Stay active and have fun with this classic children's game

If you’re looking for an exciting and easy playground game to play with your friends, Red Rover is the perfect choice. When you play Red Rover, teams stand in lines and hold hands to prevent other players from running through them. Red Rover is super simple and requires no equipment, so keep reading for all the rules of the game from start to finish!

Things You Should Know

  • Split players evenly into 2 teams. Have each team hold hands and stand in a straight line across from each other about 20 feet (6.1 m) apart.
  • One team says, “Red Rover, Red Rover, send (name) on over.” The chosen player runs toward the team, trying to break through 2 players’ arms.
  • The runner chooses one player to join their team if they successfully break through the line. If the team stops the runner, the runner joins their team.
1

Find at least six people to play.

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  1. Red Rover is played in 2 teams, so find at least 3 people to play on each team. Try to get a few extra people to join your game because having more players makes Red Rover more fun.
    • Red Rover is the perfect game to play at recess when you know there are lots of players who will want to join. Just check with a teacher to make sure your school allows you to play.
    • If you want to set up a game outside of school, plan it a day or two in advance so you have more time to get players to join.
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2

Pick a captain for each team.

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  1. Choose 2 players to be the captains who lead the teams. The captains are in charge of picking teams and calling out their team’s choice each turn.
3

Divide the players into 2 equal teams.

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  1. The captains flip a coin to determine who gets to pick players for their team first. The captains take turns picking 1 person at a time. Once all the players are split between the teams, you’re ready to start the game.
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4

Have each team hold hands in a straight line.

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  1. Play on a soft surface, such as a grassy field, so someone doesn’t get hurt if they fall down. Have the teams stand about 20 feet (6.1 m) apart from each other. Both teams face each other and line up side by side so they can hold hands.
    • When you’re creating your line, have stronger players hold hands with weaker players for better chances at winning.
    • If you’re playing with small or young children, have the teams stand closer together so they’re less likely to get hurt from running too fast.
5

The starting team calls a player.

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  1. The team that didn’t win the coin toss gets to take the first turn of the game. The team picks one player on the other team to "call over" to their side. Once the team has decided, they sing, "Red Rover, Red Rover, we call (name) over!" [1]
    • When you’re choosing who to call over, pick a player who you think you’ll be able to stop without letting go of your team’s line. Try to pick smaller players before choosing the strongest ones.
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6

The player runs toward 2 opposing players.

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  1. The player who was called runs as fast as they can towards the team that called them over. They’ll pick 2 players, and try to run through their arms so they let go of each other.
    • If you’re the runner, look for weaker links between players and avoid going for the strongest players right away.
7

The player brings 1 person back to their line if they break through.

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  1. If the runner makes the 2 players let go of their hands, then they’ve won the turn. They can pick either of the 2 players they ran toward and take them back to join their team’s line. [2]
    • Variation: In games with fewer players, only the runner goes back to the original team without taking additional players.
    • Variation: The runner may select anyone from the line to take back to their team instead of the players they tried to break through. If you’re playing this variation, run through the weakest spot in the line and take the strongest player back with you.
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8

The player joins the line if they don’t break through.

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  1. If the runner isn’t able to get through and the 2 players keep their hands held, then the runner loses. The runner switches teams and joins the line they just tried to break through.
    • Players cannot link arms or wrists when the runner tries breaking through them because it could cause injuries. [3]
9

Take turns until all players are on one team.

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  1. Teams alternate turns calling over different players. When there’s only one person left on a team, they must run toward the other team and try breaking through. If the last runner on one team can’t break through the line, then the other team wins.
    • The same runner cannot be called 2 turns in a row.
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Community Q&A

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Add New Question
  • Question
    Can kids play, and is it true someone could break their arm doing this?
    Community Answer
    Kids can play this (and have been playing it for over 100 years). The truth is, someone could break an arm doing just about any physical activity, but as long as no one gets too rough, the game is perfectly safe. Establish ground rules ahead of time if you want, and end the game if anybody breaks the rules or someone gets hurt.
  • Question
    Is Red Rover a more dangerous game for adults to play than it is for children?
    Community Answer
    It depends. Some adults may be weak or old; other adults may be bursting with energy. Always ask them if they want to play or not. Be aware that sometimes, things go wrong, and people may get hurt. Red Rover may not be the best game for weaker adults, but it still is possible for adults to play.
  • Question
    How long does Red Rover take to play?
    Community Answer
    It depends on the amount of people. The fewer people, the shorter the game.
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      Warnings

      • When you’re standing in the line, avoid holding your arms up to “clothesline” the runner because they could get seriously hurt. Keep your hands and arms down at waist-level instead. [4]
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      About This Article

      Article Summary X

      To play Red Rover, divide at least 6 players into 2 teams, with a captain for each team. Have each team stand in a straight line, holding hands, with the 2 teams facing each other. The first captain should pick a player from the other team, then the whole team will sing “Red Rover, Red Rover, will “that player” come over!” If they pick you, run as fast as you can towards the other team and try to break through the arms of 2 players. If you don’t get through the line, you join the opposing team, but if you do get through, you can go back to your team. Play until one team is down to 1 person. If you want to learn any variations on the rules of Red Rover, keep reading the article!

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        Aug 14, 2016

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