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Playground Games
1–2 players
both
10 essential rules
Red Rover is a traditional playground team game in which two opposing lines take turns calling a runner from the other team. In the classic version, the runner attempts to pass through a chosen link in the opposing line. A successful runner takes a player back to the runner's team; an unsuccessfu...
Obtain appropriate adult supervision for children and explain the stop signal.; Inspect the surface and surrounding runoff area for obstacles, holes, slippery patches, and hard objects.; Balance teams by size, age, speed, and ability.
If boundaries are used, establish them before play. A runner who deliberately leaves the agreed area to gain an advantage has an unsuccessful attempt.
” Any clear wording that identifies exactly one opposing player is acceptable.
A link must be established before the ready signal and may not be moved to surprise the runner. Defenders should face forward and remain near their line.
Comfortable clothing and secure, activity-appropriate footwear are recommended but are not prescribed as game equipment. Players should remove or secure jewelry, hard accessories, loose cords, and objects carried in pockets.
Choice of defender: After breaking a link, the runner may take either adjacent defender, or the group may require the nearer defender to transfer.; Rescue rule: A successful runner may retrieve any former teammate instead of one of the challenged defenders.; Walking Red Rover: All runners must wa...
A defender violation normally makes the run successful. In a transfer game, the runner may take one of the responsible defenders.
Handholds, if used at all, should be light and immediately releasable. Releasing to avoid injury is always correct and counts only as the ordinary game result—not as cowardice or misconduct.
Stop play when visibility is poor or when heat, cold, rain, wind, or surface conditions make running or stopping unsafe. Indoors, allow extra clearance from walls and fixed objects.
No point or transfer should reward dangerous behavior. If a challenge is stopped for safety, replay the turn unless one side clearly caused the unsafe situation.
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