Name & Purpose Reverse Tag flips standard tag on its head. One person runs β everyone else chases. It rewards the group’s coordination and makes being ‘It’ the most exciting role in the game.
a.k.a. Flip Tag, Inside-Out Tag, Backwards Tag
Age Band / Group Size / Time / Space Ages 8β16 | 8β30 players | 10β15 minutes | Medium open field or gym
Materials None
Quick-Run Card
- Pick one It.
- The whole group counts to five aloud together.
- It sprints away. The group chases.
- Whoever tags It first becomes the new It.
- New It counts to five while the group resets β repeat.
Setup & Boundaries Mark a clear boundary β this game works best with a medium-sized space. Too large and It runs forever; too small and It is tagged in seconds. Test your boundary with a quick jog before starting. Brief the group: everyone counts the five-second head start together, loudly. This is not a whisper β the count is part of the energy.
How to Play Choose one player to be It. The whole group stands together and counts ‘One, two, three, four, five!’ β loudly, together. While they count, It runs as far as they can across the field. On ‘Five!’, the group sprints after It. The first player to tag It wins that round and immediately becomes the new It. The group stops, resets to the centre, and counts again while the new It runs. No one is ever waiting around. Either you are chasing or you are being chased. Both states are active.
I-OPt Roles Offer players three simultaneous options each round:
- Full Sprint β give everything, chase or run at max effort.
- Strategist β jog at medium pace, watch It’s movement pattern, and position yourself to intercept rather than purely chase.
- Pacer β maintain a comfortable jog throughout; focus on staying in the group and participating rather than winning the tag.
Inclusion Supports
- Players with limited running ability can roll, walk briskly, or use a mobility aid β their tag counts equally.
- Give players with mobility limitations a shorter head start requirement (count to three instead of five) so the pack has less distance to close.
- For very mixed ability groups, the group chases It into a designated zone β It must stay within that zone while the group closes in, preventing It from simply outrunning everyone indefinitely.
- Players who do not want contact can use a pool noodle or baton to make the tag without physical touch.
Stewardship Action: Between rounds, every player looks at the ground immediately around them and kicks any stone or stick toward the boundary. 30-sec reflection: ‘In this game the group has all the power β It is alone. How did that feel on each side?’
Consent Pre-brief: ‘This game involves a lot of chasing and a light tag to end each round. No jumping on people, no grabbing β one clean touch. Any questions before we start?’ Mid-game check-in: After three rounds, ‘Is the count giving everyone enough time to reset? Want more or less?’ Opt-out/re-entry: Any player raises a hand and steps to the edge. They re-enter as a chaser at the start of the next count.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Group converging on It causes collision pile | Medium | One-touch rule strictly enforced; first clean tag wins |
| Fast runner as It never gets caught | Medium | Add a ‘zone’ boundary so It cannot simply outrun everyone |
| Players arguing over who tagged It first | Low | Counsellor is final arbiter; It declares their tagger if no witness |
| It trips while running from the group | Low | Check field surface before play; no diving or blocking |
Warm-Up Suggestions
- ‘Count Chorus’ β practice counting to five together in unison; get the energy and volume right.
- ‘Follow the Leader Sprint’ β one player leads a sprint across the field; everyone follows at their own pace.
Debrief What? ‘What was it like to be the one person everyone was chasing?’ So what? ‘Did the game feel fair? What strategies worked β speed, positioning, or something else?’ Now what? ‘When have you been the one person going against the group? How does today’s game relate to that feeling?’
Cleanup & Reset No equipment to collect. Walk the field once. Reset cones if used.
