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How Far Can You Go?

Players sprint from a starting line toward cones at the far end, yelling "Ahh" without a break in the sound — the moment the sound cuts out, they're done. It works because holding a shout together with a sprint is much harder than either one alone.

What is How Far Can You Go??

How Far Can You Go? is a running game in one breath: players sprint from a starting line toward cones at the far end, yelling "Ahh" continuously the whole way. The moment the sound stops, so does the runner — whoever covers the most ground before running out of breath wins.

It works because breath control turns out to matter more than speed. A fast runner who gasps for air loses to a slower one who paces the shout, so the game rewards something nobody's showing off on purpose — and the room ends up watching everyone's face, not just their feet.

It needs real room to run — a gym, a field, a stretch of hallway with nothing breakable — so skip it for a conference table or a video call. It's also loud by design: a shared office or a thin-walled building isn't the place for it, though the tips above swap the yell for something gentler if volume's the actual problem.

The rules

  1. Sort players into groups or let them play one at a time — either works.
  2. Everyone lines up at the starting line; cones (or a clear boundary) mark the far end.
  3. One player acts as judge and starts the round by calling "go."
  4. Players run toward the cones while yelling "Ahh" without stopping — the sound has to stay continuous.
  5. The moment a player runs out of breath and the sound cuts out, they stop running.
  6. Reach the cones with breath to spare? Turn around and keep going back and forth — farthest or longest run wins.

Before you start

  • Group size: 2–6 players. Small enough that every runner's still audible over the others — the sound is half the show.
  • Cones (or any clear markers) for the far end. Two cones, or whatever boundary is already there, is enough to mark how far players are running.
  • A large, open space. A gym or a field works best — indoors or out, as long as there's real room to run and nothing breakable nearby.
  • Pick a judge. One player starts and watches the round — no extra prep, just someone willing to call it.
  • Age check. Works from about age 6 up; the tips below adjust the format for mobility or hearing needs.

How to run it

  1. Set up the space 3–5 min

    Place cones (or pick a clear boundary) to mark the far end of the running area — indoors in a gym or outdoors in a field.

  2. Split into groups (optional) 1–2 min

    For a bigger crowd, break into smaller groups so everyone gets real running room and a real turn.

  3. Line up and name a judge 1 min

    Everyone gathers at the starting line; one player takes the judge role and gets ready to call the start.

  4. Go — and keep yelling 30 sec

    The judge calls "go." Players run toward the cones while yelling "Ahh" without a break in the sound.

  5. Stop, or double back 30 sec

    The instant the yell cuts out, that runner stops. Anyone who reaches the cones with breath to spare turns around and keeps going.

  6. Call the winner 1 min

    Whoever covers the most distance — or holds the longest single run — takes it.

← the winner is whoever's lungs quit last.

Facilitator tips

Swap the shout for a signalUse a raised hand, a light, or a whistle instead of a shouted "go" — it keeps players who are hard of hearing or deaf fully in the round.
Let movement look differentWalking, rolling, or using a wheelchair all count — the challenge is holding the sound, not how fast anyone's legs move.
Any sustained sound countsThe rule is "keep making noise," not "yell Ahh specifically" — a hum, a song, or a word in another language works the same way.
Check the space firstWalk the running area ahead of time for stairs, narrow doorways, or clutter that would keep someone from playing.

Why it works

Breath control, out loudYou can't sprint and hold a shout at the same time without pacing yourself — bad breath control shows up in real time instead of after the fact.
A win nobody can disputeWhoever's still running — and still audible — has covered the most ground. The result is visible to the whole room, no scoring debate needed.
Full-body, zero setupThe rules ask for nothing but a line, a signal, and cones — but the game gets everyone moving and out of breath fast.
HELLO, MY NAME ISJon

"This one's loud, it's simple, and it tires everyone out fast — which is sometimes exactly what a group needs. I like that you can dial the distance up or down and it still works, six-year-olds included."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For coaches, teachers, and hosts who want the debrief — these turn a breathless sprint into an actual conversation.

  1. What did you think of the game?A quick gut-check that gets everyone talking before diving into anything deeper.
  2. How did you feel while playing the game?Surfaces the emotional side — racing heart, competitive spark, or just the giggles.
  3. Did you find the game to be physically challenging?Names the exertion honestly, which matters for pacing whatever's next.
  4. How did you decide when to stop running?Gets people talking about their own limits and how they noticed them.
  5. Did you find it difficult to yell "Ahh" while running? Why or why not?The specific challenge people forget going in — breath control, not speed.
  6. How did you feel when the game ended?Closes the loop on the adrenaline before the group moves on.
  7. Would you play this game again in the future? Why or why not?A quick temperature check on whether this one earns a repeat slot.

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.