CHASE TAG® - Team CHASE OFF 

  • It is a team format that is played by two teams in each match. Each team has a maximum of six athletes.
  • The match is divided into sets. Each set consists of a pre-determined number of chases (usually 10-16 chases).
  • Each chase is twenty seconds long and has one chaser and one evader from opposing teams.
  • The winning athlete stays on as the evader and the losing athlete is replaced by a teammate in a new chase who comes on as the Chaser.
  • If an athlete steps out of bounds, they lose that chase.
  • A team is awarded I point when their athlete successfully evades their opponent for the entire duration of the chase (i.e. 20 seconds). 
  • The team with the most points after of the pre-determined number of chases wins that set.
  • Tags must be made with the hand (i.e. NOT your foot).
  • Dangerous play is prohibited.

 

Chase Tag® - Multiplayer

  • There are four athletes in each match.
  • Matches consist of 4x 40-second rounds.
  • Each round begins with a different athlete on Tag
  • The athlete with the lowest Accumulated Tag-Time wins.
  • If an athlete steps out of bounds, they are considered 'Tagged'.
  • Tags must be made with the hand (i.e. NOT your foot).
  • Tag-Backs and dangerous play are prohibited.

 

Chase Tag® - Singles Chase Off

  • There are two athletes in each match.
  • The winner is the first atlete to accumulate 10 points and he / she must be two points clear of his / her opponent.
  • The match is played in rounds. Each round consists of two periods where each athlete takes it in turn to be the tag. Each period lasts for 20-seconds or until the Tag touches the Evader.
  • One point is scored for a successful tag and an additional point is scored by the athlete who wins the round (i.e. the athlete who scored a successful tag in the lowest time).
  • Tags must be made with the hand (i.e. NOT your foot).
  • Tag-Backs and dangerous play are prohibited.

 

CHASE TAG® CHASE OFF - WINNER-STAYS-ON

  • Can be played by any number of athletes from 2 upwards.
  • The match lasts for a pre-determined period of time or number of rounds.
  • Each round has one chaser and one evader and lasts for 20-seconds long, or until the Tag touches the Evader.
  • The winning athlete stays on as the evader.
  • Athletes are awarded 0 points for a tag and 1 point for a successful evasion.
  • The Athlete with the most points after a given period of time, or number of rounds, wins.
  • Tags must be made with the hand (i.e. NOT your foot).
  • Tag-Backs and dangerous play are prohibited.

 

Chase Tag® Terminology

Accumulated Tag-Time™  - Our terminology to describe the total amount of time that an individual athlete spends on Tag during a game.

Chaser - Our terminology to describe the athlete that is currently on Tag.

Chase-Off ™  - Our terminology to describe a one-on-one game of Chase Tag as described above (see "Chase Tag - Chase Off")

Chase Plate ™  - Our terminology to describe the area within which the Instigator must stand as the game commences.

Chase Tag Timing System ™  - Our terminology to describe the apparatus used for timing a game of Chase Tag.

Chase Tag Time Chart ™  - Our terminology to describe the visual representation of each player’s Accumulated Tag-Time in the form of a bar chart. Essentially it is the Chase Tag competition scoreboard.

Clean Game ™  - Our terminology to describe when a player is not Tagged for the full duration of a game (i.e. his Accumulated Tag-time remains on zero).

Current Tag-Time - Our terminology to describe the amount of time that the currently Tagged athlete has been on Tag.

EQ (Evasion Quality) - A theoretical value given to a court, an area within the court, or an individual obstacle that indicates the likelihood an evasion. The greater the EQ value, the more likely it is to create an evasion.

Evader - Our terminology to describe any athlete that is not currently on Tag.

Evader Plate ™ - Our terminology to describe the area within which the Evader(s) must stand as the game commences.

InsTAGator ™  - Our terminology to describe the athlete that starts a game on Tag.

Jacking - Bending over (either forward or backwards) in order to avoid being tagged.

Juking - Otherwise known as 'Faking' or 'Dummying' - a small movement created to by a player in order to make his / her opponent move in the opposite direction.

Tag-Back  ™  - Our terminology to describe the situation when the Chaser Tags the same Evader that last Tagged him / her.

Tag Court ™  - Our terminology to describe the area within which a game of Chase Tag takes place.

WCT - Acronym of World Chase Tag.