Prisoner

Objective:

  • Teams try to send all opponents to prison by throwing the ball over the wall and having it hit the ground before anyone can catch it.

Set-up:

  • Use a wall-ball area with a clear space on both sides of the wall.

  • Divide into two teams.

  • Players should either know each other’s names or be assigned numbers for calling out.

How to Play:

  • Play rock–paper–scissors to decide which team starts with the foam ball.

  • A player with the ball calls out an opponent’s name/number and throws the ball over the wall.

  • The named player must attempt to catch the ball before it hits the ground.

    • Any teammate can also help by catching it.

  • Scoring / Consequences

    • If the named player catches it → their team earns 2 points.

    • If a different teammate catches it → their team earns 1 point.

    • If the ball hits the ground → the named player goes to Prison (sideline area).

  • Special Rules

    • JAIL BREAK: If a player calls “Jail Break” and the ball lands on the ground on the opponent’s side, all their imprisoned teammates return to the game.

    • Point Trade: A team can spend 3 points to free one teammate from Prison.

  • The game ends when one team has sent all opponents to Prison. Or, if playing with a time limit, the team has the most players still in the game wins.

PS - If the ball is thrown over and goes out of bounds, that player loses 1 life. After losing 3 lives, they become a Prisoner.

Progressions / Variations

  • Use two balls at once to increase action.

  • Allow only the named player to attempt the catch (harder version).

  • Add a time limit to each round.


The Game Encourages

  • Teamwork and communication

  • Quick reactions and movement

  • Memory and focus (remembering names/numbers)

Equipment

  • 1–2 foam balls

  • Wall-ball area

 
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Sleeping Giant