This is a simple but fun variation on the classic tag game probably best suited to groups without mobility concerns.
The Basics
One player is “in” and must tag any other player in the space to become freed of their charge. Whatever movement quality this player assumes (tempo, height, energy…), all the escaping players must mirror and adopt. When the hunting player proves successful, the newly tagged classmate introduces a new movement that now becomes the norm.
Example
Player A moves through the space on super slow motion, prompting everyone else to do the same until they finally tag Player B.
Player B introduces a new quality of moving on bulletin tippy-toes and eventually captures the similarly moving Player C.
Player C lunges deeply and rhythmically with each new step while shaking their hands above their head…
The Focus
Exploring a wide range of different movement qualities to the best of your ability.
Traps and Tips
1.) Play to include. Most groups will include members who hold an expertise in some particular movement tradition (break dancing, martial arts, gymnastics…); it’s a bit of a spoiler to introduce a new way of moving (head spinning, barrel kicking, side splitting…) that no one other than the initiator can safely accomplish. (The prime rule of performance that everyone must remain physically safe needs to remain front of mind). The name of the game is Move Like Me Tag; implicit in this title is the invitation for others to join you joyfully in reach new piece of choreography. So, with that in mind…
2.) Play to (gently) challenge. Part of the greater goal of the game is to expand everybody’s movement vocabulary. Therefore, if every new choice is tepid or pedestrian, participants will leave the exercise no better than they found it. While balancing the above guideline, by all means, utilize training that is unique to you – just do so knowingly and proportionally. Offer up that more rudimentary dance step, martial arts quality, or gymnastic attitude. And if you’ve shot too high, feel free to simplify the idea until you feel your classmates are enjoying themselves. It can be helpful to…
3.) Play with essences… rather than attempt specific, complex maneuvers. If you’re familiar with the Laban lexicon, these types of qualities can provide promising starting points – dab, flick, glide… With younger groups, the facilitator could even announce each new inspiration and have the chaser model precisely how the group will apply it. (This type of sidecoaching could also assist more experienced groups if they’re falling into a rut of predictable patterns and styles.) Finally….
4.) Play to lose. When the desire to win supersedes the desire to explore, the game will suffer. If every chaser introduces an energy solely designed to improve their chances of “success,” or everybody avoids being tagged at all costs (thereby leaving the same one movement in play for an inordinate amount of time), or each new choice is needlessly perfunctory and anemic, then you won’t unlock much of lasting value. Instead, foster a delight in losing and assuming the lead. In fact, I’d say the game isn’t really complete until everyone has had an opportunity to introduce their movement into the mix so everyone really should lose at one point or another!
In Performance
Be wary of truly running speeds (even if you’re in a field or similarly expansive environment) as this might lead to a more aggressive style of tags that could increase the likelihood of rough play. It’s also generally helpful to have a “butcher” (is that a kiwi phrase?) or “no tag backs” rule just to keep the full ensemble involved.
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Cheers, David Charles.
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Photo Credit: Andrew Sickles
© 2024 David Charles/ImprovDr
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