Chasing & Fleeing

Beaches, Bridges, & Boats

Beaches, Bridges, and Boats is a fantastic tag game for physical education. In the game, students get to explore chasing and fleeing tactics within a playing area that gets more and more complex.

https://youtu.be/Bs-TxYzZ-OA

Learning Targets

I can apply a variety of chasing tactics as I play tag.
I know a variety of chasing tactics.
I understand how I can use the boundaries of the game to tag others.

Game Overview

Play Area

Within the playing area, the teacher marks out a large rectangular zone with four cones. This is the Ocean, and everything outside it is the Beach. Two corridors of cones are then created across the length of the Ocean to act as Bridges. In the remaining Ocean space between the Bridges, hoops are placed on the ground to serve as Boats.

Goal

If you are IT, use the shape of the island to tag as many players as you can. If you are a runner, keep moving between the Beach, the Bridges, and the Boats without being tagged.

Play
  • Players get into a scattered formation on the Beach, and two or three players are designated as IT.
  • Players may run anywhere on the Beach and the Bridges, but to cross the Ocean they must be in a Boat.
  • If a player is tagged, they step outside the playing area and perform a set physically active movement, such as dancing for ten seconds or doing five jumping jacks, then return to the game.
  • After a set amount of time, the teacher stops the game and new players are selected as IT.

Equipment

  • Cones
  • Pinnies
  • Hoops
  • Foam Balls

Assessment Ideas

  • Teacher Observation can be used to assess whether players who are IT are using the Bridges and Boats as pinch points rather than chasing across open Beach.
  • Group Discussion can be used after each build to name what changed about chasing once a new part of the playing area appeared.
  • Exit Tickets can capture students' understanding of how the boundaries of a game can be used to your advantage when chasing.

Safety

Make sure students keep their head up when running.

Make sure no student throws the ball at another student (tagging must be done while holding onto the ball).

Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Avoiding Opponents

Players get into a scattered formation. On the teacher's signal, all players begin moving about the playing area while avoiding contact with other players.

This build exists to help students understand the limits of the game while developing their dodging skills.

Discussion Questions

  • What did you do with your body to avoid other players?
  • Where in the playing area was it easiest to move freely?

Teacher Notes

The first four builds all look similar on paper, but each one adds a single feature to the playing area. Running them in order is what lets students absorb a fairly complex space without being told the rules all at once.

2
Build
2

Avoiding Opponents (Beach)

The teacher creates the Ocean and Beach areas by placing four cones to mark a large rectangular area, the Ocean, in the middle of the gym.

Players get into a scattered formation. On the teacher's signal, all players begin moving about the Beach while avoiding contact with other players.

Discussion Questions

  • How did the Ocean change where you could run?
  • Where did the Beach get crowded?
3
Build
3

Avoiding Opponents (Bridges)

The teacher creates the Bridge areas by marking out corridors that cross the Ocean.

Players get into a scattered formation. On the teacher's signal, all players begin moving about the Beach and the Bridges while avoiding contact with other players.

Discussion Questions

  • What was it like to move through a Bridge with other players coming the other way?
  • How did the Bridges change your route around the island?
4
Build
4

Avoiding Opponents (Boats)

The teacher places hoops in the remaining Ocean areas, which serve as Boats.

Players get into a scattered formation. On the teacher's signal, all players begin moving about the Beach, the Bridges, and the Boats while avoiding contact with other players.

Discussion Questions

  • How did you plan a route across the Ocean using the Boats?
  • What happened when two players wanted the same Boat?
5
Build
5

Beaches, Bridges, and Boats

Players now play the game with the full version of the rules.

Discussion Questions

  • As IT, which part of the island was the best place to hunt?
  • As a runner, how did you decide when to commit to crossing the Ocean?

Assessment Ideas

  • Teacher Observation can be used to assess whether players who are IT are working the Bridges and Boats as pinch points rather than chasing across open Beach.
6
Build
6

Team Swarm Tag

In this build, students play Team Swarm Tag while using the Beaches, Bridges, and Boats playing area.

Discussion Questions

  • How did the island change the way the IT team worked together?
  • Which was harder to escape on this playing area, one chaser or a passing team?

Teacher Notes

Dropping a familiar game onto an unfamiliar playing area is a cheap way to get a second lesson out of the same setup. Students already know the rules, so all of their attention goes to reading the space.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

More
Chasing & Fleeing
Games

Games that build on the same tactics.