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By Jaques of London
Est. 1795
Games RulesPlayground Games › Parachute Games

How to Play Parachute Games

The quick answer: Parachute Games have no single winner. Players stand around a large circular parachute cloth, grip the edge, and work together to complete structured activities, from rippling waves to launching balls, building coordination, cooperation and physical skill across all age groups.

Parachute Games are cooperative group activities played using a large, colourful circular parachute cloth with handles around its edge. Players stand or sit in a circle, each holding a handle, and follow a leader's instructions to create waves, mushroom lifts, ball bounces and tunnelling runs. There is no losing side and no elimination; the goal is shared success.

They are enormously popular at primary schools, holiday clubs, birthday parties and community events because they are genuinely inclusive: every age and ability level can contribute equally, and the visual drama of a billowing parachute keeps energy high throughout. Most sessions are played outdoors on grass, though a large sports hall works just as well.

Players8+
Ages4+
Time20-45 minutes
EquipmentOne large circular parachute cloth (typically 3.5 m to 7 m diameter) with sewn handles around the edge; optional soft foam balls or beanbags for specific activities

A little history

The large recreational parachute used in physical education emerged in the United States in the early 1960s as surplus military parachutes were repurposed by physical education teachers looking for low-cost cooperative play equipment. Its origins as an organised game form are not precisely documented, but it became widely established in UK primary school PE programmes through the 1970s and 1980s and has remained a standard piece of playground and gym equipment ever since. No single inventor or ruleset is on record; the activities have accumulated through shared practice among educators and play workers.

Setting up

  1. Clear a flat open area large enough so the parachute lies fully spread with no overlapping edges, whether outdoors on grass or indoors in a sports hall.
  2. Spread the parachute flat on the ground in the centre of the space.
  3. Ask all players to space themselves evenly around the edge of the parachute.
  4. Each player picks up the handle or grips the hem directly in front of them using both hands, palms facing down.
  5. Nominate one leader or adult facilitator who will call each activity and keep the session moving.
  6. If balls or beanbags are used in a later activity, keep them to one side until needed.

How to play

  1. The leader calls the name of the next activity and demonstrates the basic action before players begin.
  2. All players hold their section of the parachute at roughly waist height as the neutral starting position.
  3. WAVES: Players make small, rapid up-and-down wrist movements to send rippling waves across the surface. The aim is to keep the ripples flowing continuously around the whole cloth.
  4. MUSHROOM (Big Top): On the leader's count of three, all players raise the parachute together as high overhead as possible, then quickly step underneath it and bring their edge down behind them, sitting on it to trap the air inside. Players now sit in a large dome.
  5. BALL BOUNCE: Place one or more soft foam balls on the parachute surface. Players work together to bounce the ball by making coordinated small lifts, aiming to keep the ball on the cloth. A ball that rolls off the edge counts as a collective miss; players simply retrieve it and continue.
  6. POPCORN: Place several soft balls or beanbags on the parachute. Players make fast, vigorous shaking movements with the cloth to send the balls flying into the air, like popping corn. There is no scoring; the fun is the chaos.
  7. CAT AND MOUSE: One player (the Mouse) crawls on top of the parachute. Another player (the Cat) crawls underneath. The Cat tries to tag the Mouse by feel, guided by the bumps moving across the surface. All other players ripple the parachute continuously to obscure the Mouse's location. Once tagged, two new players take the roles.
  8. MERRY-GO-ROUND: All players face the same direction (clockwise or anticlockwise) while holding the edge. They walk in that direction, keeping the parachute taut, to spin it slowly. On the leader's call they reverse direction smoothly.
  9. SWAP PLACES: The leader calls a category (for example, 'anyone wearing blue', or 'anyone whose birthday is in summer'). Matching players let go, run across the open centre of the parachute and grab a different section before the cloth falls.
  10. SHARKS: Players sit on the ground with their legs stretched out under the parachute edge. One player is the Shark and moves under the parachute, gently grasping players' ankles. A grasped player is pulled under and becomes a second Shark. Continue until only a few players remain on the outside.
  11. Between activities, the leader calls 'Rest' and all players lower the parachute gently to waist height or lay it flat. This is the reset position.
  12. Sessions typically run five to eight activities in sequence, with brief rests between each one.

Winning and scoring

Parachute Games are cooperative rather than competitive and do not have a single winner. Success in each activity is collective: balls kept on the cloth, a mushroom dome held for a count of ten, or every player swapping places before the parachute falls. Some leaders introduce a light challenge element, for example counting how many seconds the mushroom dome holds or how many ball bounces are achieved in a row, to give groups a personal best to beat next session. No player is eliminated or ranked; the measure of a good session is that all players are engaged and active throughout.

The fine points

The most common dispute arises during Swap Places when a player claims they reached a new section before the parachute fell. The standard ruling is simple: if the parachute is flat on the ground when the player is still mid-crossing, the crossing does not count and that player must return to any vacant handle and the activity resets. Disputes are rare because the cloth falling is obvious to everyone.

In Sharks, the boundary of the parachute matters. A player's legs must be clearly under the cloth, not merely touching the hem, to be eligible for tagging. If a player pulls their legs back before being grasped, they are safe; a Shark may not tag a player who has no limbs under the cloth. In Cat and Mouse, the Cat wins only by making clear physical contact with the Mouse's body, not merely touching the parachute above them. Any disagreement is resolved by the leader, whose call is final.

How to win more often

Variations

Colour Run

Most parachutes are divided into coloured segments. The leader calls a colour and all players standing at that colour must let go, run clockwise around the outside of the parachute and return to their original position before the leader counts to ten. All remaining players hold the cloth steady and low during the run. This requires no extra equipment and works well as an energiser early in a session.

Number Swap

Before play, each player is assigned a number. The leader calls two or three numbers at once; those players must cross the open centre and swap positions while all others hold the parachute raised at shoulder height. A small soft ball can be added to the surface to increase the challenge: if the ball falls off while players are crossing, the swap does not count.

Parachute Volleyball

Split the group into two equal halves standing on opposite sides of the parachute. Place a soft ball on the cloth. Each team tries to flick the ball off the opposing team's edge using coordinated lifts and dips of their section. A point is scored each time the ball leaves the cloth on the opponent's side. First team to five points wins. This is one of the few parachute formats with direct competition and works best with older players aged eight and above.

Sleeping Bags (Quiet Version)

Suitable for younger children or as a calming close to a session. All players complete a Mushroom lift, step inside and sit cross-legged facing the centre with the cloth settled around them. The leader tells a short story or leads a breathing exercise while the parachute rests gently over the group. No movement is required; the activity focuses on stillness and listening rather than physical energy.

Parachute Games: frequently asked questions

How many players do you need for Parachute Games?

Eight is a practical minimum; the parachute needs enough hands to hold it taut and create proper lift. Most activities work best with twelve to thirty players. Very large groups can split into two sessions or use a bigger parachute if one is available.

What size parachute do you need?

A 3.5 m parachute suits eight to twelve players comfortably. A 5 m or 6 m cloth suits fifteen to twenty-five players. A 7 m or larger parachute is used for groups of twenty-five or more. Matching the cloth size to the group size keeps the handles evenly spaced and the tension consistent.

Can very young children play Parachute Games?

Yes. Children from around age three can participate with adult support, particularly in calm activities such as Waves or the Sleeping Bags variation. Activities involving running underneath the parachute, such as Mushroom or Swap Places, are more suitable from age five upwards when children can move quickly enough to avoid the cloth falling on them.

Is there a right or wrong grip?

The standard grip is both hands on the handle, palms facing down. This gives the most control and is safest for wrist joints during vigorous shaking activities. Children who struggle with handle width can grip the hem directly beside the handle instead.

What happens if the parachute tears during play?

Stop immediately, lower the cloth and inspect the damage. A small tear can spread rapidly under tension, particularly during vigorous shaking activities. Do not continue play until the cloth has been repaired or replaced.

Can you play Parachute Games indoors?

Yes, a sports hall or large gymnasium works well. The ceiling needs to be at least 4 m high for Mushroom activities; a low ceiling will prevent the dome forming properly and could result in the cloth catching on light fittings. Clear all furniture and equipment from the play area before starting.

Do you need a leader for every session?

With younger children, yes: a leader calling each activity is essential for safety and flow. With older children or experienced groups, players can call activities themselves by agreement. Even experienced groups benefit from one person acting as timekeeper to prevent any single activity running too long.

What do you do if one player refuses to go under the parachute?

Never pressure a player to go underneath the cloth. Some children find it alarming or claustrophobic. Assign that player a role on the outside, such as holding the cloth steady or choosing the next activity. Parachute Games are cooperative, so no individual role is lesser than another.

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