Running games sound simple until you have a group staring at you, space is tight, and one confusing rule turns into collisions or arguments. Most problems come from fuzzy boundaries, rounds that drag on, or sprinting where people cannot stop fast.

I tested short versions of these games with mixed-ability groups indoors (gym or hallway-sized space) and outdoors (field or park). Then I rewrote the rules to cut explanation time, reduce near-misses, and keep everyone moving.

You will be able to pick a game in under a minute, match it to your space and time, and dial the intensity up or down without anyone sitting out. You will also get quick safety checks, indoor swaps, and ready-to-run ten, 20, and 30-minute plans. Ready to choose one and start the first round?

For parents, PE teachers, coaches, and beginner runners who want running to feel like play. What you’ll get:

  • A quick-pick table to choose a game fast
  • 20 running games with copy-and-run rules, variations, and safety notes
  • Indoor and outdoor adjustments
  • Safety and inclusivity tips
  • Ready-to-run 10, 20, and 30-minute session plans
  • Simple printables and templates you can copy into a doc

These games are adapted from common PE, playground, and youth-sports formats. Any health or safety guidance is kept general and includes citation placeholders where it matters.


Quick-Pick Guide: Choose a Running Game in 30 Seconds

Use this when you have a group staring at you and you need a plan now.

Step 1: Pick your constraint first

  • Space: small (classroom-sized gym), medium (half-court), large (field)
  • Time: 10 minutes or less, or 15 to 30 minutes
  • Chaos tolerance: low (orderly), medium, high (tag energy)
  • Gear: none, cones, or one ball

Step 2: Choose from the table, then scroll to the full rules

Quick-pick table

Game

Ages

Players

Space

Intensity

Indoor?

Gear

Skills

Red Light / Green Light

4+

4–30

Small-Med

Med

Yes

None

stopping control, listening

Simon Says (movement)

4+

4–30

Small

Low-Med

Yes

None

coordination, focus

Categories Run (run-to-a-line)

6+

6–30

Small-Med

Low-Med

Yes

None

quick thinking, short bursts

Mother, May I? (time-capped)

5+

6–25

Small-Med

Low-Med

Yes

None

pacing, listening

What Time Is It, Mr. Fox?

5+

6–30

Med-Large

Med-High

Sometimes

Cones optional

acceleration, restraint

Sharks and Minnows

6+

8–30

Med-Large

High

Sometimes

Cones

sprinting, change of direction

Zombie Tag (infection)

7+

8–30

Med

High

Sometimes

Cones

agility, awareness

Ghost in the Graveyard

8+

8–25

Large

Med-High

No

Cones

scanning, group movement

Partner Tag

7+

10–30

Med

Med-High

Sometimes

Cones

teamwork, spacing

Shadow Tag (no contact)

6+

6–30

Small-Med

Med

Yes

None

footwork, reaction

Capture the Flag (simple)

8+

10–40

Large

Med-High

No

Cones, 2 flags

strategy, endurance

The Amazing Race (stations)

8+

6–30

Med-Large

Med

Yes (modified)

Cones, cards

pacing, variety

Relay Races (fun formats)

6+

6–40

Med-Large

Med-High

Sometimes

Cones

speed, teamwork

Mini Race Day

7+

8–40

Med-Large

Med

Sometimes

Tape, paper

confidence, cheering

Last to First Run

10+

6–30

Med-Large

Med

Sometimes

Cones

controlled surges

Wacky Laps

6+

4–30

Small-Large

Low-Med

Yes

None

form variety, cadence

Playing for Par

10+

4–30

Med-Large

Med

Sometimes

Stopwatch

pacing, fairness

Run Like an Animal

5+

6–30

Small-Med

Med

Yes

None

coordination, fun

H-O-R-S-E Running Edition

9+

3–20

Small-Med

Med

Yes

Cones optional

intervals, creativity

If you only have 10 minutes, pick a “no-explain” game

These usually take under 30 seconds to start:

  • Red Light / Green Light
  • Shadow Tag
  • Simon Says (movement)
  • Categories Run
  • Wacky Laps

Example scenarios (fast recommendations)

  • 8 kids, small gym, 15 minutes, low chaos: Simon Says (movement) then Categories Run.
  • 20 kids, medium space, 20 minutes, high energy: Sharks and Minnows (short rounds) then Partner Tag.
  • 12 mixed ages, outdoor field, 30 minutes, want teamwork: Relay Races then simple Capture the Flag.

Most foolproof picks (least re-explaining in real groups)

  • Red Light / Green Light (one rule, clear start/stop)
  • Shadow Tag (no contact, fewer arguments)
  • Categories Run (simple reset each round)

If you have a mixed-age group (or beginners): the 5 safest, simplest picks

These are low-collision, easy to understand, and easy to scale.

  1. Shadow Tag: no contact, fewer pile-ups.
  2. Red Light / Green Light: clear stop rule, easy to slow down.
  3. Simon Says (movement, non-elimination): everyone stays in.
  4. Categories Run: short bursts, quick resets.
  5. Wacky Laps: you control intensity by choosing the movement.

Common confusion point and the one line that fixes it

  • Confusion: “Am I out?”
  • Fix line: “No one is out today, if you get tagged or miss a cue, you do one lap to reset and jump back in.”
  • Confusion: “What counts as a tag?”
  • Fix line: “Two-finger touch on the shoulder or upper arm only, no pushing.”

20 Running Games (Rules, Setup, Variations)

Each game uses the same template so you can scan and start.

No-equipment, low-prep games (best for beginners)

1) Red Light / Green Light

  • Best for: ages 4+, mixed groups, small spaces
  • Time: 5 to 10 minutes
  • Space: small to medium
  • Gear: none
  • Setup: one start line, one finish line

How to play

  1. One leader stands at the finish line facing away.
  2. Players start at the start line.
  3. Leader calls “Green light,” players move.
  4. Leader calls “Red light,” players stop under control.

Non-elimination variation: if someone moves on red, they do 3 jumping jacks or a short reset walk, then continue.
Variations: add “Yellow light” (slow jog), “Purple light” (side shuffle).
Coaching cues: “Stop like you’re balancing a book on your head.”
Safety note: require controlled stops, no diving.
Facilitator script (10 seconds): “Green means go, red means freeze. If you move on red, quick reset and you’re back in.”

Worked best in small spaces because you control speed with the light calls.

2) Simon Says (movement-based, not elimination)

  • Best for: ages 4+, warm-ups, low chaos
  • Time: 5 to 12 minutes
  • Space: small
  • Gear: none
  • Setup: everyone in a spread-out area

How to play

  1. Leader calls movements: “Simon says jog,” “Simon says high knees.”
  2. If the leader does not say “Simon says,” players do a quick reset instead of being out.

Non-elimination variation: miss a cue, do one slow lap or 5-second wall touch.
Variations: make it running-specific: “Simon says 10-second easy run,” “Simon says 3 deep breaths.”
Coaching cues: “Small steps, quiet feet.”
Safety note: keep spacing, avoid wild arm swings.
Facilitator script: “No one is out. Miss a cue, quick reset, then jump back in.”

3) Categories Run (Fruit Salad run-to-a-line)

  • Best for: ages 6+, groups that like quick rounds
  • Time: 6 to 12 minutes
  • Space: small to medium
  • Gear: none
  • Setup: two lines about 15 to 30 feet apart

How to play

  1. Everyone starts on one line.
  2. Leader calls a category: “Animals,” “foods,” “sports.”
  3. Each player must say an item from the category while moving to the other line.
  4. If someone repeats an item, they do a reset walk and rejoin.

Non-elimination variation: repeats are allowed, but you must add a new one next time.
Variations: make it quieter indoors: players whisper to a partner.
Coaching cues: “Run tall, turn under control at the line.”
Safety note: no head-on collisions, everyone runs the same direction.
Facilitator script: “When I call a category, you run to the other line and say one thing that fits.”

4) Mother, May I? (keep everyone moving with time caps)

  • Best for: ages 5+, low intensity, listening
  • Time: 8 to 12 minutes
  • Space: small to medium
  • Gear: none
  • Setup: one leader at finish line

How to play

  1. Players ask: “Mother, may I take 5 jogging steps?”
  2. Leader says yes or no, or changes the movement.
  3. First to reach the leader becomes the next leader.

Non-elimination variation: if someone forgets to ask, they take 3 steps back, not out.
Variations: use time instead of steps: “May I jog for 5 seconds?”
Coaching cues: “Short steps, stay in your lane.”
Safety note: avoid big leaps in tight spaces.
Facilitator script: “Ask first, then move. If you forget, small step back and keep playing.”

5) What Time Is It, Mr. Fox? (non-contact finish line)

  • Best for: ages 5+, medium to large space
  • Time: 8 to 15 minutes
  • Space: medium to large
  • Gear: cones optional
  • Setup: start line and fox line

How to play

  1. One player is the Fox at the far line.
  2. Group asks, “What time is it, Mr. Fox?”
  3. Fox answers with a number, players take that many steps forward.
  4. When Fox says “Dinner time,” Fox chases players back to start.

Non-elimination variation: if tagged, you become a helper fox for the next chase.
Variations: “Snack time” means fast walk chase only.
Coaching cues: “Turn and run without pushing.”
Safety note: tag with two fingers, no tackling.
Facilitator script: “When I say dinner time, turn and run back to the start line.”


Tag-style games (high fun, manage the chaos)

6) Sharks and Minnows (with safe zone and round timing)

  • Best for: ages 6+, high energy
  • Time: 10 to 15 minutes
  • Space: medium to large
  • Gear: cones
  • Setup: two safe lines, sharks in the middle

How to play

  1. Minnows start on one line.
  2. On “Go,” minnows run to the other line.
  3. Sharks tag minnows in the middle.
  4. Tagged minnows become sharks next round.

Non-elimination variation: tagged minnows do 5-second “seaweed” (stand still) then rejoin as minnows.
Variations: add a 5-foot safe zone at each line.
Coaching cues: “Heads up, change direction early.”
Safety note: shrink the area if collisions start.
Facilitator script: “Run line to line. If you get tagged, quick reset, then you’re back in.”

Chaos control tips: use shorter rounds (30 to 45 seconds) and start with 2 sharks.

7) Zombie Tag (infection rules + reset)

  • Best for: ages 7+, medium space
  • Time: 10 to 15 minutes
  • Space: medium
  • Gear: cones
  • Setup: one zombie starts

How to play

  1. One zombie tags runners.
  2. Tagged runner becomes a zombie.
  3. Last runner standing wins, or stop at a time limit.

Non-elimination variation: when you become a zombie, you must shuffle for 10 seconds before you can tag.
Variations: “cure zone” where zombies can return to runner after 10 seconds.
Coaching cues: “Tag softly, keep eyes forward.”
Safety note: no corner cutting indoors.
Facilitator script: “If you’re tagged, you’re a zombie, shuffle for 10 seconds, then join the chase.”

8) Ghost in the Graveyard (visibility and boundary rules)

  • Best for: ages 8+, outdoor, bigger space
  • Time: 10 to 20 minutes
  • Space: large
  • Gear: cones
  • Setup: home base and boundary

How to play

  1. One ghost hides within boundaries.
  2. Group counts, then searches while walking.
  3. When someone spots the ghost, they yell “Ghost in the graveyard!”
  4. Everyone runs back to home base, ghost tags on the way.

Non-elimination variation: tagged players become “helpers” who point out boundaries.
Variations: no hiding, ghost stands still but can rotate.
Coaching cues: “Run to base, no cutting through bushes.”
Safety note: only play where visibility is good, no traffic.
Facilitator script: “Stay inside the cones. When you see the ghost, yell it and run to base.”

9) Partner Tag (reduces pile-ups)

  • Best for: ages 7+, medium groups
  • Time: 8 to 15 minutes
  • Space: medium
  • Gear: cones optional
  • Setup: everyone pairs up, one pair starts as taggers

How to play

  1. One pair is “it” and holds hands (or stays shoulder-to-shoulder).
  2. They tag other pairs.
  3. When tagged, that pair becomes “it.”

Non-elimination variation: tagged pair does a 5-second reset before tagging.
Variations: switch to “mirror mode,” pairs must move the same way.
Coaching cues: “Look where you’re going, keep the pair together.”
Safety note: no yanking partners, keep speed moderate indoors.
Facilitator script: “Taggers are a pair. If you’re tagged, you become the new taggers.”

10) Shadow Tag (no-contact option)

  • Best for: ages 6+, indoor-friendly, mixed abilities
  • Time: 6 to 12 minutes
  • Space: small to medium
  • Gear: none
  • Setup: choose 2 to 4 taggers

How to play

  1. Taggers “tag” by getting within arm’s length and saying “tag.”
  2. Tagged player does a 5-second reset, then rejoins.

Non-elimination variation: built in.
Variations: taggers must move by fast walk only.
Coaching cues: “Control your speed near others.”
Safety note: great for tight spaces because there’s no contact.
Facilitator script: “No touching. If someone gets close and says tag, you reset for five seconds.”


Team and strategy games (older kids, groups, clubs)

11) Capture the Flag (simple version + advanced version)

  • Best for: ages 8+, big groups, outdoor
  • Time: 15 to 25 minutes
  • Space: large
  • Gear: cones, 2 flags (bandanas work)
  • Setup: split field in half, each team has a flag zone

How to play (simple)

  1. Teams start on their side.
  2. Cross into the other side to grab the flag.
  3. If tagged on the opponent’s side, go to “jail” (a marked spot).
  4. A teammate can free you with a tag.

Non-elimination variation: no jail, instead a 10-second reset at your own base.
Advanced variation: add 2 flags per team, or add a “safe lane” for fast walkers.
Coaching cues: “Spread out, don’t all chase the same person.”
Safety note: define boundaries clearly, no tackling.
Facilitator script: “Stay on your side unless you’re raiding. Tagged on their side means reset or jail, then you’re back.”

12) The Amazing Race (station-based running challenges)

  • Best for: ages 8+, mixed abilities, structured chaos
  • Time: 15 to 30 minutes
  • Space: medium to large (indoor or outdoor)
  • Gear: cones, station cards
  • Setup: 4 to 8 stations in a loop

How to play

  1. Teams start at different stations.
  2. Complete the station task, then jog to the next.
  3. After a full loop, teams finish.

Non-elimination variation: all teams finish, time is optional.
Variations: make stations running-specific: 20-second easy run, 10-second fast feet, 5 controlled jumps.
Coaching cues: “Smooth jog between stations, sprint only if space is clear.”
Safety note: keep stations spaced to avoid crowding.
Facilitator script: “Do the card, then jog to the next cone. Keep moving, no one gets stuck.”

13) Relay Races (fun formats beyond standard baton)

  • Best for: ages 6+, teams, clubs
  • Time: 10 to 20 minutes
  • Space: medium to large
  • Gear: cones
  • Setup: lanes or shuttle lines

How to play: pick one format and run short heats.

Relay formats that stay fun:

  • Shuttle relay: run to cone and back, tag next.
  • Number relay: call a number, that runner goes.
  • Puzzle relay: each leg brings back one puzzle piece.

Non-elimination variation: if a team false-starts, they do a 5-second pause, then go.
Coaching cues: “Fast in a straight line, slow down before the turn.”
Safety note: separate lanes if possible.
Facilitator script: “Run to the cone, turn under control, tag the next runner.”

14) Mini Race Day (heats, simple scoring, cheering roles)

  • Best for: ages 7+, groups that like structure
  • Time: 20 to 30 minutes
  • Space: medium to large
  • Gear: tape or chalk line, paper bibs optional
  • Setup: short course (50 to 200 meters) or indoor loop

How to play

  1. Create heats of 4 to 8 runners.
  2. Everyone runs once, then rotate.
  3. Add roles: starter, timer, cheer captain.

Non-elimination variation: score participation and teamwork points.
Variations: add a “negative split” heat where the goal is a controlled faster second half.
Coaching cues: “Start smooth, finish strong.”
Safety note: keep finish area clear.
Facilitator script: “This is a mini meet. You’ll race, then you’ll help someone else race.”

Worked example: simple scoring for a 20-minute session

  • 4 teams
  • 3 heats
  • Each heat: 2 minutes (run + reset)
  • Points per heat: 4 for 1st, 3 for 2nd, 2 for 3rd, 1 for 4th
  • Bonus point: best cheering or best sportsmanship

Printable idea: write bib numbers on paper, tape to shirts, or use safety pins.


Skill-builder games (agility, pacing, endurance, without the boredom)

15) Last to First Run (teaches controlled surges)

  • Best for: ages 10+, teams, older kids
  • Time: 10 to 15 minutes
  • Space: medium to large
  • Gear: cones
  • Setup: group jogs in a line around a loop

How to play

  1. Everyone jogs easy in single file.
  2. On “Go,” the last runner accelerates to the front.
  3. Once they reach the front, everyone settles back to easy.
  4. Repeat with a new last runner.

Non-elimination variation: built in.
Variations: change the surge length: half-lap, full lap.
Coaching cues: “Surge smooth, then recover.”
Safety note: pass on the outside only, no cutting.
Facilitator script: “Easy jog. When I say go, last runner moves to the front, then we all relax again.”

Intensity dial: shorten the surge or slow the base jog.

16) Wacky Laps (form and cadence variety)

  • Best for: ages 6+, warm-ups, mixed abilities
  • Time: 6 to 12 minutes
  • Space: small to large
  • Gear: none
  • Setup: loop or out-and-back

How to play

  1. Leader calls a “lap style” for 20 to 40 seconds.
  2. Everyone moves that way, then switch.

Examples:

  • tiny quick steps
  • tall posture lap
  • quiet feet lap
  • side shuffle (short)
  • fast walk recovery lap

Non-elimination variation: built in.
Variations: let kids suggest one safe movement.
Coaching cues: “Stay controlled, small range.”
Safety note: avoid risky moves (no backward sprinting indoors).
Facilitator script: “We’re doing 30 seconds of this style, then we switch.”

Intensity dial: change the duration from 20 seconds to 45 seconds.

17) Playing for Par (handicap system to keep it close)

  • Best for: ages 10+, mixed speeds, small groups
  • Time: 12 to 20 minutes
  • Space: medium to large
  • Gear: stopwatch or phone timer
  • Setup: short course (100 to 400 meters)

How to play

  1. Everyone runs the course once at a comfortable hard effort.
  2. That time becomes their “par” for today.
  3. Next rounds: try to finish as close to par as possible.

Non-elimination variation: score closeness, not winning.
Variations: teams average their closeness.
Coaching cues: “Start controlled, match your pace.”
Safety note: keep effort sub-max for beginners.
Facilitator script: “Your goal is not fastest. Your goal is to hit your own time again.”

Worked example (just an example, not a standard)

  • Runner A par: 60 seconds
  • Runner B par: 75 seconds
  • Round 2 results: A runs 62 (2 seconds off), B runs 74 (1 second off)
  • Winner is closest to par, not fastest.

Intensity dial: shorten the course or add more rest.

18) Run Like an Animal (movement variety, keep it safe)

  • Best for: ages 5+, fun agility
  • Time: 6 to 10 minutes
  • Space: small to medium
  • Gear: none
  • Setup: two lines

How to play

  1. Leader calls an animal and a distance (to the line and back).
  2. Everyone moves in a safe version of that animal.

Safer options:

  • cheetah: light jog
  • crab: short crab walk (brief)
  • kangaroo: small hops (outdoors only)

Non-elimination variation: built in.
Variations: let players choose run, jog, or fast walk for each animal.
Coaching cues: “Small range, land softly.”
Safety note: avoid wrist-heavy moves on hard floors.
Facilitator script: “Pick a safe version of the animal. Control matters more than speed.”

19) H-O-R-S-E Running Edition (challenge-based intervals)

  • Best for: ages 9+, 3 to 20 players
  • Time: 10 to 15 minutes
  • Space: small to medium
  • Gear: cones optional
  • Setup: mark a short route or distance

How to play

  1. One player sets a running challenge.
  2. Everyone attempts it.
  3. If you miss it, you get a letter.

Challenge ideas:

  • run to cone and back in 20 seconds
  • 10 seconds quick feet, then 10 seconds easy jog
  • negative split: second half faster than first

Non-elimination variation: stop at H-O-R-S-E, then reset letters.
Variations: team H-O-R-S-E.
Coaching cues: “Smooth effort, don’t sprint every round.”
Safety note: keep challenges realistic for the group.
Facilitator script: “Try the challenge. Miss it, you get a letter. We keep moving either way.”

20) Cone Quest (simple endurance and direction changes)

  • Best for: ages 7+, indoor or outdoor, controlled chaos
  • Time: 10 to 15 minutes
  • Space: medium
  • Gear: 8 to 20 cones
  • Setup: scatter cones, create a home base

How to play

  1. Players start at home base.
  2. On “Go,” each player runs to touch one cone, then returns to base.
  3. Repeat until time is up.
  4. Optional: call “freeze” to give a new rule (fast walk only, shuffle only).

Non-elimination variation: built in.
Variations: teams collect points by touching different colored cones.
Coaching cues: “Turn early, don’t slam on the brakes.”
Safety note: keep cones away from walls indoors.
Facilitator script: “Touch one cone, come back to base, then go again.”

Intensity dial: increase or decrease the number of cones, or add a 10-second rest every minute.


Before You Start: Safety, Setup, and How to Keep It Fun

Most problems come from three things: unclear boundaries, rounds that run too long, and sprinting in tight spaces.

Space scan (60 seconds)

Walk the area once.

  • Check for holes, slick spots, loose gravel, wet leaves, and low branches.
  • Look for traffic: bikes, cars, other groups.
  • Remove obstacles that cause trips.
  • Pick clear boundaries: cones, lines, walls, or landmarks.

Boundary rule that prevents drift: “If you step out, you jog back in at the nearest point.”

Collision prevention (simple rules that work)

  • Use one-direction running when people will loop (clockwise only).
  • Avoid blind corners. If you have them, make them walk-only zones.
  • In small spaces, cap sprints to 5 to 10 seconds, then reset.
  • Define tagging: two-finger touch, shoulder or upper arm.

Warm-up (3 to 5 minutes) and optional cool-down

Keep it simple and repeatable.

Warm-up sequence (about 4 minutes)

  1. Easy jog or fast walk: 60 seconds
  2. High knees (small range): 20 seconds
  3. Butt kicks (gentle): 20 seconds
  4. Side shuffles: 20 seconds each direction
  5. Leg swings holding a wall or partner: 5 each leg
  6. Two short build-ups: 2 x 10 seconds, then walk back

General guidance: warm-ups help you transition into faster movement.

Cool-down (optional): 1 to 2 minutes easy walk and slow breathing.

Hydration and heat basics

Adjust the game, not the kid.

  • Add shade breaks when it’s hot.
  • Shorten rounds and increase rest.
  • Stop if anyone feels dizzy, nauseated, confused, or gets a headache.
  • Stop for pain that changes someone’s stride.

For hot-weather safety guidance, use authoritative sources.

If a child has a medical condition (asthma, diabetes, heart issues), follow their plan and get caregiver guidance.

Keep it fun (and reduce arguments)

  • Praise effort, listening, and teamwork, not speed.
  • Rotate roles so no one is “always it.”
  • Use short rounds: 30 to 90 seconds for tag games.

What went wrong when we ran this (and the fix)

  • Boundary too big: kids drifted and rules got fuzzy.
  • Fix: shrink the area, then expand later.
  • Tag rules unclear: arguments started.
  • Fix: demonstrate a legal tag in 3 seconds.
  • Rounds too long: energy dropped, chaos rose.
  • Fix: set a timer and stop while it’s still fun.

Inclusive modifications (so everyone can play)

The goal is shared movement, not sorting kids by speed.

Speed balancing options

  • Handicaps: faster runners start 2 steps behind.
  • Staggered starts: slower runners get a 2-second head start.
  • Power-ups: if you get tagged twice in one round, you earn a “shield” for 10 seconds.

Movement options

  • Allow fast walk, shuffle, or jog.
  • Use wheelchair-friendly routes when possible: smooth surface, wide turns, no tight cones.
  • Replace tagging with “shadow tagging” (get within arm’s length).

Sensory and attention-friendly tweaks

  • Fewer rules, more repetition.
  • Visual cues: hold up a green card for “go,” red for “stop.”
  • Shorter rounds with predictable resets.

Concrete modifications applied to 3 games

  • Sharks and Minnows: minnows can choose jog or fast walk, sharks must shuffle.
  • Capture the Flag: add a “safe lane” where players can only fast walk.
  • Relay Races: use equal-distance legs, but allow different movement types per leg.

Read-out-loud script: choose-your-movement rule
“Pick the movement that keeps you in control. You can run, jog, or fast walk. If you feel out of control, switch down. The goal is to keep playing safely.”

Indoor vs. outdoor: quick adjustments

Indoor spaces punish sprinting and sharp turns. Outdoor spaces allow longer runs but need clearer boundaries.

Indoor adjustments

  • Reduce sprint distance.
  • Add walking-only zones near walls.
  • Use soft tags or shadow tags.
  • No diving, sliding, or cutting across corners.

Outdoor adjustments

  • Use cones or landmarks for boundaries.
  • Add longer endurance rounds (2 to 4 minutes) for older groups.

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Alex Roven
Alex Roven

I completed my first 10K on a dare. In a year, I ran a half-marathon. Another year later, I finished a marathon race. Today I run 4 marathons a year and a half-marathon every week. I learned everything about running the hard way. So, I help runners achieve better results easier.