The participants are safe at the walls (or behind a line in each end of the playing field). When you are no longer touching the safe area, you must run to the opposite end. You can’t go back to the safe area where you just came from. The game starts with one catcher, if you are caught you help the catcher.
The last person free wins. If all left are in one safe area, and none are moving you, the catcher can count to 10 (slowly), and after that the safe area stops being safe unless someone moved out before.
Use af ball to catch people.
Shorten the distance between the safe areas.
Restrict the type of movement to hopscotch, pair-run or something similar.