Name & Purpose Flush Tag is a rescue-style freeze game with an unforgettable sound effect. Players must look out for their teammates, swoop in to release them, and keep the energy high with every dramatic ‘Whoooosh!’
a.k.a. Plumber Tag, Whoosh Tag, Handle Tag
Age Band / Group Size / Time / Space Ages 8β16 | 8β30 players | 10β20 minutes | Medium open field or gym
Materials None
Quick-Run Card
- Pick 1β3 Chasers (scale to group size).
- Tagged? Squat down and hold one arm straight out to the side.
- Any free runner rescues you: they pull your arm downward gently and call ‘Whoooosh!’
- You stand up and run again.
- Chasers win when every runner is squatting at the same moment.
- Rotate Chasers each round.
Setup & Boundaries Cone off a medium-sized boundary. Check the ground for hazards β players will be squatting and standing repeatedly. Demonstrate the squat-and-arm pose and the rescue action before play. Make the ‘Whoooosh!’ sound together as a group once before starting β it sets the tone. Brief: rescuing a Flushed player means you are exposed to the Chasers, so it takes courage.
How to Play Choose Chasers β one per 10 players. Everyone else is a Runner. Chasers chase and tag Runners. Tagged Runners squat down immediately and extend one arm straight out to their side. They hold that position and wait. Any free Runner can rescue them by grabbing the extended arm and pulling it gently downward while shouting ‘Whoooosh!’ The rescued Runner stands up and is immediately free to run again. Chasers try to get all Runners squatting at the same time β that is a Chaser win. Runners try to rescue each other continuously to prevent that. End each round after 5 minutes or on a Chaser win. Rotate Chasers between rounds.
I-OPt Roles Offer players three simultaneous options each round:
- Runner-Evader β stay free by dodging Chasers; prioritise self-preservation.
- Rescuer β focus on finding and releasing squatting players, accepting higher tag risk.
- Decoy Runner β run near squatting players to draw Chasers away, clearing a path for Rescuers without making the rescue yourself.
Inclusion Supports
- Players who cannot squat use a chair or a low bench to mark their ‘Flushed’ state β arm out to the side, same rescue mechanic applies.
- Players with limited arm mobility use a flag or bib tucked at their waist as their ‘handle’ β Rescuers pull the flag, no arm contact needed.
- Players with hearing sensitivities can opt out of the ‘Whoooosh!’ sound and instead use a thumbs-up signal to their rescuer.
- For very young or shy players, allow the Rescuer to simply tap the arm without the downward pull β the sound still counts.
Stewardship Action: Between rounds, every Chaser checks the boundary for anything a squatting player might land on. 30-sec reflection: ‘Every round, someone sacrificed their own safety to rescue a friend. What does that cost? What does it give?’
Consent Pre-brief: ‘Rescuing means grabbing and pulling someone’s arm gently downward. Does everyone feel okay with that contact? Speak up now or anytime. Alternatives are available β no questions asked.’ Mid-game check-in: After the first round, ‘Is the rescue action feeling okay? Any arm or shoulder concerns?’ Opt-out/re-entry: Players raise their free hand and stand at the boundary. They re-enter as a Runner whenever ready.
Risks & Mitigation
| Risk | Likelihood | Mitigation |
|---|---|---|
| Arm pull too forceful causing strain | Medium | Demonstrate gentle downward pull before play; flag alternative available |
| Player loses balance while squatting | Low | Check flat surface; allow seated position on ground instead of squat |
| Chasers targeting same runner repeatedly | Low | Counsellor rotates Chasers mid-round if pattern emerges |
| ‘Whoooosh!’ sound overwhelming in enclosed space | Low | Reduce volume inside; use hand signal alternative indoors |
Warm-Up Suggestions
- ‘Whoooosh Circle’ β stand in a circle, pass an imaginary flush around with gesture and sound β everyone does it once to warm up the silliness.
- ‘Squat-Stand Relay’ β practice the squat-and-stand motion quickly so the transition is smooth during play.
Debrief What? ‘How many times did you choose to rescue someone? How many times did you wish someone had rescued you faster?’ So what? ‘What made the rescue risky? Did the risk change whether you went for it?’ Now what? ‘What is the real-life version of the Whoooosh moment β when do you rescue someone by doing something small but loud and confident?’
Cleanup & Reset Collect cones and any flag/bib alternatives. Check ground for hazards after the squatting action. Reset for next group.
