeze me!” β other crossers can tag a frozen player while passing to unfreeze them (both continue moving).
- Icicle Maker cannot tag players who are mid-unfreeze (one unfreeze attempt = immune for 3 seconds).
- A round ends when all mobile players reach the far end line.
- Count who made it unfrozen. Give full group a cheer. Rotate Icicle Maker β the counsellor picks from volunteers.
- Next round: group crosses back. New action. New Icicle Maker.
I-OPt Roles All three styles active simultaneously:
- Rescuer (Relater): Prioritises unfreezing Icicles, routes their crossing path through frozen players, calls to others for help.
- Sprinter (Performer): Focuses on getting across fast, draws the Icicle Maker’s attention away from slower players.
- Caller (Searcher): Watches the whole field, calls out where Icicles are, coordinates who goes to unfreeze whom.
Inclusion Supports
- Icicle Maker can call actions that work for all mobility levels (e.g., “walk sideways,” “wheel roll,” “giant steps”).
- Players who cannot perform the called action choose their own safe version β counsellor confirms this openly before the round.
- Players with sensory sensitivities can be “Icicle Caller” β standing safely on the side, directing rescuers to frozen players.
- Buddy pairs cross together β one partner can freeze, one stays mobile to unfreeze immediately.
Stewardship Collect cones after the final round. 30-second reflection: “The goal was to get everyone across. Did you focus on yourself or the group? What made you stop and help someone frozen?”
Consent Pre-brief: “The Icicle Maker will tag you β a hand touch on the arm or back, below the shoulder. Frozen players stand still β no grabbing. If any action feels unsafe for your body, swap it for your own version. No explanation needed.” Mid-game check-in: After round 1, counsellor asks: “Actions feeling okay? Freeze position comfortable? Anything we need to adjust?” Opt-out/re-entry: Players can stay at the end line for a round. They re-enter by stepping into the next crossing. Frozen players who want to stop being frozen can raise both hands β counsellor auto-unfreezes them.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Crab walk or bear crawl causes strain | Medium | Limit those actions to 1 round; offer an alternative in the pre-brief |
| Players collide crossing in a group | Medium | Spread out on the starting line; stagger slightly before calling Go |
| Icicle Maker becomes tired quickly | Low | Rotate Icicle Maker every 1β2 rounds regardless of round outcome |
| Players freeze in unsafe positions (on slope, near cone) | Low | Icicle Maker checks position before tagging near obstacles |
Warm-Up Suggestions
- “Action Auction”: counsellor calls actions fast β group does 5 seconds of each (hop, skip, crawl, moonwalk). Previews the movement vocabulary.
- Boundary walk: everyone walks the full boundary to see the field size.
Debrief What? “Which action was hardest? Which was the most fun?” So what? “When someone froze near you, what made you decide to stop and unfreeze them versus keep going?” Now what? “Name one person in your cabin or group you could ‘unfreeze’ this week β help them get unstuck from something.”
Cleanup & Reset Collect cones and pinnie. Reset under 2 minutes.
Notes The counsellor should have a list of 8β10 action ideas ready before play begins. Avoid actions that require rolling on the ground in cold or wet conditions. The unfreeze mechanic is the heart of the game β emphasise it in the pre-brief so players know rescue is part of the point.
