United We Transform | Facilitator run sheet

Heads Up Tag

Participants combine the classroom guessing game Heads Up Seven Up with active chasing tag. Seven designated taggers tap the thumbs of line players, who then chase the taggers across an open play area to discover who tapped them.

15 minutes | 10 to 24 people

Choose this exercise

Purpose: Practice spatial awareness, safe physical tagging, and deductive evasion in an active movement game.

Use it when: Use during in-person energizers, outdoor camps, or physical education sessions where groups have open space and need high-energy movement.

Skip it when: Skip in small indoor spaces, low-mobility settings, professional boardrooms, or when participants cannot safely run.

Group arrangement: Whole group with 3 to 7 active taggers and remaining participants on the boundary line

Timing: Playworks does not fix an exact duration; 15 minutes allows setup, rules practice, and 3 to 4 rounds.

Materials and tools

Before participants arrive

  1. Mark an open playing space at least 15 by 15 meters with clear boundary lines.
  2. Ensure the surface is clear of trip hazards.
  3. Place identifying pennies or jerseys near the facilitator.

Say this to open

We are playing Heads Up Tag. It combines Heads Up Seven Up with tag. A group of taggers will secretly tap thumbs while everyone else faces away with eyes closed. When taggers call Heads Up, Seven Up, players whose thumbs were tapped will turn and chase down the taggers to find who tapped them. Tags must be light shoulder touches. Let us set boundaries and review safe movement.

How to run it

  1. Explain rules and set safety norms 3 minutes

    Define boundary lines and demonstrate safe tagging: light touch on the shoulder like butterfly wings, with no pushing, shoving, or grabbing. Choose taggers based on group size: 3 taggers for 10-12 players, 5 taggers for 13-16 players, and 7 taggers for 17-24 players. Hand pennies to the selected taggers to wear.

  2. Run line selection phase 3 minutes

    Remaining participants stand along the boundary line facing outward, close their eyes or look down at the floor, and extend one hand behind them with their thumb pointing up. Taggers walk silently along the line and tap exactly one thumb each. Once each tagger has tapped one person, all taggers run into the open play area and shout: 'Heads Up, Seven Up!'

  3. Run chase and deduction round 6 minutes

    The players whose thumbs were tapped immediately turn and chase the taggers into the play area. When a chaser tags a tagger with a gentle shoulder touch, the chaser asks, 'Did you tap me?' If yes, the tagger says, 'Yes, you caught me!' and both walk to the sideline. If no, the tagger calls out, 'Not me!' and keeps running while the chaser continues seeking the correct tagger. Conclude the round after 90 seconds or when all taggers are caught.

  4. Rotate roles and debrief 3 minutes

    Select new taggers from participants who did not run as taggers in round one. Repeat for another fast round if time permits. Gather the group at the center line for brief reflection questions.

Debrief questions

Finished output: All participants complete at least two full active rounds of line deduction and tag evasion.

Remote

Heads Up Tag requires physical running and spatial tag evasion. It cannot run in a standard remote meeting format without altering its core mechanics. For a remote alternative using deduction, play digital Heads Up Seven Up: all cameras turn off, designated secret callers private-message one player each via chat, participants turn cameras on, and targeted players guess which caller messaged them.

Hybrid

Hybrid play is not equivalent because evasion tag depends on a shared physical room. In a mixed setup, remote players can act as game judges or call time while in-person participants execute the physical tag game.

Access and participation choices

If the session gets stuck

Chasers push or make hard contact when excited.
Pause immediately and re-demonstrate the butterfly touch. Remind players that hard tags do not count and require a 10-second sideline reset.
Fewer than 14 players attend, making 7 taggers leave too few chasers.
Adjust the tagger count to match the group scale: use 3 taggers for 10 to 12 people and 5 taggers for 13 to 16 people.

Terms used here

Sources and adaptation

Observed in the Playworks Game Library under 'Heads Up Tag' (also noted as '7-Up Tag').

Retained Playworks core mechanics: line players closing eyes with thumbs up, taggers tapping thumbs and calling 'Heads Up, 7-up!', and tagged players chasing taggers while taggers reply 'Not me!' if wrong. UWT added explicit tagger-to-group size scaling (3 to 7 taggers across group_min 10 to group_max 24) to ensure mathematical viability, established 15-minute timing structure, safe physical tagging protocols, and non-contact role options.

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