# Giants, Wizards, and Elves

Two teams face off in an active, full-body rock-paper-scissors tag game. Teams secretly pick characters, reveal them on a count, and sprint to tag the defeated side before they reach safety.

**Time:** 15 minutes. Playmeo lists this as a 5 to 15 minute running tag game. 15 minutes allows setup, practice, multiple rounds, and a brief cool-down.
**People:** 6 to 24. Two equal teams facing each other across a center dividing line.

## Choose this exercise

**Purpose:** Re-energize a group and practice fast collective decision-making under physical time pressure.
**Use it when:** Use during long outdoor or gym sessions when energy dips and the group needs physical movement.
**Skip it when:** Skip in small rooms, spaces with trip hazards, or when group members cannot participate safely in high-speed running games.

## Materials and tools

- 4 boundary markers or cones for two end safe lines
- 2 boundary markers or cones for the center line

## Before participants arrive

1. Select a flat, open space roughly 30 meters long and 15 meters wide without obstructions.
2. Mark a center line across the playing area.
3. Mark two end lines, each roughly 15 meters back from the center line, creating two safe zones.

## Say this to open

We are going to play Giants, Wizards, and Elves. It works like full-body rock-paper-scissors followed by a chase. Giants beat Wizards, Wizards beat Elves, and Elves beat Giants. Let us practice each character first.

## How to run it

### 1. Learn the poses and rules (3 minutes)

Demonstrate the three characters and have everyone copy you: Giants raise arms high and roar; Wizards stretch hands forward and hiss 'ZZZZZZ'; Elves crouch, pull their ears, and squeak 'ELF ELF ELF'. Explain the hierarchy: Giants chase Wizards, Wizards chase Elves, Elves chase Giants. Divide participants into two equal teams. If numbers are uneven, place the extra player on either team.

### 2. Huddle and select characters (3 minutes)

Send each team to their safe line. Give them 45 seconds to whisper and agree on two choices: Plan A and Plan B. Plan B will only be used immediately if both teams reveal the same character on the reveal line.

### 3. Line up and reveal (6 minutes)

Call both teams to line up facing each other 2 meters apart across the center line. Count aloud: '1, 2, 3, show!' Everyone strikes their team's Plan A pose. If both teams show the same pose, count '1, 2, 3, show Plan B!' immediately. If characters differ, the winning team shouts their character call and chases the losing team back toward the losing team's safe zone. Tagged runners join the chasing team. A runner who crosses behind their safe line cannot be tagged.

### 4. Repeat rounds and wrap up (3 minutes)

Run 3 to 4 more rounds, giving 30 seconds for new huddles between rounds. Stop when one team captures all players or when the allotted time ends. Gather the group at the center line to catch their breath.


## Debrief questions

- How did your team quickly reach agreement during the 30-second huddle?
- What made it easy or hard to react instantly once the other team's character was revealed?

**Finished output:** Completion of several rounds of dynamic team tag with all participants regrouped at the center line.

## Remote

This active running tag mechanic cannot run identically online. To run a related remote warm-up instead, play 'Virtual Rock-Paper-Scissors Elimination'. Pair people in breakout rooms to play best two out of three via camera gestures; winners advance to successive rounds while non-advancing players act as referees and cheerleaders.

## Hybrid

Hybrid play is not practical for this game. Remote participants cannot share the physical chase mechanic. Run an alternate online decision game for all participants, or run this physical game solely for in-person groups.

## Access and participation choices

- Participants with limited mobility or injury can act as official judges at the center line, calling ties and watching safe-line boundaries.
- Any participant may opt out of sprinting by stepping into the referee role or keeping score without explanation.

## If the session gets stuck

**Both teams pick the same character, causing confusion.**

Remind both sides before approaching the center line that they must have a pre-agreed Plan B ready, and trigger Plan B immediately on a count of three.

**Participants crash into each other along the center line.**

Enforce a mandatory 2-meter gap between the teams at the center line before the reveal count.


## Terms used here

- Safe zone: The boundary line at the back of a team's territory where players can no longer be tagged.

## Sources and adaptation

Observed in Playmeo collection, where it is attributed to Mark Collard. The activity is widely known as a traditional camp and physical education tag variation.

Retained the three fantasy roles, hierarchy, and Plan A/Plan B mechanics from Playmeo. Standardized field dimensions, added specific safety spacing at the center line, structured step timing to fit 15 minutes, and added referee accommodation options.

[Playmeo](https://www.playmeo.com/activities/running-tag-pe-games/giants-wizards-elves)

[Playmeo](https://www.playmeo.com/activities/running-tag-pe-games/giants-wizards-elves/)

Current run sheet: https://unitedwetransform.com/exercises/whole-group-tag-game-with-fantasy-roles-giants-wizards-elves/
