What is SPUD?
SPUD is a chase-and-throw game for 5 to 20 players and a big open space: each person gets a number, the starter throws a ball into the air and calls one out, and that player has to catch it while everyone else runs. Catch it, and the whole group freezes the second you shout "SPUD" — then you take 2 big steps toward anyone frozen and throw. A hit spells out a letter against them; a dodge spells it out against you. Whoever spells the whole word is out, and the game keeps going until 2 players remain.
It works because the threat never sits still. Whoever just got a letter is the next one throwing the ball and calling a number, so the group keeps trading places between hunter and target — nobody gets to coast in the pack for long.
It needs real room to run: a park, a field, or a big backyard, with nothing to trip over or crash into nearby. For a group without outdoor space, or players who can't run safely, skip this one — the variations below cover a walking version for younger or mixed-mobility groups, but there's no version of SPUD that works on carpet.
The rules
- Assign every player a number and pick one player to start.
- Everyone but the starter stands in a big circle, facing in.
- The starter throws the ball up and calls a number — everyone but that player runs.
- The named player catches the ball, shouts "SPUD," and everyone else freezes.
- The catcher takes 2 big steps toward a frozen player and throws — a hit gives them a letter toward SPUD, a dodge gives the thrower the letter instead.
- Whoever just threw starts the next round; spell out the whole word and you're out, until 2 players remain.
Before you start
- Group size: 5–20 players. Every player needs a number before the first throw — write them down or hand out cards if the group's big enough that numbers might blur.
- Real outdoor space, non-negotiable. A park, a field, or a big backyard — anywhere with room to run and nothing nearby to trip over or crash into.
- One ball, nothing fancy. Anything easy to throw and catch works. Softer is safer once people start getting hit on purpose.
- Pick a starter before you explain the rules. Naming the first thrower ahead of time means you can use them in your walkthrough example instead of describing the game in the abstract.
How to run it
- Assign numbers and pick a starter 1–2 min
Give every player a number — for a group of 10, that's 1 through 10 — then choose one person to start the first round.
- Form the circle 1 min
Everyone except the starter stands in a big circle facing in, with enough space to run in any direction.
- Throw the ball and call a number 10 sec
The starter throws the ball into the air and calls out a number — "Seven," for example. Everyone except that player runs.
- Catch it, then freeze the group 10 sec
The named player catches the ball while it's still in the air, shouts "SPUD," and everyone else stops moving immediately.
- Two steps, then throw 30 sec
The catcher takes 2 big steps toward any frozen player and throws the ball at them. A hit gives that player a letter toward SPUD; a dodge gives the thrower the letter instead.
- Rotate and keep going 20–40 min
Whoever just got a letter throws next and calls the next number. A player is out once they've spelled the whole word — keep going until 2 players remain.
← the freeze is the whole game.
Facilitator tips
Variations
Let them roll the ball instead of throwing it — same catch-freeze-throw structure, gentler mechanics.
Add tougher rules for older players, or move to the SPUD Base Game: play it on a baseball field, run the bases when your number isn't called, and score runs instead of avoiding letters.
Some places call this "Sun" or "STOP" — the numbers, the freeze, and the throw stay the same either way.
Why it works
Reflection questions
A short debrief that turns the chaos into an actual conversation.
- What did you enjoy most about playing the SPUD game?Surfaces which part of the game actually landed, so you know what to run again.
- How do you think this game helped build connections within the group?Gets people naming who they noticed or teamed up with — connections nobody would volunteer unprompted.
- Did you find any aspect of the game challenging or difficult? If so, what was it?Flags what to adjust next time — a smaller circle, softer rules, or a longer walkthrough.
- Were there any strategies or techniques that helped you succeed in the game?Turns instinct into shared knowledge — the good throwers usually have a reason.
- How did it feel to be both a thrower and a potential target during different rounds of the game?Gets people naming both sides of the round, not just their best moment.
- What variations of the game would you like to try in the future?A quick read on which twist — younger-kid rules, the base version, harder mode — to run next time.