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By Jaques of London
Est. 1795
Games RulesPlayground Games › What's the Time Mr Wolf

How to Play What's the Time Mr Wolf

The quick answer: One player is Mr Wolf and stands with their back to the others. Players creep forward calling out 'What's the time Mr Wolf?' Mr Wolf calls a time and players step accordingly. When Mr Wolf shouts 'Dinner time!' they chase everyone back to the start line. The first caught becomes the new Wolf.

What's the Time Mr Wolf is a classic outdoor chasing game for four or more players, requiring no equipment and very little space. One player takes the role of Mr Wolf while the rest try to creep up close enough to tag the safe zone behind them, all without getting caught when the Wolf turns and gives chase.

It is beloved for good reason: the tension builds naturally, younger children can join in alongside older ones, and a full round takes only minutes. It is equally at home in a school playground, a back garden, or a park, and needs nothing more than a patch of open ground and a group willing to shout.

Players4+
Ages5+
Time10-30 minutes
EquipmentNo equipment required. An open outdoor space with two clear boundary lines is ideal.

A little history

The origins of What's the Time Mr Wolf are unclear. It belongs to a broad family of 'caller and creeper' chasing games found across many cultures, and versions of it have been recorded in British playgrounds for well over a century. The wolf as the threatening figure in children's play is a fixture of European folklore, but no documented source pins down exactly when or where this particular format was formalised. It is traditionally passed on by children themselves rather than through written rules.

Setting up

  1. Find an open space and mark two parallel lines roughly 10 to 15 metres apart. These can be drawn in chalk, indicated by natural features, or simply agreed on verbally.
  2. One player is chosen to be Mr Wolf. Any fair method works: volunteer, oldest player, or a counting-out rhyme.
  3. Mr Wolf stands on or just beyond one line, facing away from the other players. This line is the Wolf's end.
  4. All remaining players stand on the opposite line. This is the safe line, or home.

How to play

  1. All players on the home line call out together: 'What's the time Mr Wolf?'
  2. Mr Wolf, still facing away, calls back a time, for example 'Three o'clock!'
  3. Players take that many steps forward toward Mr Wolf. Steps should be normal walking paces, not giant leaps. The group should agree on step size before play begins.
  4. Players repeat the call and Mr Wolf continues to give times. Each time, players step forward the stated number of paces.
  5. At any point when asked the time, Mr Wolf may instead shout 'Dinner time!' and immediately spin around and chase the other players.
  6. All players sprint back toward the home line. Mr Wolf tries to tag any player before they reach it.
  7. Any player tagged before crossing the home line becomes the new Mr Wolf for the next round.
  8. If Mr Wolf tags no one, they remain as Wolf for the next round.
  9. If a player reaches Mr Wolf's line before 'Dinner time!' is called, they may tap Mr Wolf on the shoulder. Mr Wolf then automatically calls 'Dinner time!' and the chase begins. If no one is caught, the tagging player becomes the new Wolf.
  10. Play continues in rounds until players choose to stop.

Winning and scoring

There is no single winner in the traditional version. The object for the chasing players is to avoid being caught; the object for Mr Wolf is to tag someone. The player caught becomes the new Mr Wolf, and the game simply continues. In informal play, prestige goes to whichever player manages to avoid being Wolf the longest, or to a Wolf who catches every player in a dramatic chase. For a structured competitive version, players can keep a tally of how many times each person is caught over an agreed number of rounds, with the lowest tally winning.

The fine points

The most common dispute is over step size. Players will attempt lunging strides when Mr Wolf calls a high number. Settle this before the first round: a normal walking pace, heel to toe, is the standard ruling. Similarly, players sometimes shuffle forward between calls. This should be called out immediately and the offending player returned to their previous position.

A second frequent argument arises when Mr Wolf shouts 'Dinner time!' but a player claims they had already reached the home line. The standard ruling is that both feet must be fully behind the home line for a player to be safe. If Mr Wolf and the group cannot agree, the benefit of the doubt traditionally goes to the runner. On the question of whether Mr Wolf can begin turning before finishing the word 'Dinner time!', the fair ruling is that the full phrase must be spoken before the Wolf may move.

How to win more often

Variations

Midnight (All Caught Wins)

In this version Mr Wolf aims to catch every single player before anyone reaches home. 'Dinner time!' cannot be called until at least one player is within three paces of the Wolf's line. Caught players sit down on the spot and cheer the Wolf on. The round ends either when everyone is caught or when someone successfully taps the Wolf's shoulder, freeing all caught players and ending the Wolf's turn.

Silent Mr Wolf

Instead of calling a time aloud, Mr Wolf holds up fingers to show the number. Players must watch carefully and take that many steps in silence. This variant works well with younger children who are learning to count, and adds a visual concentration element that slows the game down pleasantly.

Team Wolf

Two players are chosen as wolves to start and stand side by side at the Wolf's line. When 'Dinner time!' is called, both wolves chase. Any player they catch joins the wolf pack, so the pack grows with each round. The last uncaught player wins and starts the next game as the sole Wolf.

Reverse Wolf

Mr Wolf faces the players rather than away from them throughout. Players must still creep forward, but now they can see the Wolf's expression and movements at all times. The Wolf may not move their feet until they shout 'Dinner time!' This variant is faster and more nerve-wracking, as there is no ambiguity about when the chase is coming.

What's the Time Mr Wolf: frequently asked questions

What happens if Mr Wolf tags nobody after calling 'Dinner time!'?

Mr Wolf simply remains as Wolf for the next round. All players return to the home line and the game restarts from the beginning.

How big should each step be?

A normal walking pace is standard. Players should not take giant leaps or shuffle. Agree on a consistent step size before the game starts and enforce it throughout to keep things fair.

Can Mr Wolf call 'Dinner time!' at any point, even right at the start?

In the traditional rules, yes. There is no minimum number of rounds that must be played first. However, many groups add a house rule that the Wolf must answer at least two or three time calls before turning, to give players a chance to advance.

How many players do you need?

Four is the practical minimum, though the game works best with six or more. Larger groups of ten to twenty players make the chase far more exciting and give the Wolf a better chance of catching someone.

Is a player safe if they are touching the home line?

Both feet must be fully behind the home line. Touching it with one foot while still running is not sufficient. This is the standard ruling and avoids endless arguments about partial safety.

What age is the game suitable for?

Most children can join in from around age five. Younger children understand the basic chase quickly, though they may need help counting steps. There is no upper age limit and mixed age groups work well.

Can Mr Wolf move their feet before calling 'Dinner time!'?

No. Mr Wolf must remain stationary until the full 'Dinner time!' call is completed. Any movement before the phrase is finished is a false start, and players do not have to run.

What if two players are caught at the same time?

Both are considered caught. The standard ruling is that the player who was tagged first becomes the new Mr Wolf. If it is genuinely simultaneous, use a quick counting-out rhyme or let the outgoing Wolf choose.

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