Use these breakout exercises to focus on handling decision-making before returning the players to a game. Avoid stopping and starting – just let it run to allow the attackers to find solutions. MORE
Use this rugby version of the popular arcade game to work on evasive skills, decision making and deception. By Josh Barlow, RDO for the Isle of Wight
- PacMen start where they want
- Ghosts start by the balls and pick one up on the call “GO”
- On “GO”, players can run along any line
- Ghosts chase the PacMen
- When a ghost touches a PacMan, the PacMan goes to the ball store and becomes a ghost
- Develop by having more ghosts, who can pass the ball
- Develop by having lines the PacMen can’t run down, but the ghosts can
Escape the ghosts who chase the PacMen racing along the lines of cones.
Lots of cones. Some balls.
HOW TO DO IT
- Put the PacMen at one end of the grid and the ghosts with a ball at the other end.
- When you say go, the players run along the lines.
- If a ghost touches a PacMan with a ball, the PacMan is out.
- Play until all the PacMan are caught.
Additional rules for progression
- A captured PacMan goes to the base to get a ball and becomes a ghost.
- Have one ball per pair of ghosts. They can pass between themselves.
- Make one or two lines no-go lines for PacMen.
- Have ruck pads on the ground. If a PacMan can pick up the pad, they can bump a ghost. That ghost has to return to the base before restarting. The PacMan drops the pad out of the grid once they’ve use it once, so it can’t be used again.
- Have balls or cones or other objects for the PacMen to collect before they are all captured.
- Have fun.