Ultimate Zap!
Good game for older students
“Only the Zapper HOLDING the ball can tag you by hand or by throwing the ball and hitting you — and they can't run with it. So Zappers, you have to throw and catch your way around to reach people. Everyone else, stay inside the square and don't get tagged. If you get ZAPPED (tagged) you become a Zapper! 3..2..1..GO!”
Objective:
Runners try to be one of the last two players not zapped.
Zappers try to zap the whole group — but since only the ball-carrier can tag and they can barely move, the Zappers must pass the ball quickly and accurately to trap runners.
They can tag you with the hand or the throw the ball at you.
Set-up:
Area: a 20 x 20 yard square marked with 4 cones at the corners. Half a basketball court works fine. Shrink to 15 x 15 for smaller groups.
Pick 3 starting Zappers. Everyone else is a Runner.
Depending on the group size, give the Zappers ONE foam ball to share — one ball for the whole game to begin with.
Starting positions: Zappers spread out in the middle of the square. Runners scatter anywhere inside the square. No safe areas to begin with.
Keep the spare pinnies in a small pile just outside one corner cone so newly zapped players can grab one without stopping the game.
How to Play:
Only the Zapper HOLDING the foam ball may zap someone — either by tagging safely or throwing the ball and hitting them (no head shots).
The ball-carrier may take a maximum of 3 steps.
To move the ball anywhere else, they must THROW it to another Zapper, who must CATCH it.
Zappers can move anywhere when not holding the ball.
If a pass is dropped, play carries on — the nearest Zapper picks the ball up and keeps hunting.
A zapped Runner grabs a pinnie, puts it on, and immediately joins the Zappers.
Runners may not touch, block, or hold the ball.
Round ends when only 2 Runners are left — they win, and they become the starting Zappers next round.
Progressions / Variations
Safe Zones: Add one or two hula hoops in the middle of the field as the "SAFE ZONE". Runners inside this hoop cannot be Zapped. But can only be in the Safe Zone for 3-5 seconds.
Multi-ball: Add multiple balls into the game so there are even more players throwing the balls around and attempting to zap the runners.
Un-Zapped: If a Runner catches a ball thrown at them, they earn a rescue: they tag 1-3 Zapped teammates, who take their pinnies off and rejoin the game as Runners. If the catch is dropped, they are Zapped.
The Game Encourages
Agility & evasion — constant reading of space, cutting and changing direction.
Communication — Zappers physically cannot succeed without calling for the ball; the game rewards the loudest, clearest team.
Teamwork — the three-step rule makes solo heroics impossible; zapping someone is always a group effort.
Decision-making — when to pass versus take the last two steps; when to gamble on throwing.
Leadership — newly zapped players often become the ones organizing the hunt, so every child gets a leadership turn.
Sportsmanship — nobody sits out. Getting zapped means switching sides, not standing on the sideline.
SEL / PBIS alignment: strong on Social Awareness and Relationship Skills (reading teammates, cooperative problem-solving) plus Self-Management (staying composed when hunted).
Reinforces PBIS Be Safe (gentle two-hand touch, never the head), Be Respectful (honest self-calling when zapped) and Be Responsible (put your pinnie on and rejoin immediately).
Equipment
Cones — 4 for the corners of the square, plus 2 more if you run the Recharge Pads progression.
Foam balls — 1-4 for the whole game.
Pinnies — enough for the whole group, since every zapped player puts one on.
3 equipment types (cones + 1 foam ball + pinnies).

