Section 5: Rules of Play
Starting the Game
- Agree on the classic or no-break format, the winning condition, boundaries, and any house rules.
- Divide the players into two balanced teams.
- Each team forms a line facing the other team.
- Choose the first calling team by mutual agreement or a simple chance method.
Classic Turn Sequence
- The active team clearly calls one willing player from the opposing team.
- The called player waits until the game leader signals that both teams are ready.
- The runner travels directly toward one chosen link between two defenders.
- The attempt ends when the link clearly separates, the runner is safely stopped without passing through, the runner stops voluntarily, or the leader calls the play dead.
- If the runner passes completely through the separated link under the agreed standard, the attempt succeeds. The runner returns to the original team with one of the two players whose link was challenged. The successful runner chooses which one.
- If the link remains intact and the runner does not pass through, the attempt is unsuccessful. The runner joins the defending team.
- The other team becomes the calling team, regardless of the result.
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. They may release immediately for safety; doing so makes the runner successful but should never be discouraged.
Recommended No-Break Format
For a lower-risk game, do not form a physical chain. Defenders stand side by side with visible gaps and hands kept to themselves. The called player approaches under control and completes a predetermined non-contact challenge, such as reaching the line before a spoken count ends or passing through a gap selected before the run.
For a simple no-break challenge, the calling team secretly chooses a gap, the runner names a gap, and the choice is revealed. A match is a successful attempt; a non-match is unsuccessful. Apply the same team-transfer results as in classic play. This preserves calling, anticipation, and team movement without collisions or force against linked arms.
Common House Rules
- 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 walk briskly and must keep one foot in contact with the ground.
- Three-step challenge: The runner begins only three large steps from the line, reducing speed and impact.
- Tag-the-gap: Defenders do not link. The runner scores by tagging a called gap or designated point while defenders remain stationary.
- No transfers: Teams remain fixed and record points for successful defenses and successful runs.