Games – Tag

Activity Description: A chasing game with countless adaptations for creativity and fun.

  • Fulfills Step 2 of GSUSA Daisy Fun With Movement badge requirements.
  • Fulfills Step 5 of GSUSA Brownie Me Time badge requirements.

Info Needed for Fun With Movement: Scouts learn how physical activity can be fun and creative, especially with plenty of space to move.

Info Needed for Me Time: Scouts explore how their bodies help them learn and experience new things through physical movement and hands-on activities outside the meeting space. (Pick one of the Tag Variants they haven’t tried before.)


Items Needed

  • A large, safe, open space for running

Instructions (Estimated Total Time: 15–30 min):

  1. Choose a scout to be “it” (2–4 min)
    • An adult volunteer selects one scout to start the game as “it.”
    • This scout will chase others and try to tag them by lightly tapping their shoulder or back.
    • Emphasize safe tagging and avoiding rough play or collisions.
  2. Begin the game and rotate roles (10–20 min)
    • When a scout is tagged, they become “it” and begin chasing the others.
    • The game continues with each tag transferring the role.
    • (Optional) Designate safe zones within the playing area where scouts can stand to avoid being tagged. Scouts may only stay in a safe zone for 5–10 seconds before rejoining the game. (See also Honest Tag)
  3. Wrap up or switch activity (3–6 min)
    • Continue until scouts are ready for a break or want to try a new game.
    • Offer water or a short cooldown movement if needed.

Variations

There are 31 different variations:

Click to Expand → Amoeba Tag:
  1. Two scouts start as “it” and hold hands. Together, they chase others to tag them.
  2. When a scout is tagged, they join the “it” chain by linking hands.
  3. If another scout is tagged, the chain can stay together or split into two smaller chains, but each chain must have at least two scouts.
  4. The game continues until no one is left untagged.

Click to Expand → Blob Tag:
  1. When a scout is tagged, they join hands with “it” and form a “blob.”
  2. The blob continues to grow as more scouts are tagged.
  3. The game ends when all scouts are part of the blob.

Click to Expand → Bridge (or Tunnel) Tag:
  1. When tagged, a scout must kneel down and form a “bridge” with their hands and knees on the ground. (Or form a “tunnel” where you freeze with your legs spread apart).
  2. To be freed, another scout must crawl under their bridge (or tunnel).
  3. The game continues until everyone is frozen, or the timer runs out.

Click to Expand → Buddy Tag:
  1. Scouts pair up, and each pair is linked by holding hands or locking arms.
  2. “It” chases the pairs, and if one member of a pair is tagged, both become “it” and chase others as a new pair.

Click to Expand → Clothespin Tag:

Items Needed: 3 wooden clothespins per scout & a collection bin or designated areas for dropped clothespins

  1. Pin 3 clothespins to the back of each scout’s shirt.
  2. Scouts run around trying to pull off each other’s clothespins while protecting their own. When a clothespin is pulled off, it must be placed in the collection bin. Scouts cannot pin clothespins back on.
  3. Once a scout loses all 3 clothespins, they are out and must sit down. It’s better to sit on the sidelines, but they can just sit where they lost their last pin.
  4. The last scout with at least one clothespin left wins the game.

Click to Expand → Cops and Robbers Tag:
  1. Divide scouts into two teams: cops and robbers.
  2. Cops chase and tag robbers to “arrest” them. Tagged robbers must go to a designated “jail” area.
  3. Robbers can be freed if a teammate tags them while in jail.
  4. The game ends when all robbers are caught or after a set time limit.

Click to Expand → Color Tag:
  1. The adult volunteer calls out a color (e.g., “blue”), and any scout wearing that color is safe from being tagged.
  2. “It” can only tag scouts not wearing the called color.

Click to Expand → Cyclops Tag:
  1. All scouts play with one eye covered (using a hand or eye patch). Regular tag rules apply, but scouts must rely on limited vision for an added challenge.

Click to Expand → Dead Ant Tag:
  1. Scouts spread out in a large open area with clear boundaries.
  2. Choose one Scout to be “It.” This Scout chases the others.
  3. When “It” tags someone, that Scout must lie down with arms and legs sticking straight up like a “dead ant.”
  4. To revive a “dead ant,” four Scouts must tag one limb each.
  5. Once a Scout has been a “dead ant” three times (using the honor system), they become “It.”
  6. Multiple Scouts can be “It” at the same time, making the game wilder and more unpredictable.

Click to Expand → Dragon’s Tail Tag:
  1. Line up scouts in a single file, each holding the waist of the scout in front of them. The last scout in line tucks a bandana or ribbon in their waistband as the “dragon’s tail.”
  2. The scout at the front of the line (the “dragon’s head”) tries to grab the tail while the rest of the line wiggles and moves to protect it.

Click to Expand → Elbow Tag:
  1. Scouts pair up and link elbows. Two scouts are chosen, and unlink. One is marked as “it” and the other as “chased.”
  2. The “chased” scout can link arms with any pair. The scout on the opposite side of the pair becomes the new “chased.”
  3. The game continues until everyone has had a chance to participate.

Click to Expand → Elbow Tag – Reversed:
  1. Scouts pair up and link elbows. Two scouts are chosen, and unlink. One is marked as “it” and the other as “chased.”
  2. The “chased” scout can link arms with any pair. The scout on the opposite side of the pair immediately becomes “it,” and the previous “it” becomes the “chased.”
  3. The game continues until everyone has had a chance to participate.

Click to Expand → Fox and Hounds Tag:
  1. Designate one scout as the “fox” and the rest as the “hounds.”
  2. The hounds must work together to catch the fox. If the fox is tagged, they pick a new fox for the next round.
  3. You can add a safe zone for the fox to reach if they escape the hounds for a certain amount of time.

Click to Expand → Flashlight Tag (Night Time Only):
  1. Best played in a safe outdoor area after dark. “It” is equipped with a flashlight and must find and tag scouts by shining the flashlight beam on them.
  2. Tagged scouts become “it” in the next round.

Click to Expand → Freeze Tag:
  1. When a scout is tagged, they must freeze in place.
  2. Other scouts can “unfreeze” them by lightly tapping them.
  3. The game ends when all scouts are frozen or after a set time.

See also Username Freeze Tag

Click to Expand → Freeze Melt Tag:
  1. When a scout is tagged, they must freeze in place.
  2. When a scout is frozen, another scout must touch them while holding a “melting” action (e.g., spinning in a circle or flapping their arms) for 5 seconds to unfreeze them.
  3. Play continues until all scouts are frozen or until a timer runs out.

Click to Expand → Honest Tag:
  1. Players decide who will be “it.”
  2. The player who is “it” chases the others, attempting to tag them by touching them.
    • Round One: Tagged players must say “out” and leave the game immediately.
      Leaders help call out players if necessary.
    • Round Two: Tagged players quietly leave the game on their own using the honor system.
  3. Leaders do not intervene if a tagged player stays in the game.
  4. After both rounds, discuss which round was easier or harder for staying honest.

Click to Expand → Hospital Tag:
  1. Scouts get “injured” when tagged—they must hold the part of their body where they were tagged (e.g., shoulder or knee) while continuing to play.
  2. After being tagged three times (three “injuries”), the scout becomes “it.”

Click to Expand → Line Tag:
  1. Play in a gym or field with marked lines (or use chalk to create lines on the ground).
  2. Scouts can only move by running along the lines and cannot step off them.
  3. “It” must chase and tag others while following the same rule of staying on the lines.

Click to Expand → Meltdown Tag:
  1. One scout is “it.” When they tag someone, that scout begins to “melt” by slowly lowering themselves to the ground, counting to 20.
  2. A scout who is melting can be freed if another player tags them before they reach the ground. If they melt completely, they become another “it.”
  3. The game continues until one scout remains.

Click to Expand → Octopus Tag:
  1. When a scout is tagged, they sit down and become part of the “octopus.” They do not link arms with other tagged scouts, just sit and wave their arms. Tagged scouts can tag others by waving their arms, but they must remain seated.
  2. The game ends when all scouts are tagged.

Click to Expand → Opposite Day Tag:
  1. When “it” tags someone, that scout doesn’t become “it” but instead becomes a helper for “it.” Together, they chase other scouts to tag more players.
  2. Helpers don’t become “it” but support the chase, creating more chaos and excitement.

Click to Expand → Shadow Tag:
  1. Instead of tagging physically, “it” tags scouts by stepping on their shadow. Ideal for sunny outdoor play.

Click to Expand → Shipwreck Tag:
  1. The adult volunteer acts as the “captain,” calling out different commands that indicate safe zones or actions. For example:
    • “Man Overboard” means scouts must run to a designated spot to avoid being tagged.
    • “All Aboard” means scouts must link arms in pairs to be safe.
  2. “It” chases during the chaos, trying to tag scouts before they respond to the commands.

Click to Expand → Sock Tag:
  1. Each scout takes off a sock and places it in the back of their pants as a “tail.” Ribbon, rope, or a bandana can replace socks.
  2. Everyone is “it” and tries to grab each other’s sock tails without losing their own.
  3. If a scout’s sock tail is taken, they go to the boundary and can attempt to grab sock tails from passing scouts while staying out of the playing area. They do not get to rejoin play if they get a sock tail.
  4. If a scout steals a sock tail while still having their own, they keep it as a backup and can remain in the game after their own sock tail is stolen, but must put it in as their new sock tail so others can attempt to steal it.
  5. The last scout in the middle wins.

Click to Expand → Spot Tag:
  1. Divide scouts into pairs.
  2. One scout is “it” and closes their eyes, spinning in place 3 times. Meanwhile, their partner walks to a new spot within the boundaries.
  3. After spinning, the “it” scout opens their eyes and walks to try and tag their partner. Both scouts can move and dodge but are not allowed to run.
  4. Once tagged, roles switch, and the game continues.

Click to Expand → Stoop Tag:
  1. One scout starts as “it” and chases others.
  2. Scouts can avoid being tagged by stooping or squatting for up to 5 seconds. Each scout can stoop only 3 times per round. After their third stoop, they must run and cannot squat again. “It” cannot wait near a stooping scout.
  3. Continue until all scouts are tagged or the group decides to end the round.

Click to Expand → Team Tag:
  1. Divide scouts into two teams. One team chases while the other tries to avoid being tagged.
  2. Switch roles after a set time.

See also Crows and Cranes

Click to Expand → Triangle Tag:
  1. Divide scouts into groups of four. Three scouts form a triangle by holding hands, and the fourth scout is “it.”
  2. “It” tries to tag a specific member of the triangle (chosen by the adult volunteer at the start of the round). The triangle moves to keep the target scout away from “it.”
  3. Once the chosen scout is tagged, switch roles within the group.

Click to Expand → Turtle Tag:
  1. If a scout is about to be tagged, they can “hide” by lying on their back with arms and legs in the air, like a turtle.
  2. Scouts can only stay in the turtle position for 10 seconds before they must get up and resume play.

Click to Expand → TV Tag:
  1. “It” counts to ten while everyone else runs.
  2. If a scout sees “it” coming, they can squat and yell the name of a TV show to be safe for 3 seconds. Scouts cannot repeat the same TV show in a round or say one that someone else has already used.
  3. If you’re “it,” you cannot hover near squatting scouts to wait for them to stand.

Click to Expand → Zombie Tag:
  1. Start with one scout as the “zombie.” When the zombie tags someone, they also become a zombie.
  2. Zombies move slower, mimicking zombie movements, and must try to tag others.
  3. The game continues until all scouts are zombies, with the last untagged scout being the winner.

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