# Snake

Small groups wiggle a jump rope along the floor like a snake while participants take turns stepping or jumping over it without touching it.

**Time:** 10 minutes. Public source lists less than 10 minutes; structured here as a standard 10-minute session.
**People:** 4 to 24. Station groups of 3 to 6 people, each with one jump rope.

## Choose this exercise

**Purpose:** Practice foot-eye timing, coordination, and cooperative turn-taking through low-to-the-ground physical movement.
**Use it when:** Use during active warm-ups, physical education, or recess breaks to practice fundamental jumping skills without turning a full overhead rope.
**Skip it when:** Skip when participants lack clear floor space, wear footwear unsuitable for jumping, or prefer non-physical activities.

## Materials and tools

- 1 jump rope per group of 3 to 6 participants
- Floor tape or cones to mark jumping lanes (optional)

## Before participants arrive

1. Clear an open area with flat, non-slip flooring.
2. Ensure at least 3 meters of clearance around each group station.
3. Place one jump rope at each station.

## Say this to open

Today we are playing Snake. In groups of three to six, two people will sit or kneel to hold the rope ends flat on the floor and wiggle them gently side to side. The other players take turns jumping or stepping over the wiggling rope without touching it. The core safety rule is simple: the rope must remain touching the ground at all times. We will rotate roles so everyone gets a turn to move and turn.

## How to run it

### 1. Demonstrate mechanics and safety rule (2 minutes)

Gather the group. State the core safety rule: the rope must always stay in contact with the ground to eliminate tripping hazards. Demonstrate the turners sitting or kneeling on the floor and gently wiggling the rope side to side. Demonstrate stepping or jumping over the grounded rope with one or two feet. Ask one volunteer to restate the core safety rule.

### 2. Form stations and establish base rhythm (2 minutes)

Divide participants into station groups of 3 to 6. Assign two turners and up to four jumpers per rope. Turners kneel and begin wiggling the rope slowly on the ground. Jumpers line up single file, approach one at a time, and jump or step over. If a jumper touches the rope, they loop back to the end of the line without penalty.

### 3. Rotate roles and vary rope speed (4 minutes)

Every 90 seconds, signal a role switch so turners rotate into the jumper line and new participants take the rope ends. Turners may gradually increase the side-to-side wiggle speed as jumpers gain rhythm, keeping the rope grounded at all times.

### 4. Cool down and debrief (2 minutes)

Call time. Have groups coil or lay their ropes flat on the floor. Gather everyone standing or seated. Ask two participants to share what helped them time their jumps, and ask two turners how they adapted to their jumpers.


## Debrief questions

- What helped you time your jump over the moving rope?
- How did the rope turners adjust to help the jumpers clear the rope safely?

**Finished output:** Completion of cooperative jumping rounds across all station groups.

## Remote

This physical rope-jumping game requires in-person floor space and shared jump ropes. It cannot be run as written over video. Do not substitute an incomplete remote variation without a fully detailed standalone guide.

## Hybrid

Snake requires shared physical equipment and spatial proximity. Hybrid delivery is not recommended. If running a split session, keep remote participants in a separate room on an independent remote coordination game rather than attempting to mix formats.

## Access and participation choices

- Participants may step over a stationary rope flat on the floor rather than jumping over a moving rope.
- Participants may choose to remain a ground turner, timer, or line caller instead of jumping.
- Anyone may pass on physical movement without disclosing reasons.

## If the session gets stuck

**Turners lift the rope off the floor, creating a tripping hazard.**

Remind turners to keep hands directly on the floor so the rope slides along the surface rather than lifting into the air.

**Lines back up and jumpers wait too long between turns.**

Cap jumping lines at 4 people per rope by opening an extra rope station if numbers exceed 6 per group.


## Terms used here

- Turner: The participant holding one end of the rope on the ground and wiggling it gently side to side.

## Sources and adaptation

Observed in the Playworks game library under Snake.

Retained the foundational Playworks rules: two turners kneeling or sitting, rope wiggling low along the ground, jumpers clearing it with one or two feet, and role rotation. Added standardized group sizing (3 to 6 per station), standard 10-minute step timings, explicit safety rules, and an in-person limitation statement for remote/hybrid delivery.

[Playworks](https://www.playworks.org/game-library/snake/)

Current run sheet: https://unitedwetransform.com/exercises/snake/
