views
- Split players evenly into 2 teams. Have each team hold hands and stand in a straight line across from each other about 20 feet (6.1 m) apart.
- One team says, “Red Rover, Red Rover, send (name) on over.” The chosen player runs toward the team, trying to break through 2 players’ arms.
- The runner chooses one player to join their team if they successfully break through the line. If the team stops the runner, the runner joins their team.
Find at least six people to play.
Red Rover is played in 2 teams, so find at least 3 people to play on each team. Try to get a few extra people to join your game because having more players makes Red Rover more fun. Red Rover is the perfect game to play at recess when you know there are lots of players who will want to join. Just check with a teacher to make sure your school allows you to play. If you want to set up a game outside of school, plan it a day or two in advance so you have more time to get players to join.
Pick a captain for each team.
Choose 2 players to be the captains who lead the teams. The captains are in charge of picking teams and calling out their team’s choice each turn.
Divide the players into 2 equal teams.
The captains flip a coin to determine who gets to pick players for their team first. The captains take turns picking 1 person at a time. Once all the players are split between the teams, you’re ready to start the game.
Have each team hold hands in a straight line.
Play on a soft surface, such as a grassy field, so someone doesn’t get hurt if they fall down. Have the teams stand about 20 feet (6.1 m) apart from each other. Both teams face each other and line up side by side so they can hold hands. When you’re creating your line, have stronger players hold hands with weaker players for better chances at winning. If you’re playing with small or young children, have the teams stand closer together so they’re less likely to get hurt from running too fast.
The starting team calls a player.
The team that didn’t win the coin toss gets to take the first turn of the game. The team picks one player on the other team to "call over" to their side. Once the team has decided, they sing, "Red Rover, Red Rover, we call (name) over!" When you’re choosing who to call over, pick a player who you think you’ll be able to stop without letting go of your team’s line. Try to pick smaller players before choosing the strongest ones.
The player runs toward 2 opposing players.
The player who was called runs as fast as they can towards the team that called them over. They’ll pick 2 players, and try to run through their arms so they let go of each other. If you’re the runner, look for weaker links between players and avoid going for the strongest players right away.
The player brings 1 person back to their line if they break through.
If the runner makes the 2 players let go of their hands, then they’ve won the turn. They can pick either of the 2 players they ran toward and take them back to join their team’s line. Variation: In games with fewer players, only the runner goes back to the original team without taking additional players. Variation: The runner may select anyone from the line to take back to their team instead of the players they tried to break through. If you’re playing this variation, run through the weakest spot in the line and take the strongest player back with you.
The player joins the line if they don’t break through.
If the runner isn’t able to get through and the 2 players keep their hands held, then the runner loses. The runner switches teams and joins the line they just tried to break through. Players cannot link arms or wrists when the runner tries breaking through them because it could cause injuries.
Take turns until all players are on one team.
Teams alternate turns calling over different players. When there’s only one person left on a team, they must run toward the other team and try breaking through. If the last runner on one team can’t break through the line, then the other team wins. The same runner cannot be called 2 turns in a row.
Comments
0 comment