Name and Purpose
- The Kids From Mars is a high-energy running game with a chant that builds anticipation and listening skills.
- Players practise quick reactions, spatial awareness, and friendly competition.
a.k.a.
- Colour Run, What Are You Wearing
Age / Group / Time / Space
- Ages 8-14 | 12-40 players | 10-20 minutes | Large open outdoor field; two boundary lines at least 20 metres apart
Materials
- 4-6 cones (to mark both boundary lines and the side edges of the play area)
- A whistle
- Flat, open ground free of holes or obstacles
Quick-Run Card
- Mark two boundary lines 20 metres apart with cones. Players line up on one boundary.
- Choose 2 volunteers to be The Kids From Mars. They stand in the middle.
- The Kids From Mars chant: “We’re the kids from Mars, we’ll steal your candy bars, if you’re wearing [colour or item]!”
- Players wearing that colour or item run across to the opposite boundary. The Kids From Mars try to tag them.
- Tagged players sit in place and can tag runners who pass within reach. Last 2 untagged runners become The Kids From Mars next round.
Setup and Boundaries
- Mark two parallel boundary lines 20 metres apart. Mark the side edges to define the play corridor.
- Players run in ONE direction per round only. No zigzag running across the width of the field.
- Signal: 1 whistle = pause; 2 whistles = stop and gather.
- Walk the field before play; check for holes, slippery patches, or debris.
- The Kids From Mars start in the centre. All other players line up on one boundary.
How to Play
- All players except The Kids From Mars line up along one boundary.
- The Kids From Mars stand in the middle and chant together: “We’re the kids from Mars, we’ll steal your candy bars, if you’re wearing [colour or item]!”
- Any player wearing the called colour or item must run across the field to the opposite boundary before being tagged.
- The Kids From Mars try to tag runners before they cross.
- Tagged players sit down in the spot where they were tagged. From that spot, they can reach out and tag runners in future rounds, but they may not stand or move.
- Untagged runners wait at the far boundary. The Kids From Mars chant again.
- Play continues until only 2 players have never been tagged. Those 2 become The Kids From Mars in the next round.
- If everyone is tagged before the final 2 are identified, the last 2 tagged become The Kids From Mars.
I-OPt Options
- A (Active): Run at full speed when your colour or item is called.
- S (Support): Run and cheer on teammates; help keep the boundary honest.
- Q (Quiet): Walk across when called; still fully participates.
- O (Observer): Help The Kids From Mars pick items to call; stand at the sideline as a boundary judge.
Inclusion Adaptations
- Players who cannot run: they walk across when called. The Kids From Mars adjust their strategy for walking players by maintaining a fair chase distance. Staff position these players at one end to reduce crossing distance.
- The seated tagger role (for tagged players) allows continued participation without running.
Stewardship Moment
- Collect all cones after play.
- Reflection: “What item or colour got the most people running? What does that tell us about what we all have in common?”
Consent
- Pre-brief: “In this game, you might be called to run when your colour is picked. For those not comfortable running, walking across counts fully. You’ll never be called out for walking.”
- Mid-game check: After 2-3 rounds, pause. “How is everyone doing? Thumbs up, sideways, or down.”
- Opt-out/re-entry: Raise both hands to step out at any time. Re-enter at the nearest boundary line before the next chant.
Risks and Mitigation
- Head-on collisions between runners and taggers: remind The Kids From Mars to tag by touching the shoulder or arm only; no grabbing, pushing, or blocking.
- Seated players reached over aggressively: reinforce the seated taggers’ reach-only rule before play begins.
- Calls that single out one player (e.g., a very specific item only one person is wearing): leaders gently redirect to broader categories if a call feels targeted.
- Running into the seated players on the ground: remind runners to look down and steer around seated players.
Warm-Up Suggestions
- “Quick Sort”: leader calls a colour; everyone with that colour on touches a wall and comes back.
- “Star Tag”: 30 seconds of free tag in the play space to warm up the legs.
Debrief Questions
- What? “What was the most surprising item that got called? How many people had to run?”
- So What? “What was it like being one of The Kids From Mars versus being a runner?”
- Now What? “When do you have to react quickly in real life? What helps you be ready?”
Cleanup and Reset
- Collect all cones.
- Check the field for any items left behind.
- Count players back in before moving on.
