What's the Time Mr Wolf?
Quick Pitch
What's the Time Mr Wolf? is a suspenseful chasing game where players creep toward a Wolf who answers their calls with a clock time โ until they hear "Dinner time!" and have to run for their lives.
Hook
"What's the time, Mr Wolf?" Everyone takes three steps forward. "What's the time, Mr Wolf?" Five more steps. You're very close now. "What's the time, Mr Wolf?" The Wolf pauses just a second too long โ "DINNER TIME!" โ and suddenly it's pure sprint. What's the Time Mr Wolf combines creeping tension with explosive chaos in a way that never gets old.
Equipment Needed
None. Only a defined play area with a safe zone at one end is needed.
Setup
- Establish a large play area (field, playground, wide corridor)
- Designate a start/safety line at one end (where players begin)
- Designate a finish/safety line at the opposite end (where players must reach to be safe)
- Choose one player to be the "Wolf" (or "Grandpa" in some versions)
- The Wolf stands at a position between the two lines (usually closer to the far end)
- All other players line up at the start line
- The Wolf's back is turned away from the other players
- Players call out "What's the time, Mr Wolf?"
Rules
Objective
- Wolf: Catch players before they reach the far safety line
- Other Players: Advance toward the far line and reach safety before being caught
Gameplay
Asking for Time:
- All players call out "What's the time, Mr Wolf?" in unison
- The Wolf, with back turned, responds with a time (e.g., "Three o'clock!")
- The Wolf does not look at the players while answering
- Players advance that many steps forward (three steps for three o'clock)
- Players continue asking until the Wolf gives a special answer
Advancing:
- Each time the Wolf announces a time, players take that many steps forward
- Different times move players different distances (Two o'clock = 2 steps, Five o'clock = 5 steps, etc.)
- Players continue advancing cumulatively toward the Wolf's location
- No one can exceed the stated number of steps
Dinner Time - The Chase:
- Eventually, when asked "What's the time, Mr Wolf?", the Wolf responds "Dinner time!"
- At this moment, the Wolf turns around and chases the other players
- All players must now run back to the original start line to be safe
- Players already close to the Wolf are in danger of being caught
- The Wolf catches players and brings them back to catch point (or sends them back to start line)
Caught Players:
- Caught players either:
- Return to the start line and begin again, OR
- Join the Wolf and become additional hunters (varies by house rules)
- Game continues with the next round
Victory:
- First player to reach the far line safely wins
- A caught player becomes the new Wolf, OR
- Role rotation occurs after set time or rounds
Scoring
- First safe arrival at far line = winner of that round
- Accumulate wins across multiple rounds
- Can track how far players advance before "Dinner time" is called
- Cumulative scoring across multiple games
Expert Player
Tips
For Players
- Listening: Pay careful attention to the time numbers announced
- Counting: Ensure you take exactly the right number of steps
- Positioning: Balance between advancing toward safety and remaining far from the Wolf
- Readiness: Stay ready to sprint toward safety when "Dinner time" is called
- Distance Awareness: Know approximately how far you are from safety at all times
- Risk Assessment: Sometimes staying farther back is safer than advancing far
- Reaction Speed: Practice quick acceleration when the chase begins
- Others' Positioning: Use other players' progress to gauge distance and safety
For the Wolf
- Timing: Choose when to call "Dinner time" strategically
- Early = players far from safety (easier catches)
- Late = players closer to safety (harder catches)
- Observation: Some versions allow peeking to see player positions
- Calling Pattern: Vary the sequence of times to keep players uncertain
- Speed: Sprint quickly when the chase begins
- Target Selection: Aim for the nearest or slowest players
- Strategic Calls: Large numbers (twelve o'clock) move players far; small numbers keep them back
Variations
Different Animals
Use different animals/characters: "What's the time, Mr Crocodile?" or "Grandma's Clock?"
Quick Dinner Time
Call "Dinner time" immediately after saying a time (no waiting between rounds).
Extreme Distances
Call larger time numbers (ten, fifteen, twenty o'clock) allowing massive advances.
Slow Motion Chase
The Wolf chases in slow motion; players must move in normal speed.
Reverse Direction
When "Dinner time" is called, players run toward the Wolf instead of away.
Multiple Wolves
Two or more Wolves; calling "Dinner time" creates multiple chasers.
Safe Zone
A middle area is safe; players caught in the open but released if they reach that area.
Direction Confusion
Players can move forward, backward, or sideways based on Wolf's direction calls ("Three o'clock forward," "Two o'clock backward").
Musical Version
Calls are sung or chanted in rhythm.
Night Version (Darkness)
Play at dusk/night with reduced visibility.
Water Version
Play in shallow water; stepping counts are replaced with swimming distances.
Learn More โ History & Origins
History & Origins
What's the Time Mr Wolf? is a British and European children's game with origins in playground traditions. The game evolved as a variation of chasing games, incorporating the dramatic element of sudden reversal. The game became popular in British schools and playgrounds during the 20th century. Similar games exist across European cultures with regional variations and different thematic elements. The game is sometimes called "Grandmother's Clock" or variations on the animal/character name. While less universal than some games, it remains popular in Britain and European playground traditions.
Cultural Context
What's the Time Mr Wolf? is a British playground staple, passed down through schools and youth organizations for generations. The game appears across Commonwealth countries including Australia, New Zealand, and Canada in nearly identical form, and similar games with different characters โ Grandfather's Clock, Mr Crocodile, What's the Time Mr Fox? โ exist across European playgrounds, suggesting the tension-and-release mechanic resonates universally.
In schools, the game doubles as a practical introduction to telling time, since players must count out steps based on the hour called. A class of five-year-olds playing "What's the Time?" is simultaneously learning number recognition, turn-taking, listening skills, and how to sprint โ all wrapped in a game so inherently dramatic that everyone is instantly hooked.