How To Play Fresh is a classic youth group running and strategy game. It's good for those kids who like to show off their speed, but also for those who'd rather stand still and out wit someone.
It can be a really complicated game to explain, so take care in reading the instructions.
Overview: The aim of the game is for each team to try to capture as many of the opposition players as possible.
Layout: The playing area needs to be divided into three sections as in Figure 1 below. No-mans land, team A's end zone and team B's end zone.
Freshness: A key part of the game is the "freshness" of each player. The simplest way to think about "freshness" is this:
You are only "fresher" than another player if you enter no-mans land after they entered.
A more detailed description follows: Imagine the end zones as fridges. When a player exits their end zone (and enters no-mans land) they are "fresh" for the first instant, but as time continues, their "freshness" fades away. For example, if player A exits their end zone, they are currently "fresh". But as soon as player B exits their end zone at any time after player A does, player B is now "fresher" than player A. Again, if player C exits their end zone after player A & player B do, they are the "freshest".
Playing the game -----
1. Each team begins the game in their end zone.
2. The question is often asked, why would someone want to leave their end zone? Well, the aim of the game is to capture as many opposition players as possible, so do that you'll need to draw them out. Team tactics can often include sending out distractions and taunting opposition players, so you'll be able to capture them. Once one player is tagged, that's when teams start sending in people to rescue their team mates and the game gets more interesting.
3. A player can be caught by a fresher player tagging a non-fresh player. The mechanics of "fresh"ness are described above in the summary section. When a player is caught, they must walk back to the oppositions end zone with the player who caught them.
4. All the caught players must form a line in the centre of the end zone line. The line must extend out into no-mans land. Caught players join the back of line. See Figure 2 below.
5. To rescue a caught player, you must tag the player. Once you've tagged them - you both have a free walk back to your team's end zone.
6. The game ends when the one team is entirely caught, or when the designated time is expired.
Materials Needed 2 parallel walls a reasonable distance apart
Sõrve – see olemegi meie – this is us!
Sõrve Sõbrad - Sydney Estonian Parents' and Friends' Association