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The Cat and Sparrows

One Cat naps in the middle while Sparrows leave their nests to roam — the instant its head comes up, anyone caught outside a circle is fair game. It works because nobody ever knows when the nap ends, so the whole flock stays alert without anyone having to say so.

What is The Cat and Sparrows?

The Cat and Sparrows is a chasing game built around one nap: one player, the Cat, sits in the middle with its head down and "asleep," while everyone else — the Sparrows — starts inside a chalk circle or hula hoop nest. While the Cat sleeps, Sparrows leave their nests and roam the play area; the instant the Cat's head comes up, it's fair game, and any Sparrow caught in the open races for the nearest open nest — any nest, not just their own.

It works because nobody knows when the nap ends. The Cat can wake at any moment, so Sparrows are never fully relaxed even mid-roam, and because any open nest counts as safe, a slower runner always has an option nearby. Catch a Sparrow and the Cat role changes hands, so the game just keeps rotating.

It needs real room to run and a play area clear of anything sharp underfoot, so it's not built for a cramped classroom, a video call, or a group that can't sprint safely. Best fit is kids six and up, in a gym, schoolyard, or backyard with an adult keeping half an eye on the youngest players.

The rules

  1. Draw circles on the ground, or set out hula hoops — one nest per Sparrow.
  2. Nominate one player to be the Cat; everyone else is a Sparrow and starts inside a nest.
  3. The Cat sits in the middle with its head down, "asleep."
  4. While the Cat sleeps, Sparrows leave their nests and move around the play area.
  5. The Cat can wake and start chasing at any moment — Sparrows race for the nearest open nest, not just their own, to be safe.
  6. A tagged Sparrow becomes the next Cat; if nobody's caught, the Cat sleeps again and the round repeats.

Before you start

  • Space: an open area, clear of anything sharp. Indoors or out, as long as there's room to move in every direction. Clear away sharp or unsafe objects before you start.
  • One nest per Sparrow. Draw circles or drop hula hoops — enough for every player except the Cat, so each Sparrow has a spot to start from.
  • Group size: 5–30 kids, ages 6 and up. Works well with a medium to large group. Younger kids in the mix do fine with an adult keeping an eye on things.
  • No prep beyond the nests. Nothing to build in advance — draw the circles or set out the hoops and you're ready to start.

How to run it

  1. Nominate the Cat 1 min

    Choose one player to be the Cat and explain the job: sit in the middle, head down, and wait for the right moment to chase.

  2. Sparrows claim their nests 30 sec

    The rest of the group stands inside the circles or hoops, one player per nest.

  3. Cat sleeps, Sparrows roam 30–60 sec

    The Cat sits in the middle and "sleeps," head down. Sparrows leave their nests and move around the play area, ranging out toward the edges rather than hovering nearby.

  4. Cat wakes and gives chase 30 sec

    At any moment, the Cat wakes up and starts chasing. Sparrows race for the nearest open nest — any nest counts, not just the one they started in.

  5. Catch, swap, repeat 10–12 min

    If the Cat tags a Sparrow, that player becomes the next Cat. If the Cat catches nobody, it goes back to sleep in the middle and the round starts over.

← any nest will do — ownership doesn't stick.

Facilitator tips

Trade a run for a raised handFor a player with mobility limits, let a raised hand count as reaching a nest — same protection, no sprint required.

Variations

Pairs share a nest

Have Sparrows move in pairs and duck into nests together — it turns the sprint into a cooperative dash instead of a solo scramble.

Why it works

Timing is the whole skillThe Cat decides when to wake up and strike; Sparrows decide when a nest is worth abandoning. Both roles are really the same guessing game, played from opposite sides.
No fixed spot to defendSparrows aren't locked into the nest they started in — any open one counts as safe. A slower runner always has the nearest circle as an option, not just their own.
HELLO, MY NAME ISJon

"This is one of my go-to games for bigger groups of kids — no materials beyond a few hoops or a piece of chalk, rules simple enough for six-year-olds to pick up fast, and everybody ends up laughing and out of breath. It travels well, too — schoolyard, gym, birthday party, doesn't matter."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For classrooms and camps ready for the debrief — a couple of minutes here turns the chase into an actual conversation.

  1. What did you enjoy most about playing The Cat and Sparrows?Surfaces which part of the chase landed best, so you know what to run again next time.
  2. How did you feel when you were being chased by the Cat?A quick read on how the group handles pressure once the chase actually starts.
  3. Did you find it easy or challenging to find a nest to hide in? Why or why not?Shows how much of the "safety" was luck versus a real strategy.
  4. How did you choose which nest to run to when you were being chased?Gets Sparrows comparing tactics — handy intel for the next round.
  5. Did you find it easy or challenging to work together with the other Sparrows to avoid being caught? Why or why not?Checks whether the group cooperated at all in a game that's technically every Sparrow for themselves.
  6. If you could change one thing about The Cat and Sparrows, what would it be and why?An open door for house rules — sometimes the best variation comes from the group itself.

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.