Beat the Catch to the Base

Skill: Catch, Run, Throw
Time Required: 15
Activity Type: Physical
Group Size: Large Group, Medium Group, Small Group
Age Group: 6 - 9yrs, 9 - 12yrs, 13+ yrs
Play area: Gymnasium (large indoor space), Outdoor - Field
Safety Considerations: Remove any safety hazards and obstacles from the activity area.
Remind participants to be aware of their surroundings and to keep their head up when running to a base and catching the ball.
Equipment: Bases (hoops)
Pylon
Tennis balls (or use a beanbag, football, or another object)
Objective:
Participants on the running team try to run to the base before the fielder on the other team catches or picks up the ball.
Other Skills:
Coordination
Speed
Set up:
Divide participants into groups of 4-5.
Have two groups play each other each round.
One group starts as the running team, and the other group starts as the throwing and fielding team.
Set up a base (hoop) as the home plate. Place the other three hoops as first base, second base, and third base. Each base should be around 30-50 feet apart.
Place a pylon around 10 feet behind second base.
The running team will stand in a line and next to home base on the right side.
The throwing and fielding team will start on the other side of home base, and one of those participants will stand at the pylon behind second base.
Step by Step:
1. The goal for the running team is to get to a base before the fielding participant catches the ball, or picks it up from the ground.
2. The first participant in line for the throwing team will have a ball (tennis ball, football, beanbag, frisbee, or another type of ball/object).
3. When the leader says, "go" or another decided upon word, then the first participant in the running team will start to run to first base.
4. At the same time, the thrower will throw the ball towards the fielder participant.
5. As soon as the thrower releases the ball, the fielding participant can leave their pylon and run to catch the ball.
6. As soon as they catch the ball they yell "Stop!", and the runner has to stop running.
7. If they were already at first base, then they are safe. If they weren't at first base yet, then they are out. If they touched first base and started to run to second base, but they didn't reach second base, then they are out.
8. If the fielder doesn't catch the ball, then they have to pick the ball up and then say "Stop!"
9. If a participant yells "Stop!", when they don't have the ball yet, then the runner is automatically safe.
10. The thrower now becomes the fielder and stands behind the pylon.
11. The fielder goes to the back of the line for the throwers, and the next participant in that line becomes the thrower.
12. When the next participant throws the ball, the runner at the front of the running line runs to first base, and the participant on first base (if they made it), will run to second base.
13. If both participants aren't on a base when the fielder yells "Stop!", then they're both out. If they are both on a base, then they are safe.
14. When a participant reaches home, they get a point for their team.
15. Play until there are three outs, until six outs, all throwers have thrown twice (or three times), or a team has scored a set amount of points.
16. Groups switch roles.
Variations:
- Adjust the distance between the bases, and the thrower with the fielder, if necessary to accommodate the skill level of the participants.
- Only have one base, and each time a runner beats the catch, they get a point for their group.
- If the fielder does not catch the ball, then the runners are automatically safe.
- If a participant is on a base (home plate does not count), they do not have to run at each throw. They can stay at a base, and another participant can share that base with them. There cannot be more than two participants at a base however, so if there are two participants at second base, and one at first base, then if the first base participant runs, at least one participant on second base has to run to third base.
Sources: Developed for the Leisure Information Network.