Resource
Joey, Joey, Roo – Aussie Adventure Printable Game
Run Joey, Joey, Roo as a cooperative Aussie Adventure movement game, with clear setup, no elimination, flexible roles and practical safety guidance.
Ready to print and play
Preview the two-page game guide


Download 2-page game guideCheck the preview, printing notes and licence before use.
A familiar game in the Aussie Adventure theme
Joey, Joey, Roo adapts Duck, Duck, Goose with this cue: Use “Joey” around the circle and “Roo” as the chase cue. The printable keeps the rules cooperative, removes elimination and gives educators practical ways to adjust movement and participation.
Set up
- Mark a wide circle and inspect the outside running lane for bags, furniture, wet patches and trip hazards.
- Invite children to sit or use chairs/spots around the circle, with feet and belongings inside the boundary.
- Agree on the theme cue and demonstrate a light shoulder-level air tap or spoken cue—never a head tap.
How to play
- One player walks around the outside of the circle giving each player the repeated theme cue.
- The walker chooses one player by using the chase cue, then both travel once around the outside in the same direction.
- The walker aims for the open place while the chosen player follows. Use fast walking instead of running where space is limited.
- The player left without a place becomes the next walker. Nobody is eliminated and a child may nominate a willing substitute.
Theme variations
- Use quick walking like a wildlife ranger.
- Swap the chase for two players changing places.
Include more ways to join
Offer walking, wheeling, pointing or a caller role. Shorten the route, use a partner or remove the chase entirely and swap places after the cue.
Safety check
- Keep one agreed direction and a single moving pair.
- Use shoulder-level air taps or spoken cues; do not tap heads or push.
- Stop if the outer lane becomes crowded, slippery or obstructed.
Printing notes
The download is a two-page A4 illustrated guide. Page one contains the core game. Page two includes theme variations, participation options, educator checks and a dashed cut-off quick-reference card that can be kept with the game equipment or laminated.



