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Energizer · A great activity for everyone

SPUD

One player's number gets called, they scramble to catch a ball thrown into the air, and the instant they catch it the whole group freezes in place. It works because the two steps toward a target and the throw that follows are the only moment of the round that matters — everyone else is just standing there, hoping it's not them.

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

  1. Assign every player a number and pick one player to start.
  2. Everyone but the starter stands in a big circle, facing in.
  3. The starter throws the ball up and calls a number — everyone but that player runs.
  4. The named player catches the ball, shouts "SPUD," and everyone else freezes.
  5. 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.
  6. 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

  1. 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.

  2. Form the circle 1 min

    Everyone except the starter stands in a big circle facing in, with enough space to run in any direction.

  3. 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.

  4. 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.

  5. 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.

  6. 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

Assign numbers at randomDraw or shuffle instead of counting off in order — it keeps the game fair and skips any appearance of favoritism.
Explain SPUD with a full example firstWalk through one entire round — number called, catch, freeze, 2 steps, throw — before anyone plays for real. It cuts confusion in half once the ball's actually moving.
Offer a walk-instead-of-run optionFor mixed-mobility groups, let people walk or jog rather than sprint. SPUD works at any speed as long as everyone still freezes on cue.
Mark a safe zoneGive players somewhere to step to if they need a break. Nobody has to sit out the whole game just to catch their breath.

Variations

Younger kids

Let them roll the ball instead of throwing it — same catch-freeze-throw structure, gentler mechanics.

Teens and adults

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.

Different regions, same game

Some places call this "Sun" or "STOP" — the numbers, the freeze, and the throw stay the same either way.

Why it works

Split attention, on purposePlayers are tracking three things at once — their own number, the ball's arc, and who else is still moving. It's real multitasking, not a spreadsheet kind.
One word, instant complianceEveryone has to stop moving the second they hear "SPUD" — no lag, no exceptions. That kind of immediate, group-wide reaction is rare outside a fire drill.
Nobody gets a passive turnThe next thrower is whoever just got hit or dodged, so the person holding the ball keeps changing. Every round, everybody's either the target or the threat.
HELLO, MY NAME ISJon

This one earns its spot because it scales with almost no adjustment — roll the ball for younger kids, add tougher rules for teens and adults, and it's still the same game. The strategy is as real as the running: you're watching numbers and reading the room for who to target next.

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

A short debrief that turns the chaos into an actual conversation.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.

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.