Section 4: Players & Officials
Teams
Red Rover works best with at least four players on each team. Divide participants as evenly as possible, considering age, size, speed, and mobility rather than relying only on equal numbers. If an odd player remains, one team may begin with the extra player or the game leader may rotate that player between teams.
Each team forms one continuous line. In the classic version, adjacent players hold hands or use another agreed hand-to-hand link. Players may not wrap arms around one another, lock wrists, grip clothing, or use an interlocking hold that cannot be released immediately.
Game Leader
A responsible game leader is strongly recommended and should be required for children. The leader establishes the variation, balances the teams, identifies valid line positions, alternates turns, resolves uncertainty, and stops unsafe conduct. The leader's safety decisions are final.
Callers and Runners
On each turn, the active team selects one caller to deliver the traditional invitation: “Red Rover, Red Rover, send [player's name] right over.” Any clear wording that identifies exactly one opposing player is acceptable.
The named player becomes the runner for that turn. A player may decline a run without penalty or explanation; the calling team then names another willing player. To keep everyone involved, teams should avoid repeatedly selecting the same runner when other willing players have had fewer turns.
Substitutions and Accessibility
Players may enter or leave between turns with the leader's approval. The teams should be rebalanced when necessary. Groups should adapt the challenge to participants' abilities—for example, by using walking, tagging, or a cooperative skill task—without treating an accommodation as a competitive disadvantage.