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Nicofiends activity

Hold the Line

A fast reaction game where players must wait for the correct signal rather than copying the crowd.

What it explores

This active game explores how quickly people can react when others move first or when a cue sounds convincing. Players practise waiting, checking the signal and making their own decision rather than automatically following the group.
Time
5 to 10 mins
Age
Ages 8 to 18
Setting
Sports Clubs, Youth group, Community setting
Group size
4 to 24 players

Activity at a glance

Best for

Pausing, reaction control, resisting pressure and not copying others.

You’ll need

Cones. A whistle. Optional balls or beanbags. Open space.

Key message

Pressure can make people react before they have thought. Pausing helps someone check what is happening and make their own choice.

How to run it

  • Mark a start line and a finish line 10 to 20 metres apart.
  • Place balls or beanbags at the finish line if players will collect an item.
  • Split players into teams and line them up behind the start line.
  • The first two or three players from each team step forward.
  • Explain that one whistle means sprint. Any other cue means hold the line.
  • Use false cues before the whistle, such as clapping, saying “go”, stepping forward or lifting your arm.
  • A player who moves on a false cue returns behind the line and joins the next wave.
  • When the whistle sounds, players who waited run to the finish line.
  • If using balls or beanbags, each player collects one and brings it back. Each player who reaches the finish after the correct signal scores one point.
  • Bring forward the next wave.
  • Play for three to five minutes, count the points or collected items, then repeat.

Discussion prompts

  • What made people move too early?
  • Did seeing someone else move make it harder to wait?
  • What happened when someone rushed?
  • Did the teams improve once players became more patient?
  • Where might people feel pressure to copy others in real life?

Reflection

The game shows how easily people can follow a confident voice, sudden movement or the actions of a group. Players improve when they slow down, check the signal and decide for themselves.

Link To Smoking, Vaping or Nicotine

Pressure can make people react before they have really thought. In the game, players had to wait for the real signal rather than copying others.

A similar thing can happen when someone is offered a cigarette, vape or nicotine product, or hears that “everyone else is doing it”. Pausing before following the crowd gives someone time to make their own choice.

Adapting the activity

Make it Easier

Use only one type of false cue.

Allow younger players one free false start before they return to the line.

Move the finish line closer.

Make it Harder

Add a second whistle signal.

One whistle means sprint.

Two whistles mean touch a cone behind you and reset.

Any other cue means hold the line.

Safety Note

Check that the running area is clear and that players have enough space to stop safely.

Adapt the distance, movement and roles for the needs of the group.

Keep the discussion general. Do not ask young people to share personal or family experiences of smoking, vaping or nicotine. Follow the setting’s safeguarding process if a concern is raised.

Ready to Run The Acitvity

Download the activity PDF or go back to the resource hub to find another activity.

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