United We Transform | Facilitator run sheet

Elbow Tag

Pairs stand scattered across the room with hooked elbows while an active chaser tries to tag an active runner. The runner escapes by hooking elbows with any pair, which immediately bumps the opposite partner out as the new runner.

15 minutes | 6 to 24 people

Choose this exercise

Purpose: Re-energize a group through quick tactical decision-making, rapid role shifts, and light physical movement.

Use it when: Use during an in-person physical workshop or training break when participants need a fast reset to combat lethargy.

Skip it when: Skip when the space has slip or trip hazards, when participants lack safe footwear, or when the group prefers low-movement, zero-contact activities.

Group arrangement: Stationary pairs scattered across an open floor, plus one runner and one chaser in active play.

Timing: Playmeo documents Elbow Tag as a 5 to 15 minute running activity; UWT sets 15 minutes to include safety boundary setting and debrief.

Materials and tools

Before participants arrive

  1. Clear an open area free of tables, chairs, bags, and loose wires.
  2. Check floor traction and verify all participants have safe footwear.

Say this to open

We are going to play Elbow Tag. Most of you will stand in pairs with elbows linked and outside hands on hips to form open handles. One person is the Chaser, and one person is the Runner. The Chaser tries to tag the Runner with a light touch on the shoulder. To become safe, the Runner links onto any open elbow handle. When that happens, the person on the opposite end is instantly bumped out and becomes the new Runner. If the Chaser tags you before you hook on, roles flip immediately: you become the Chaser, and they become the Runner. We will keep speeds to a brisk walk indoors.

How to run it

  1. Set boundaries and form initial pairs 3 minutes

    Walk the boundary of the play area with the group. Ask participants to pair up and scatter across the space, leaving at least two paces between each pair. In each pair, partners link their inside arms and place their outside hands on their hips to form open elbow handles. If there is an odd number of participants overall, assign the extra person to serve as a boundary referee or timekeeper alongside the facilitator so that all playing stations start as complete pairs.

  2. Demonstrate the link and bump mechanic 3 minutes

    Select one pair to decouple as the first Chaser and Runner. Walk through a slow-motion test: the Runner approaches a stationary pair, hooks an arm through an open elbow handle, and calls 'Bump!' The outside partner on the opposite side unhooks immediately and walks briskly away as the new Runner. Confirm that everyone understands only two people may be linked in a station at any time. State the speed rule: default is fast walking indoors, or running only if floor grip and space permit.

  3. Run active game rounds 6 minutes

    Call start. The Chaser pursues the Runner. When the Runner hooks an elbow, the bumped partner takes over running. If the Chaser tags the Runner before a link occurs, they switch roles instantly on the spot. If the group exceeds 16 players, introduce a second simultaneous Chaser and Runner pair to ensure active rotation across the stations. Call freeze with your whistle after 6 minutes.

  4. Debrief tactical awareness and role switching 3 minutes

    Gather the group into a circle. Take two to three short observations from participants using the debrief questions. Conclude on time.

Debrief questions

Finished output: Completion of multiple role rotations with all active participants having engaged in chasing, fleeing, or anchoring stations.

Remote

This physical tag mechanic cannot be run across video conference. For an online quick-reaction activity, run a visual turn-passing game instead, such as Zoom Tag or Rapid Word Association, where calling on someone instantly transfers the speaker role.

Hybrid

Keep in-person participants active on the physical floor. Remote participants join via room audio and video feed to serve as referees: they call out boundary line crossings and give verbal alerts when an isolated pair has their open elbow handle facing away from the Chaser.

Access and participation choices

If the session gets stuck

The bumped partner does not realize they have been bumped and fails to run.
Remind runners to call out 'Bump!' verbally as their arm locks in, giving the outside partner an immediate auditory signal to move.
A Runner links and unlinks repeatedly with the exact same pair.
Add a temporary rule that a newly bumped Runner cannot re-attach to the pair they were just bumped from.

Terms used here

Sources and adaptation

Observed in Playmeo collection, where it is attributed to Mark Collard.

Retained the traditional linking, unlinking, and chasing rules recorded by Playmeo and Mark Collard. Added specific boundary check protocols, a mandatory second pair rule for groups over 16, clear non-running referee roles for odd numbers or access needs, and practical bump mechanics for indoor safety.

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