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Cat and Mouse

The mouse runs a figure-8 through a swinging jump rope with the cat close behind, both clearing the rope on every pass. It works because the rope is a second referee — the chase can end by capture or by a missed jump, so nobody gets to just outrun the danger.

What is Cat and Mouse?

Two players swing a jump rope in a steady arc while a mouse and a cat each run a figure-8 through it, jumping the rope on every pass. The mouse runs first, with the cat right behind — if either one gets caught in the rope, they're out. If neither does, the round ends the moment the cat tags the mouse.

It works because the rope raises the stakes for both sides equally. The cat isn't just faster than the mouse — it has to clear the same obstacle at the same rhythm, so the chase turns on timing and nerve as much as speed. Rotating roles after every catch means nobody plays audience for long.

It needs real space to run in and a rope somebody's comfortable swinging, so save it for a gym, a yard, or another room built for movement — it doesn't translate to a desk or a video call. And because it's an active game aimed at kids and teens, keep an adult watching the rope when younger children are playing.

The rules

  1. Two players hold the jump rope and keep it swinging continuously.
  2. The mouse runs a figure-8 path, jumping the rope on every pass.
  3. The cat follows the same figure-8, also jumping the rope, while chasing the mouse.
  4. Both cat and mouse must stay close to the rope and land every jump — no skipping it.
  5. Getting caught in the rope eliminates that player on the spot.
  6. The round ends the moment the cat tags the mouse, then roles rotate.

Before you start

  • Group size: 4–16 players. Small groups of four are the sweet spot. Bigger groups work fine too — everyone just takes more turns across the three roles.
  • A large, open space. Indoors or outdoors, clear of anything that could cause a fall. Mark a starting point for the rope holders and a "safe zone" the mouse can run back to.
  • Comfortable shoes for everyone. This is a running-and-jumping game, so shoes built for it matter — it keeps the game safe as much as it keeps it fast.
  • Ages 6 and up. Works well for kids and teens. With younger children playing, keep an adult nearby to supervise.
  • Explain the rules before the first round. Walk through the figure-8, the jump, and what gets someone eliminated before anyone starts running — it heads off arguments mid-chase.

How to run it

  1. Assign roles 1 min

    Assign the roles of rope holders, cat, and mouse. Switch them every time a mouse gets caught, so everyone rotates through all three.

  2. Prepare the play area 1–2 min

    Find a large indoor or outdoor space and have the rope holders start swinging the jump rope continuously along the ground.

  3. The mouse runs the figure-8 1–2 min

    The mouse starts running the figure-8, jumping the rope every time they pass over it, working to stay a step ahead of the cat.

  4. The cat follows the mouse's path 1–2 min

    Once the mouse makes its first jump, the cat follows the same figure-8 and jumps the rope before closing the chase. Both cat and mouse stay close to the rope, landing every jump.

  5. Elimination, then rotate 8–10 min

    Either player caught in the rope is eliminated on the spot, and the round ends the moment the cat tags the mouse. Rotate roles and go again.

← the rope catches as many players as the cat.

Facilitator tips

Swap in a lighter rope for mixed-ability groupsA lighter rope, or even a pool noodle, keeps the game playable for players with different physical abilities without changing the rules.
Let people move at their own paceGive everyone enough room to run comfortably, and don't rush a player who needs an extra beat before their jump.
Cheer over competePoint players toward high-fiving or cheering each other on instead of racing purely to win — the chase stays fun without the pressure.
Swap the tag for a touchIf tackling or grabbing feels like too much contact for the group, redefine a "catch" as a light touch. Same chase, gentler ending.
Demonstrate before the first roundWalk one figure-8 and one jump yourself before turning players loose — a quick demonstration answers more questions than an explanation does.

Variations

No-rope version

Skip the jump rope entirely and have the cat and mouse high-five the rope holders instead of jumping. Same figure-8 chase, simpler logistics.

Double-jump version

Raise the difficulty by requiring the cat and mouse to jump the rope twice on every pass, and rule that the cat can't tag the mouse mid-jump.

Why it works

Two things to track, one ropeThe mouse has to watch the cat and the rope at once, and so does the cat — split attention is built into the chase itself, not something a facilitator has to manufacture.
Everyone jumps, everyone chasesBecause roles rotate every time a mouse is caught, nobody spends the whole round standing at the rope — every player gets a turn as rope holder, mouse, and cat.
HELLO, MY NAME ISJon

"This one earns its spot because it barely needs anything — a rope and enough space, indoors or out. The real trick is timing your jump over the rope while you're also dodging a chaser, and rotating everyone through cat, mouse, and rope holder means nobody's stuck standing on the sideline."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

5 questions that turn a chase game into an actual debrief.

  1. What did you enjoy most about playing Cat and Mouse?Tells you what to run again next time.
  2. Did you find it challenging to run and jump while avoiding being caught by the cat or the rope? Why or why not?A quick read on difficulty — adjust the rope speed or the figure-8 size next round if the answer's a clear yes.
  3. How did you feel when you were the mouse, and how did your strategy change when you became the cat?Gets at how the same game plays differently from each side of the chase.
  4. Did you find it helpful to alternate roles throughout the game? Why or why not?Tells you whether the rotation is landing, or whether some players want to camp at one role.
  5. What lessons did you learn from playing Cat and Mouse, if any?Room for whatever transferable skill actually stuck — coordination, timing, or just the joy of running around.

Jon Zajac

Founder & Chief Icebreaker

I started IcebreakerSpot because I believe strong connections are the foundation of successful teams. This site exists to make it easy to find and share the icebreakers and team-building activities that build trust, spark collaboration, and help groups do great things together.