Section 5: Rules of Play
Basic Tag (Classic)
The foundational version of tag from which all variants derive.
- One player is designated as IT.
- IT counts to a predetermined number (usually 5 or 10) while other players scatter within the boundaries.
- IT then chases the other players, attempting to touch (tag) any one of them with their hand.
- A tag is a clear touch on any part of the body — a tap on the shoulder, arm, back, or torso. Clothing counts.
- When IT successfully tags another player, the tagged player immediately becomes the new IT.
- The previous IT becomes a runner.
- The new IT may begin chasing immediately or may be required to count to 3 or 5 before pursuing (by group agreement).
- Play continues indefinitely until the group decides to stop or switch to a different variant.
No Tag-Backs Rule
The most universal supplementary rule in tag:
- When a new player becomes IT, they may not immediately tag the person who just tagged them
- This prevents two players from endlessly tagging each other back and forth
- The no-tag-backs rule typically lasts for one tag cycle — after IT tags someone else (or after a set time like 5 seconds), the restriction lifts
- Some groups extend no-tag-backs to the last 2 or 3 people who were IT
Base and Safe Zone Rules
- If the group designates safe zones (bases), a player touching or standing on a base cannot be tagged
- Players may not stay on a base for more than 10 seconds (or an agreed count)
- When IT counts a player out of their base time, the player must leave and re-enter open play
- A base can typically only protect one player at a time
- IT may not stand directly on or next to a base and wait (this is called "camping" or "guarding" and is generally prohibited)
Freeze Tag
One of the most popular tag variants, especially for younger children and larger groups.
- One or more players are designated as IT.
- When IT tags a runner, the runner must immediately "freeze" — stand perfectly still with feet planted and arms out.
- Frozen players cannot move, run, or tag anyone.
- A frozen player is "unfrozen" (freed) when another runner who is not frozen touches them or tags them.
- Once unfrozen, the player may immediately resume running.
- IT wins the round if all runners are frozen simultaneously.
- If IT cannot freeze everyone, a time limit (3 to 5 minutes) may be set; if any runners remain unfrozen when time expires, the runners win.
Variations on freezing:
- Frozen players must stand with legs apart; they are freed when another player crawls between their legs (see Tunnel Tag below)
- Frozen players must hold a specific pose (hands on head, one foot up, etc.)
- Freed by a high-five instead of a simple touch
TV Tag
A creative variant that combines physical play with quick thinking.
- Standard tag rules apply — one player is IT and chases the others.
- A player about to be tagged can become temporarily safe by crouching or sitting down and shouting the name of a TV show.
- Each TV show can only be used once per game by any player. If a player names a show that has already been called, they are not safe.
- The safe period lasts only a few seconds — the player must stand up and resume running after IT moves away or after a count of 3.
- Players cannot use the TV show defense more than 2 or 3 times per round (by group agreement).
Variations: Instead of TV shows, players may call out movie titles, cartoon characters, animal names, book titles, or any agreed category.
Zombie Tag
A team-based variant where the group of ITs grows as the game progresses.
- One player starts as the Zombie (IT).
- The Zombie chases all other players (the Survivors).
- When a Survivor is tagged, they become a Zombie as well and join the chasing team.
- Zombies work together to corner and tag the remaining Survivors.
- The last Survivor standing wins the round and typically becomes the first Zombie in the next game.
- Zombies may be required to move differently — walking only (no running), arms extended forward, groaning — to give Survivors an advantage.
Variations:
- Speed Zombies: Zombies can run at full speed (harder for Survivors)
- Slow Zombies: Zombies can only walk or shuffle (easier for Survivors)
- Antidote: A hidden object in the play area can be found by a Survivor to "cure" one Zombie back to a Survivor
Flashlight Tag
A nighttime variant that transforms tag into a thrilling hide-and-seek hybrid.
- Played after dark in an outdoor area (yard, park, campground) or a darkened indoor space.
- One player is IT and is given a flashlight.
- Other players hide and move throughout the play area.
- IT searches for players using the flashlight. A player is "tagged" when IT shines the flashlight beam on them and calls out their name.
- Tagged players go to a designated "jail" area or are out for the round.
- The last player found wins and becomes IT for the next round.
Safety note: Flashlight Tag requires extra caution. The play area must be free of tripping hazards, holes, and obstacles that are hard to see in the dark. Boundaries should be well understood before darkness falls.
Shadow Tag
A sunny-day variant where players tag by stepping on shadows rather than touching bodies.
- Played outdoors on a sunny day when players cast clear shadows on the ground.
- IT tags other players by stepping on their shadow.
- When IT steps on a player's shadow, that player becomes the new IT.
- Players can avoid being tagged by standing in the shade (where they cast no shadow), crouching to shrink their shadow, or positioning themselves so the sun is behind IT.
- Shadow Tag is best played in the morning or late afternoon when shadows are long and clearly defined.
Variations:
- Players must jump to avoid shadow-stepping (only shadow contact while feet are on the ground counts)
- Shaded areas are off-limits as safe zones to keep the game moving
Tunnel Tag
A Freeze Tag variant with a specific and entertaining unfreezing mechanic.
- Standard Freeze Tag rules apply — IT tags runners, who then freeze in place.
- Frozen players must stand with their legs spread wide apart.
- A frozen player is freed only when another runner crawls through their legs (the "tunnel").
- The crawling player is vulnerable while going through the tunnel and can be tagged by IT during the attempt.
- Once freed, the previously frozen player can immediately run.
- IT wins when all players are frozen simultaneously.
Strategy: IT should try to freeze players near each other so crawling between them is risky. Runners should free isolated frozen players first to keep the rescue chain alive.
Blob Tag
A cooperative variant where the chasing entity grows larger and more unwieldy over time.
- One player starts as IT (the Blob).
- When the Blob tags a runner, the tagged player joins hands with the Blob, forming a chain.
- The Blob grows with each tag — 1 becomes 2, then 3, then 4, and so on.
- Only the players on the two ends of the Blob chain (who have a free hand) can tag runners.
- The Blob must stay connected — if the chain breaks, the Blob must stop and reconnect before continuing to chase.
- The last runner standing wins.
Variations:
- Splitting Blob: When the Blob reaches 4 players, it may split into two separate Blobs of 2, each operating independently. This speeds up the endgame.
- Amoeba Tag: Instead of a chain, tagged players surround the Blob in a cluster, moving as a group
Sharks and Minnows
A territorial tag variant played across a defined field.
- One or more players are designated as Sharks and stand in the middle of the play area.
- All other players (Minnows) line up on one side of the field.
- On a signal, Minnows attempt to run from one side to the other without being tagged by a Shark.
- Any Minnow tagged becomes a Shark for the next round.
- The last Minnow standing wins and becomes the Shark in the next game.
Capture Tag (Cops and Robbers)
A team-based variant that adds a jail and rescue mechanic.
- Players divide into two teams: Cops (taggers) and Robbers (runners).
- A "jail" area is designated within the play boundaries.
- Cops chase Robbers. When a Cop tags a Robber, the Robber goes to jail.
- Jailed Robbers can be freed if a free Robber reaches the jail and tags them without being caught.
- Cops win when all Robbers are in jail. Robbers win by surviving for an agreed time limit or if they can never all be jailed simultaneously.
- Teams switch roles after each round.
Elbow Tag (Link Tag)
A fast-paced variant for larger groups that involves pairing up.
- All players except two form pairs, linking elbows and standing scattered within the play area.
- One unpaired player is IT; the other unpaired player is the Runner.
- IT chases the Runner. To escape, the Runner can link elbows with either member of any standing pair.
- When the Runner links with a pair, the person on the opposite end of the pair is displaced and becomes the new Runner.
- If IT tags the Runner, roles reverse — the tagged Runner becomes IT and the former IT becomes the Runner.
- The game is continuous and fast — roles shift rapidly as runners link and displace partners.
Band-Aid Tag
A variant designed for continuous play without role-switching pauses.
- Standard tag rules apply with the following addition:
- When tagged, a player places one hand on the spot where they were tagged (the "band-aid") and continues playing — they are not IT.
- If tagged a second time, the player places their other hand on the new tag spot. They now have two "band-aids" and limited mobility.
- If tagged a third time, the player must go to a designated "hospital" area, perform an agreed action (5 jumping jacks, spin around 3 times, etc.), and then re-enter the game with no band-aids.
Duck, Duck, Goose
A seated circle variant popular with younger children.
- All players except one sit in a circle facing inward.
- The standing player (the Picker) walks around the outside of the circle, tapping each seated player on the head and saying "Duck" for each tap.
- When the Picker taps a player and says "Goose," the Goose must jump up and chase the Picker around the circle.
- The Picker tries to run all the way around and sit in the Goose's vacated spot before being tagged.
- If the Picker sits down safely, the Goose becomes the new Picker.
- If the Goose tags the Picker, the Picker must go to the center of the circle ("the mush pot") for one round, then rejoin. The Goose sits back down.