Gym classexercises for technique tag game
Last update: january 2026
- From the group, a scapegoat is appointed.
- The game is played all over the field.
- The group is lined up on one side of the field.
- On sign the children cross the field.
- One of the catchers tries to catch as many children crossing the road as possible.
- Variation
- The children walk to and fro on a signal.
- Back and forth without waiting for a signal.
- The children are not free on the other side.
- With two tappers.
- With boxes where there is one ticker in each box.
- The children can be tagged in every cell.
- Who has not been tagged on the way out and on the way back?
- Or which group of tickers has managed to tick the most children?
- The farmer is a ticker and a cow is a runner.
- The game starts, the first farmer gets off the bench and hits a mat or drum and shouts I AM THE BOER!!!
- Now all the cows know who the ticker is.
- The object of the game is for the farmer to catch a cow.
- The farmer does this by ticking off a cow.
- Did the farmer tap a cow?
- Then the farmer also becomes a cow and the one who has been tapped must sit on the bench.
- So there is a new ticker every time.
- On the bench is a pass-through system.
- This means that the pupil who sits on the bench the longest, may return to the field when someone is finished.
- The other students are given a ribbon, which they must tuck into their pants to create a tail.
- The tail has to be long, so the ribbon has to stick out of the pants a lot.
- The game starts, the cats have to catch all the mice.
- They do this by pulling the ribbon (tail) of a mouse out of their pants.
- All ribbons (tails) which the cats have caught are put in the basket so nobody can slip over a ribbon.
- If your ribbon (tail) is taken, you become a cat and you have to catch other mice.
- Gradually there will be more and more cats.
- When all mice have been caught the game starts again.
- The teacher selects 2 lions (tappers).
- The lions are only allowed to tap in their cage.
- This is the area between the benches or between the benches and the wall.
- All the tokens may take a steak (piping bag) from the butcher's basket.
- The aim of the game is that the tokens pass all 2 lions without being tapped and then put the steak in the BBQ basket.
- If you are tapped by one of the 2 lions then you must put the steak in the lion's den.
- Then you can get a new steak at the butcher and try again.
- If all the steaks are gone, the game ends.
- All steaks are counted and the one with the most steaks wins.
- That's either the lions or the runners.
- You can only win as a group, so it is important that the group of runners work together well.
- The aim of the game is for the tappers to find out who the saviors are.
- To redeem someone, a redeemer has to give 3 high-fives to someone who is tapped.
- When the tappers see this they know who the saviours are so this has to be done secretly.
- The teacher chooses two tappers.
- The taggers stand in the hallway and the teacher chooses two secret saviors from the group.
- The teacher gets the catchers from the corridor and the tag game starts.
- The taggers try to tag everyone.
- If you are tapped you must stand still on the spot where you were tapped.
- If you get 3 high fives you are free again.
- When the teacher gives the stop signal, everyone sits on the yellow line except the taggers who stand in front of the teacher.
- The taggers each get 3 attempts to guess the saviors.
- If the saviours are guessed, the taggers win.
- If the saviors are not guessed, the saviors win.
- The teacher chooses 2 tickers.
- The tickers are only allowed to tap in the ticking area (area between the 2 white lines).
- All runners start in the same starting area (behind the black line).
- The aim of the game is that the runners get past the tappers without being tapped.
- The game is played in rounds.
- That means that you wait until everyone is on the other side or has been tagged before you run again.
- Is a runner tagged by one of the taggers?
- Then the runner has to stand in the box and grab the hand of another runner who is also tagged.
- As the game progresses, a wall will be formed on both sides.
- The runners are not allowed to go through the wall.
- In other words, it becomes more and more difficult for the tokens to get to the other side.
- If everyone is caught the game stops.
- The teacher chooses 2 tickers.
- All runners take a hoop, put it somewhere in the hall and then stand in it.
- When a runner stands in a hoop, he/she is free and cannot be tagged.
- When the teacher blows his/her whistle, all runners must change their hoops.
- The taggers have to try to tag as many runners as possible during this change.
- When a token is finished, he/she has to sit on the bench and is released when the game is over.
- The last remaining runner is the winner.
- Between each round, the teacher must pick up the hoops from the tokens that have been knocked off.
- The teacher selects 2 lions (tappers).
- The lions are only allowed to tap in their cage.
- This is the area between the benches or between the benches and the wall.
- All the tokens may take a steak (piping bag) from the butcher's basket.
- The aim of the game is that the tokens pass all 2 lions without being tapped and then put the steak in the BBQ basket.
- If you are tapped by one of the 2 lions then you must put the steak in the lion's den.
- Then you can get a new steak at the butcher and try again.
- If all the steaks are gone, the game ends.
- All steaks are counted and the one with the most steaks wins.
- That's either the lions or the runners.
- You can only win as a group, so it is important that the group of runners work together well.
- The teacher chooses four tickers.
- The game starts with two hoops, each with two catchers attached to it.
- If you are tagged, you also grab the hoop and you are also a ticker.
- With 4 tickers per hoop the rule is 4 is too many, which means that 2 of the four will get a new hoop from the teacher.
- When everyone is ticked, the students bring the hoops back and a new round begins.
- Use 2 hoops on top of each other per squid, otherwise the hoops will be broken during the game.
- The teacher chooses two cats.
- The other students receive a ribbon, which they must tuck into their pants so they get a tail.
- The tail must be long, so the ribbon must stick out of the trousers.
- The game starts, the cats have to catch all the mice.
- They do this by pulling the ribbon (tail) of a mouse out of their pants.
- All ribbons (tails) which the cats have caught are put in the basket so nobody can slip over a ribbon.
- If your ribbon (tail) is taken, you become a cat and you have to catch other mice.
- Gradually there will be more and more cats.
- When all mice have been caught the game starts again.
- The teacher chooses two tickers.
- One ticker sits on one of the benches, the other ticker enters the playing field.
- The game begins.
- The ticker on the bench is not allowed to tap, the other ticker (who runs around) must tap all the runners.
- Neither the runners nor the tickers are allowed to cross the bank.
- When the ticker has ticked off some tokens, he gives the ticker on the bench a high five and sits down on the bench.
- The other ticker must now tap all tokens.
- The intention is that the taggers change often during the game.
- When a token is finished, he has to sit on the teacher's bench.
- The teacher chooses 2 scapegoats.
- The taggers stand in the corridor and the teacher chooses 3 secret saviours from the group.
- The teacher takes the catchers from the corridor and the tag game starts.
- The tappers must tap all the tokens.
- When a runner is tagged, he has to stand still on the spot where he was tagged and wait until he is saved.
- A secret deliverer can deliver someone by giving 3 high-fives and a punch to someone who has been tapped, this of course has to be done very secretly. The tappers have to watch out who the secret saviors are.
- After a while the teacher gives the stop signal.
- All students have to sit on the bench/line, the taggers have to stand in front of the teacher.
- The taggers each get 3 attempts to guess the saviors.
- If the saviours are guessed, the taggers win.
- If the saviours are not guessed, the saviours win.
- The teacher chooses 2 tickers.
- Give 3 tokens a ribbon to hold in their hands.
- The game begins and the teacher starts the time on the stopwatch.
- The referees have to collect all the ribbons.
- They have to do this by tapping the tokens who are holding a ribbon in their hand.
- When a runner is tagged, he has to sit on the bench.
- On the bench the rule is 3 is too many.
- So if there are 3 tokens on the bench the first is allowed to start again.
- The runners may pass the ribbons to other runners.
- They have to prevent the tickers from getting their hands on the tokens by working together and by feinting.
- When all the ribbons are in the hands of the taggers, time stops.
- The tickers who get all the ribbons fastest win.
- The teacher chooses 2 tokens.
- The runners have 1 ball.
- The runners must tap all the runners.
- The runner who has the ball is free and may not be tagged.
- A runner can only hold the ball for 10 seconds.
- So the runners must play the ball to the runner who is about to be tagged.
- By being 'social' they prevent other runners from being tagged.
- If a runner is tagged, he/she has to sit on the bench.
- The last remaining runner wins.
- The teacher chooses 5 students to sit on the bench.
- The farmer is a ticker and a cow is a runner.
- The game starts, the first farmer gets off the bench and hits a mat or drum and shouts I AM THE BOER!!!
- Now all the cows know who the ticker is.
- The object of the game is for the farmer to catch a cow.
- The farmer does this by ticking off a cow.
- Did the farmer tap a cow?
- Then the farmer also becomes a cow and the one who has been tapped must sit on the bench.
- So there is a new ticker every time.
- On the bench is a pass-through system.
- This means that the pupil who sits on the bench the longest, may return to the field when someone is finished.
- The teacher makes 2 teams.
- Place the cones 2 metres away from the wall.
- If you don't have cones, you can also use blocks or the like.
- One team stands on the left (see map) with one hand on the wall.
- The other team will stand behind the line on the right.
- Behind this line they are safe and cannot be touched.
- The game begins.
- The team on the right must try to bring as many pins as possible behind the safe line.
- They are only allowed to bring one cone at a time and feints are allowed.
- The left team must prevent this by tapping them.
- As soon as a student of the left team takes his hand away from the wall, he has to tap someone of the right team before they are all behind the safe line.
- If he fails to do so, he's out.
- If he does tap someone from the right team, he's out of the game and he can stand with one hand against the wall again.
- When you're out, you have to sit on the bench.
- The game stops when all pins are in the safe area or when all players of one of the teams are finished.
- After this, the teams swap places.