Name and Purpose
- Streets and Alleys is a high-energy chase game where the whole group creates a shifting maze.
- Players practise spatial awareness, listening, and quick reactions.
a.k.a.
- Grid Chase, Maze Tag
Age / Group / Time / Space
- Ages 8-16 | 15-40 players | 15-25 minutes | Large flat area, gym or field (minimum 15m x 15m)
Materials
- None required
- Optional: pinnies or bandanas for the Chaser and Runner
Quick-Run Card
- Arrange players in a grid (e.g., 5 rows of 5), arms stretched out to form “streets.”
- One player is the Chaser, one is the Runner.
- Facilitator calls “Alleys!” and grid players turn 90 degrees left, changing the maze.
- Chaser and Runner move through gaps but cannot break through arms.
- Rotate Chaser and Runner every 60-90 seconds.
Setup and Boundaries
- Arrange the grid so rows and columns are evenly spaced (about 1.5m between players)
- Grid players stand with arms outstretched, not holding hands (safety: no sprains)
- Signal: facilitator voice call “Streets!” or “Alleys!” to shift the maze
- 1 whistle = freeze (safety stop); 2 whistles = round over, gather
- Check ground for debris, holes, or wet patches
How to Play
- All grid players face the facilitator with arms stretched out. This is “Streets” position.
- One player is the Chaser, one is the Runner. They start on opposite sides of the grid.
- On “Go,” the Chaser tries to tag the Runner. Both may only run through the open lanes between rows. No breaking through arms.
- The facilitator calls “Alleys!” at any time. Grid players turn 90 degrees to the left, instantly changing the pathways.
- The facilitator calls “Streets!” to return to the original layout.
- If the Chaser tags the Runner, or after 60-90 seconds, rotate both roles to new volunteers.
- Second Circle: players who want a break step out and become “Maze Architects,” suggesting when to call Streets or Alleys.
I-OPt Options
- A (Active): Chaser or Runner
- S (Support): Grid player, actively shifting on command and helping create the maze
- Q (Quiet): Grid player standing in place, turning on cue
- O (Observer): Watch from the side, suggest maze shifts to the facilitator, choose when to rotate in
Inclusion Adaptations
- Walk-only version: Chaser and Runner walk quickly instead of running (especially on hard surfaces)
- Seated grid option: grid players sit on chairs with arms extended for players who cannot stand for extended periods
Stewardship Moment
- “We used this whole space. Before we move on, everyone scan your zone for any litter.”
- Quick 30-second pickup sweep
Consent
- Pre-brief: “This game has two people chasing through a human maze. For those who’d rather be part of the maze than run, that’s a great role too. You can also watch and suggest maze changes.”
- Mid-game check: After 2-3 rotations, pause. “Thumbs up, sideways, or down.”
- Opt-out/re-entry: Step to the observer zone any time. Raise hand to rotate in.
Risks and Mitigation
- Collisions in the grid: remind Chaser and Runner to watch for grid players turning; walk-speed first round
- Grid players’ arms hit during a turn: space rows 1.5m apart; arms out but relaxed
- Same player stuck as Chaser too long: rotate every 60-90 seconds, no exceptions
- Hard surfaces: limit to fast walking on asphalt or gravel
Warm-Up Suggestions
- “Compass Turns”: everyone practises turning 90 degrees left on a call, getting used to the grid mechanic
- “Speed Walk Relay”: pairs walk as fast as possible across the space without running
Debrief Questions
- What? “What happened when the maze shifted? How did it feel?”
- So What? “What did you notice about adapting quickly to change?”
- Now What? “When do you have to adjust your plan in real life because something shifted?”
Cleanup and Reset
- Collect pinnies if used
- Check play area for hazards
- No materials to clean up if played without props
