• 17 games
  • Checked October 2026

Valentine's Day PE Games

Mail runs, heart tag and partner laps for the gym in February, with partners dealt by cards, never picked.

Show all 11
  1. Stick Together: One Ball Between Two Shoulders1. A carry with no hands. Partners are dealt by matching cards. Each pair stands side by side and holds a ball between two shoulders.2. They walk a slalom of six cones and back without touching the ball.3. If it drops, they put it back at the place where it fell and carry on.4. Second trip, carry it back to back. Third trip, hip to hip.Ages: 8 to 11. Players: 8 to 30. You need: a ball for each pair, six cones for each lane and a deck of cards to deal partners.
  2. Class Heart: One Long Rope, One Big Shape1. A shape the whole class makes together. Everyone holds one long loop of rope with both hands, spaced out in a circle.2. Without letting go, the class walks the rope into a heart: two players step in to make the dip, and one steps out to make the point.3. Lay it down, step back and look. Then pick it up and make a triangle, a square, and a heart again with eyes on the floor and nobody talking.4. Last, the heart travels: the class carries its shape to the other end of the gym without losing it.Ages: 6 to 11. Players: 8 to 30. You need: a long rope tied in a loop.
  3. Past the Barking Dogs: Deliver One Letter a Trip1. A crossing game with something to carry. The mail carriers start on one end line, the post office, with one beanbag letter each. A crate on the far end line is the mailbox.2. Three dogs guard the yard in between. They bark as loudly as they like and tag with a touch below the shoulder.3. A tagged carrier walks back along the side line to the post office and sets off again with the same letter.4. A carrier who reaches the crate drops the letter in, walks back along the side and fetches another. Count the crate after three minutes, then change the dogs.Ages: 8 to 11. Players: 12 to 36. You need: forty or more beanbags, a crate and pinnies for the dogs.

All 17 games

Elementary Valentine PE games 11

  • Class Heart: One Long Rope, One Big Shape 1. A shape the whole class makes together. Everyone holds one long loop of rope with both hands, spaced out in a circle. 2. Without letting go, the class walks the rope into a heart: two players step in to make the dip, and one steps out to make the point. 3. Lay it down, step back and look. Then pick it up and make a triangle, a square, and a heart again with eyes on the floor and nobody talking. 4. Last, the heart travels: the class carries its shape to the other end of the gym without losing it. Ages: 6 to 11. Players: 8 to 30. You need: a long rope tied in a loop.
  • Five Valentines, Five Different Mailboxes 1. A delivery run with no losers. Every player has a hoop, the mailbox, with five beanbags in it: valentines to give away. 2. On the whistle, carry one valentine at a time to someone else's mailbox. Each of your five has to go to a different box. 3. Nobody guards a box, and nothing is ever taken out of one. 4. When your five are delivered, stand in your own hoop and count what arrived. Ages: 8 to 11. Players: 8 to 30. You need: a hoop and five beanbags for each player.
  • Heart Tag: Never the Same Rescuer Twice 1. Freeze tag with a rescue that mixes the class. Three taggers carry a red beanbag each and tag with it in the hand, below the shoulder. 2. A tagged player freezes with hands joined overhead in a heart. 3. A free player sets them going again with a low five, but nobody may be freed by the same player twice in a row. 4. A tagger may not wait beside a frozen player. Change the taggers every two minutes. Ages: 8 to 11. Players: 12 to 36. You need: three red beanbags.
Show all 17 games (14 more)

Elementary Valentine PE games, continued

  • Hearts of Four 1. A grouping game. Everyone jogs around the gym, each in their own direction. 2. The teacher calls a number, such as "Hearts of four". Players join hands in rings of exactly that many, with whoever is nearest, before a count of five. 3. Anyone left over makes a ring with the teacher and chooses the next number and the next way to travel. 4. Finish on a number that splits the class into the teams for the next game. Ages: 8 to 11. Players: 10 to 36. You need: nothing.
  • High Card Chases 1. A reaction chase decided by cards. Two lines face each other two steps apart, each player opposite a partner. Everyone holds one playing card face down. 2. On "Flip", partners turn their cards over. The higher card chases, and the lower card runs for the cone line behind them. 3. A heart beats any card that is not a heart. On a tie, both do one jump and nobody runs. 4. A tag before the cone line scores a point. Walk back, pass your card one place to the left and flip again. Ages: 8 to 11. Players: 8 to 36. You need: a deck of playing cards and cones for two lines.
  • Mend the Hearts: A Memory Run 1. A memory relay. Cut ten paper hearts in two, each with a different zigzag, and lay the twenty halves face down in a grid at the far end. 2. One runner at a time runs out and turns over two halves. If the edges fit, the runner brings the mended heart home. 3. If they do not fit, both go back face down in the same places, and the runner tells the team what was where. 4. Give each team its own grid in its own color of paper. The first team with all ten hearts mended wins. Ages: 8 to 11. Players: 8 to 30. You need: ten paper hearts cut in two for each team.
  • Past the Barking Dogs: Deliver One Letter a Trip 1. A crossing game with something to carry. The mail carriers start on one end line, the post office, with one beanbag letter each. A crate on the far end line is the mailbox. 2. Three dogs guard the yard in between. They bark as loudly as they like and tag with a touch below the shoulder. 3. A tagged carrier walks back along the side line to the post office and sets off again with the same letter. 4. A carrier who reaches the crate drops the letter in, walks back along the side and fetches another. Count the crate after three minutes, then change the dogs. Ages: 8 to 11. Players: 12 to 36. You need: forty or more beanbags, a crate and pinnies for the dogs.
  • Same Number, New Partner 1. A partner lap, with partners dealt by the cards. Deal every player one card from a deck trimmed to pairs of numbers. 2. On the whistle, find the player with the same number, link arms and jog one lap of the gym together. 3. Back at the start, pairs hand in their cards and sit down. The teacher shuffles and deals again. 4. Each round has a new way to travel the lap: skipping side by side, one behind the other, sideways with backs together. Ages: 8 to 11. Players: 8 to 36. You need: a deck of playing cards.
  • Spell It a Letter a Run 1. A spelling relay. Scatter letter cards face up at the far end of the gym, several of every letter needed. 2. Each team has to build three words on the floor at home: KIND, SHARE and FRIEND. 3. One runner at a time brings back one letter. A letter the team cannot use is run back before the next runner goes. 4. The first team with all three words spelled right wins. Then the teams choose a fourth word for each other. Ages: 8 to 11. Players: 8 to 30. You need: letter cards.
  • Stick Together: One Ball Between Two Shoulders 1. A carry with no hands. Partners are dealt by matching cards. Each pair stands side by side and holds a ball between two shoulders. 2. They walk a slalom of six cones and back without touching the ball. 3. If it drops, they put it back at the place where it fell and carry on. 4. Second trip, carry it back to back. Third trip, hip to hip. Ages: 8 to 11. Players: 8 to 30. You need: a ball for each pair, six cones for each lane and a deck of cards to deal partners.
  • Two Sides of the Heart: Meet at the Point 1. A lap for partners who run apart and meet. Mark a big heart on the floor with cones: a dip at the top, a point at the bottom. 2. Partners are dealt by drawing cards. They start together at the dip, and one runs the left side while the other runs the right. 3. They meet at the point with a high five, then each carries on up the other side to the dip. 4. The next pair starts on the high five. The class counts the hearts finished in three minutes, then tries to beat it. Ages: 8 to 11. Players: 8 to 36. You need: about sixteen cones and a deck of cards to deal partners.

K to 2 Valentine PE games 6

  • Deliver a Wave to Five Houses 1. A visiting game. Half the class are houses: each stands on a spot with arms up in a roof. The other half are mail carriers. 2. Each carrier visits five different houses. At each one the carrier stops, knocks in the air and gets a wave and a gentle high five. 3. After five houses, the carrier goes back to the post office line and sits. 4. Swap jobs. Second time, the carriers skip between houses and deliver a kind word with the high five. Ages: 5 to 8. Players: 8 to 30. You need: nothing.
  • Join Up at Every Whistle: Ones, Twos, Fours, Everyone 1. A skipping game that gathers the class. Everyone skips around the gym alone. 2. On the first whistle, join hands with the nearest child and skip on as a pair. Nobody chooses: the nearest is the partner. 3. On each new whistle, every group joins the nearest group: twos become fours, and fours become eights. 4. When the whole class is one line, the child at the front leads it once around the gym and into a ring. Then let go and start again alone. Ages: 5 to 8. Players: 8 to 30. You need: nothing.
  • Mail It: Toss From the Red, Pink or White Line 1. A tossing game with three lines to choose from. Put a box with its flaps open at one end: the mailbox. Tape three lines at two, three and four steps: red, pink and white. 2. Each child chooses a line and tosses a beanbag letter underhand into the box. 3. A letter that lands in the box is mailed. Fetch letters only when the tossing has stopped. 4. Mail one from every line. With a big class, set up four mailboxes. Ages: 5 to 8. Players: 4 to 28. You need: a box, tape in three colors and a beanbag for each child.
  • Mail Trucks: Drive, Park, Deliver 1. A driving game with a hoop for a steering wheel. Each child holds a hoop in front and drives around the gym without bumping another truck. 2. On "Park", put the hoop down and stand in it. 3. On "Deliver", leave the truck, run to touch any wall, the front door, and come back to your own hoop. 4. Add calls one at a time: "Flat tire" is hopping, "Back up" is walking backward, "Icy road" is slow motion. Ages: 5 to 8. Players: 4 to 30. You need: a hoop for each child.
  • Safe With a Friend: Link Elbows and Count to Three 1. Tag with a friend as the safe place. Two taggers chase. 2. A runner is safe while linking elbows with the nearest runner, but only for a count of three, said aloud together. Then both let go and run. 3. A tagged child swaps with the tagger. 4. Nobody may link with the same friend twice in a row. Ages: 5 to 8. Players: 8 to 30. You need: nothing.
  • Stamp the Envelope: Jump the Four Corners 1. A jumping pattern on a taped rectangle. Tape an envelope on the floor for every four children, as long as a jump rope, with a small square in one corner: the stamp. 2. One child at a time jumps from corner to corner around the envelope with two feet together. 3. The last jump lands in the stamp with a loud stamp of both feet, and the next child sets off. 4. Second time around, hop. Third time, the teacher claps a beat and everyone jumps in time. Ages: 5 to 8. Players: 4 to 28. You need: tape.

How this list was compiled: Our suggestions for a gym class in February. The wording, the ages and the player counts are ours. The games are built on hearts, mail and kindness to the whole class: nothing is about crushes or couples, and pairs are dealt by cards or are whoever is nearest, never picked. Tags are a touch below the shoulder, nobody is put out of a game for good, and no game uses candy, food or a balloon; those are our own rules for play. Checked on 12 October 2026 at Wikipedia (https://en.wikipedia.org/wiki/ followed by the name): Educational stage, for the ages of each United States grade; Tag (game), for freeze tag. Licence: own work

How it works

These Valentine's Day PE games are about hearts, mail and kindness to the whole class. Nothing is about crushes or couples, nobody is put out, and no game uses candy.

Read the full guide

Two sets, both indoors

The page opens on eleven games for grades 3 to 5. The menu under the button changes to K to 2 Valentine PE games, six games with no losers. Every game is played inside, so the list works as indoor Valentine games for PE on a wet February day.

Dealing partners

Three games deal pairs: Two Sides of the Heart, Stick Together and Same Number, New Partner. Deal each player one card from a deck trimmed to pairs of numbers. Nobody chooses, and nobody is chosen last.

Questions and answers

What Valentine's Day games for PE keep a big class moving?

In Five Valentines, Five Different Mailboxes, every player delivers at once, and Past the Barking Dogs sends the whole class across the gym past three taggers. Neither puts anyone out.

Which of these games need no equipment?

Four: Hearts of Four, Safe With a Friend, Join Up at Every Whistle and Deliver a Wave to Five Houses.

What Valentine's Day PE games suit kindergarten?

The K to 2 set is written for ages 5 to 8. Mail Trucks needs only a hoop for each child, Stamp the Envelope only tape, and Mail It a box, tape and beanbags.