What is Guardians?
Guardians is a chase-and-defend game for groups of 4–10 people. Every player tucks a bib (or any small object) into their pocket, leaving part of it visible, and the round starts: grab as many opponents' bibs as you can while keeping your own out of reach.
It works because there's no downtime — everyone is playing offense and defense at the same moment, so nobody gets to hide at the edge of the room. Guarding your own bib while hunting someone else's turns a simple tag game into constant, low-stakes suspense.
It needs real running room and hands-on blocking, so it's built for players who can move — ages 8 and up, in a space clear of furniture and breakables. For a quieter room, or players who can't run safely, look elsewhere; Guardians doesn't have a seated or remote version.
The rules
- Tuck a bib (or any small object) into every player's pocket, part of it left sticking out.
- When you say go, players try to grab as many bibs as they can while guarding their own.
- Use your hands to block a reach at your own bib — that's the only defense allowed.
- A stolen bib means elimination.
- The last player with their bib still in their pocket wins.
Before you start
- Group size: 4–10 active players. Works as a free-for-all at this size. See variations below for the team and one-on-one formats.
- Grab a bib for everyone. A real bib works best, but any small object — a scarf, a shoelace — tucks into a pocket just as well. Skip anything valuable.
- Clear a large space. Indoors or outdoors both work, as long as there's enough room for players to run and change direction.
- Set the boundary before you start. Walk the play area with the group and call out what counts as in bounds. It keeps the chasing contained.
- Age check. Built for ages 8 and up — the grabbing and blocking take some hand-eye coordination younger kids may not have yet.
How to run it
- Tuck in the bibs 1–2 min
Give each player a bib (or stand-in object) and have them tuck it into a pocket, leaving part of it visible.
- Explain the rules 1–2 min
Players are doing two things at once — grabbing as many opponents' bibs as they can, and keeping their own out of reach. Blocking a hand protects a bib; losing yours means you're out.
- Say go 5–10 min
Players scatter and start grabbing. A stolen bib means elimination — play continues until only one guardian is left with theirs intact.
- Crown the last guardian 1 min
The final player still holding their bib wins. Running teams instead? Score by how many players each side has left when the last bib falls.
← eliminated guardians make the loudest cheering section.
Facilitator tips
Variations
Split into two teams and steal from the opposing side only. Compare each team's remaining players when the round ends.
Pair players up and eliminate the loser of each match until a single player remains as the last guardian standing.
Why it works
Reflection questions
A short debrief turns the chase into an actual conversation about strategy and nerve.
- What did you enjoy most about playing Guardians?Surfaces what actually landed, which tells you what to keep for next time.
- Did you find any strategies that helped you keep your bib safe or steal others' bibs?Gets players comparing tactics and admitting what worked.
- How did you feel when your bib was stolen?A quick read on how the group handles a fast, public setback.
- Did playing Guardians help you get to know other participants better? If so, how?Ties the chase back to the actual goal — connecting with people in the room.
- Would you play Guardians again in the future? Why or why not?An honest gauge of whether the game earned its spot on the agenda.