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Kick the can

Kick the can is a classic children's outdoor game that blends elements of and , typically played by groups of three or more players using an empty metal can or similar kickable object as the central prop. In the game, one player designated as "it" guards the can in a central location while the others scatter to hide within a designated playing area, often a yard or street. "It" must then search for the hiders and, upon spotting one, return to the can, place a foot on it, and call out the hider's name or location to send them to "jail"—a predefined spot like a or base. Captured players remain in jail until a hider successfully kicks the can over (often shouting a phrase like "") while "it" is away searching, freeing all jailed players to hide again; however, if "it" reaches the can first, the kicker is also jailed. The game continues until all but one player are jailed, at which point the last hider becomes the new "it," or it may end when falls or players are called home. The origins of are unclear, though it evolved as a variation of the ancient game of , which was first recorded in in the 2nd century. It gained widespread popularity in the United States during the era of the 1930s, when inexpensive, unstructured outdoor play was common among children, requiring no equipment beyond a discarded can. By the mid-20th century, the game had become a staple of American childhood street games, adaptable to various group sizes and ages, though its play has declined since the due to increased structured activities, , and suburban development limiting open play spaces. Variations of the rules exist regionally, such as using a instead of a can, designating teams, or incorporating additional challenges like timed searches, but the core mechanics of hiding, tagging, and freeing via kicking remain consistent. The game promotes physical activity, strategy, and social bonding, and it has appeared in , including a 1962 episode of titled "," which uses it as a for recapturing .

History

Origins

Kick the Can emerged as a folk game in the United States during the early , evolving from earlier tag and variants such as Pom-Pom-Pullaway, a chasing game documented as early as 1898 in . No single inventor has been identified, consistent with its status as an oral-tradition playground activity passed among children without formal documentation or authorship. Anecdotal evidence places its play among both rural and urban youth in the Midwest and Northeast, where it was enjoyed in streets, alleys, and open spaces despite occasional conflicts with adult authorities. A from ca. 1908-1921 depicts boys playing "kick the can" in City's tenement alleyways, an activity so prevalent that it led to arrests under ordinances regulating public play. The game's transatlantic folk roots are suggested by parallels to British variants like Tin Can Tommy, a similar hiding and kicking pursuit documented in English playground lore by the mid-20th century but likely predating that record. These early references in American playground literature around 1900–1910 highlight Kick the Can's spontaneous development from simple, equipment-minimal pursuits that combined evasion, pursuit, and object manipulation.

Evolution

During the early to mid-20th century, emerged as a staple of unstructured children's play in the United States, particularly in urban neighborhoods and schoolyards, where it thrived amid the " of free play" from 1900 to 1950. The game spread widely through word-of-mouth among children, migration patterns during the , and depictions in popular media such as radio shows and early films that romanticized street games, making it a common activity in American summer camps and after-school settings by the 1920s and 1930s. By the and , Kick the Can experienced a marked decline in popularity, attributed to the rise of —which drew children indoors for hours daily—the dangers of in suburban areas that limited play, and the shift toward organized sports that structured leisure time under adult oversight. This erosion of free-range outdoor games contributed to a 25% drop in playtime for young children between 1981 and 1997, as unstructured activities like Kick the Can gave way to scheduled activities and electronic entertainment. The game's dissemination beyond the U.S. accelerated in the mid-20th century, introducing variations to Europe (such as "Kick the Tin" in Britain and similar tag-hide games in Germany and France), Australia, and parts of Asia, where local adaptations incorporated regional materials and rules while retaining core elements of evasion and release.

Gameplay

Basic Rules

Kick the Can is a classic outdoor game typically played by 3 to 10 participants, with one player designated as "it" who acts as the seeker and guardian of the can. The game requires an open play area, such as a yard or park, where players can hide and move freely without hazards. To set up, an empty metal can—or a similar kickable object like a —is placed upright in a central "home base" location, often marked as a safe zone near the can itself, which serves as the jail for captured players. The player designated as "it" stands near the can while the other players scatter to hide. "It" then closes their eyes and counts aloud to a predetermined number, usually between 20 and 50, giving the hiders time to find concealment. Once the count ends, "it" begins searching for the hidden players while guarding the can at home base. Upon spotting a hider, "it" must return to the can, announce the player's name and precise hiding location (e.g., "I see Alex behind the tree"), and if accurate, the named player must go to jail in the safe zone near the can without being touched. Captured players remain in jail until freed. A key mechanic allows non-captured players to free those in jail by sneaking back to home base and kicking the can away from its position before "it" can return and identify the kicker. If a player successfully kicks the can, all jailed players are immediately freed and must scatter to hide again, while "it" retrieves the can, counts to 10 or 20, and restarts the search. However, if "it" reaches the can first and calls out the kicker's name correctly, the kicker joins the others in jail. The objective for the hiders is to avoid capture and repeatedly free teammates by kicking the can, ideally without all being jailed. "It" wins the round if every player is successfully sent to jail. The game continues, with the same "it" retrieving the can, counting to 10 or 20, and resuming the search, until all players are captured. A new round then begins with a newly chosen "it" (such as the previously last captured player or by group agreement). The game can continue for multiple rounds until players decide to stop, often determined by time or agreement.

Equipment and Setup

The primary equipment for a standard game of Kick the Can is an empty tin can, typically 3 to 5 inches tall, such as a rinsed soup or coffee can, which serves as the central object to be kicked. For safety reasons, particularly to avoid sharp edges on metal cans, alternatives like a , , or may be used instead. No additional tools or specialized items are required beyond this kickable object. The game is played outdoors in open spaces such as backyards, streets, playgrounds, parks, or fields, where natural boundaries like trees, fences, or sidewalks define the play area. Larger groups necessitate bigger spaces to accommodate hiding and running, while smaller groups can use more confined areas. To set up, players select a flat, open spot as the home base and place the can upright in its center; a nearby designated area, such as a small fenced-off zone or marked spot, serves as the jail for captured players. The ground should be even and free of hazards like rocks or uneven to minimize risks of falls or injuries from the can. Suitable for children ages 5 and older, the game accommodates groups of 4 or more players, with appropriate footwear like sneakers recommended for safety on varied surfaces, though barefoot play is possible on soft grass.

Variations

Traditional Variations

Traditional variations of Kick the Can emerged in various regions, adapting the core mechanics of hiding, seeking, and kicking to local environments and preferences before the 1980s. These folk adaptations often tweaked rules for fairness, safety, or play style while retaining the game's emphasis on stealth and speed. The "Kick Tin," documented in UK scouting resources, utilizes a tin can in confined spaces like alleys with defined boundaries to limit the playing area. Played often in settings, this adaptation suits smaller groups. One player acts as who places the can in a circle; a player kicks the can out to start hiding, and replaces it before searching. When spotting a hider, both race to the can—the first to kick it wins (hider hides again if successful, otherwise becomes a prisoner near the circle). Prisoners can be rescued by another player kicking the can unnoticed, emphasizing over simple elimination. In , "Kick the Tin" incorporates elements observed in institutional play, where kicking the tin signals the start of hiding, and players scatter to conceal themselves.

Modern Adaptations

In the , Kick the Can has seen digital adaptations that blend traditional gameplay with online multiplayer elements. The "KickTheCan-Online" , released in 2022, allows players to participate in virtual versions of the game where participants can transform into objects to hide and revive jailed players by "kicking" a digital can, enabling while preserving the core mechanics of hiding, tagging, and freeing teammates. Modern equipment innovations have enhanced nighttime play through glow-in-the-dark variants. Starlux Games' "Cosmic Kick the Can," introduced in 2023, replaces the traditional metal can with a soft, light-up ball featuring color-changing modes, allowing the game to extend into evenings while maintaining the strategic elements of defense and invasion in outdoor settings. Inclusive adaptations have made the game accessible to players with disabilities in contexts. Organizations like Playworks recommend modifying tag-based games by providing extra time for movement to wheelchair users and ensuring tags contact the rather than the chair to promote fair participation. Since the 2010s, Kick the Can has been integrated into school curricula to foster , , and . Playworks incorporates the game into recess and programs, using it to teach spatial awareness and in group settings, often with multiple "finders" for larger classes to balance play dynamics. Online communities have emerged to share contemporary variants and organize virtual discussions. Platforms like Reddit's r/ subreddit feature threads where users reminisce about childhood play and discuss rules, sustaining interest in the game among adults.

Cultural Impact

Kick the can has appeared in several films as a metaphor for recapturing youth and innocence. In the 1983 anthology film : The Movie, directed by among others, the segment "" features elderly residents of a who magically revert to children by playing the game, emphasizing themes of aging and vitality. This segment is a of the 1962 television episode of the same name, written by , where an old man inspires his fellow retirees to play the game in hopes of restoring their youth. The game also features prominently in the 2020 Netflix series , adapted from the Japanese manga, where a deadly version of kick the can serves as a high-stakes challenge in a dystopian setting, blending childhood play with . In literature, kick the can evokes nostalgic portrayals of childhood freedom and small-town life. Ray Bradbury's 1957 novel includes the game as part of the protagonist Douglas Spaulding's summer rituals in 1928 , symbolizing the unbridled joy of youth amid everyday discoveries. The game inspired titles for several works, such as Jim Lehrer's 1988 novel , the first in his One-Eyed Mack series, which follows a teenage drifter's adventures in 1950s , using the game's improvisational spirit to frame themes of and growth. Similarly, Anne Cameron's 1991 novel centers on a young girl's journey toward independence in rural , drawing on the game's simplicity to highlight resilience and self-reliance. Television episodes have used kick the can to explore nostalgia and social dynamics. Beyond the original Twilight Zone episode, the 2015 HBO series Togetherness features the game in episode 4 of season 1, titled "Kick the Can," where adults revive childhood play during a gathering to combat midlife stagnation and foster reconnection among friends. The game's appearance in Alice in Borderland extends its media footprint, appearing in season 3 (2025) as a perilous game that tests strategy and teamwork, underscoring its adaptability as a cultural touchstone for innocence under threat. In music, kick the can has inspired tracks that reflect on fleeting youth and delay. band Icon's "Kick the Can" from their 1994 album Lyburnum Wits End Liberation Fly captures the raw energy of adolescent games through intensity, symbolizing ephemeral freedom. More recently, Brent Cobb's 2023 country song "Kick the Can" from the album Southern Star uses the game as a for prolonging simple pleasures like messing around with friends before adulthood's demands take over. As a symbol of lost childhood amid , represents unstructured street play that fosters community and safety in dense neighborhoods. Urban theorist , in her 1961 book The Death and Life of Great American Cities, discusses how such informal games on sidewalks build social bonds and teach children urban navigation, though she focuses on broader play rather than naming specific games; this idea has influenced essays on how modern development erodes these spontaneous activities.

Legacy and Popularity

Kick the Can continues to enjoy niche popularity among children in the United States, particularly in suburban and rural areas where open spaces facilitate outdoor play, though overall participation in unstructured games has declined amid rising . According to the Aspen Institute's Project Play 2021 report, while organized sports saw fluctuations during the , unorganized outdoor activities like biking and walking increased temporarily. The game offers significant health benefits, promoting through running, hiding, and strategic movement, which enhances , coordination, and motor skills in children. It also fosters like and quick decision-making during play. The recommends outdoor games like as effective alternatives to , noting that such activities support by reducing stress and improving focus, with endorsements for daily unstructured play dating back to their 2015 policy statements on the importance of play. Preservation efforts by nonprofits have helped sustain the game's relevance in modern communities. Playworks, a national organization founded in 1996, actively documents and teaches in school recess programs across urban and low-income areas, emphasizing its role in building inclusive play environments and reviving traditional games for new generations. Globally, and its variations are played in at least a dozen countries, including the , (as "Kick the Tin"), , , and the , reflecting its adaptability as a folk game. While not individually listed, such traditional children's games contribute to UNESCO's broader recognition of elements like tugging rituals and other communal play forms, with discussions on preserving outdoor folk games gaining traction since the early 2010s. Despite these positives, faces challenges from urban decline, where limited green spaces and safety concerns have reduced outdoor play opportunities for children by up to 50% compared to previous generations. Digital adaptations, such as the "KickTheCan-Online," have emerged to boost , allowing virtual play that simulates 's mechanics for indoor or space-constrained settings.

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