United We Transform | Facilitator run sheet

Giants, Wizards, Elves

Two teams secretly pick a character pose, reveal it together at a center line, and play team Rock-Paper-Scissors tag where winners chase the other side.

15 minutes | 6 to 24 people

Choose this exercise

Purpose: Raise physical energy and practice quick group consensus through an active chasing game.

Use it when: Use during long in-person workshops when participants need physical movement and quick group coordination between seated work blocks.

Skip it when: Skip when the room lacks open running space, when floors are slick, or when running and tagging do not match group mobility needs.

Group arrangement: Two opposing teams facing each other across a center line

Timing: UWT suggested duration; each round takes about 1 to 2 minutes.

Materials and tools

Before participants arrive

  1. Choose a large, open area clear of furniture and trip hazards.
  2. Mark three parallel lines with tape or cones: one center dividing line and two outer safety boundary lines at least 15 to 20 feet behind each team starting side.

Say this to open

We are playing Giants, Wizards, Elves. It is a whole-body Rock-Paper-Scissors tag game. Giants beat Elves, Elves beat Wizards, and Wizards beat Giants. Your team will secretly choose a character, line up in the center, flash your pose together, and either chase or flee.

How to run it

  1. Learn poses and rules 3 minutes

    Demonstrate the three characters: Giants raise both hands overhead and roar. Wizards point hands forward, wiggle fingers, and buzz. Elves cup hands to ears and chatter. Teach the hierarchy: Giants beat Elves, Elves beat Wizards, Wizards beat Giants. Explain that gentle two-finger tags on shoulders or arms count; no shoving. Anyone who prefers not to run may serve as a boundary judge.

  2. Form teams and pick characters 3 minutes

    Divide participants into two roughly equal teams. If the total count is odd, allow one team an extra runner or invite an odd participant to serve as a boundary judge. Send teams to their safety lines. Give them 60 seconds to huddle and secretly select both a primary character and a backup character in case of a tie.

  3. Face off and chase 6 minutes

    Call teams to the center line facing each other, four feet apart. Call out: 'One, two, three, what is it going to be?' Both teams show their primary pose. The dominant character team chases the other team toward their safety line. Anyone tagged before crossing joins the tagging team. If both show the same pose, call immediately for backup poses. If both backup poses tie, teams return to their lines to re-huddle. Run repeated rounds until time expires or one side absorbs everyone.

  4. Catch breath and debrief 3 minutes

    Gather the full room back together in a seated circle. Take two shared deep breaths and invite two or three quick observations about communication under speed.

Debrief questions

Finished output: Completion of active tag rounds, concluding when time expires or when one team absorbs all opposing runners.

Remote

This active running game cannot run online without changing into an entirely different method. If your group is remote, do not run this activity; use a seated camera game instead.

Hybrid

Hybrid delivery is not supported for this activity because the core mechanic requires physical running and tagging in shared space.

Access and participation choices

If the session gets stuck

Players argue over whether a tag happened before crossing the safety line.
Appoint boundary judges before starting, and enforce an honor system rule where ties go to the runner.
Both teams pick the same character and stall the game.
Have teams always pick a primary and backup character in each huddle. Switch immediately to backup characters on a tie, and only re-huddle if backup choices also tie.

Terms used here

Sources and adaptation

Observed in Playworks game library and Teampedia as an active tag adaptation of Rock-Paper-Scissors.

Preserved the core rules, poses, and backup selection mechanic from Playworks and Teampedia sources. UWT added explicit boundary setup, rules for odd group numbers, non-runner boundary roles, and a brief cool-down debrief. Clarified that remote and hybrid variations are not equivalent to this running method.

See our editorial policy for AI use, sourcing and corrections.