What's the Time, Mr Wolf? Rules, Dice Times and Variations
What’s the time, Mr Wolf? (also called What time is it, Mr Wolf?) is a chasing game for young children. One player is the wolf and stands with their back to the others at one end of the playground. The other players call out “What’s the time, Mr Wolf?” and the wolf answers with a time, such as “three o’clock”, and the players take that many steps forward. Sooner or later the wolf answers “Dinner time!” and turns to chase them back to the start. Here are the rules, a fair way to choose the wolf, and how to use dice to make the times truly random.
What you need
- A playground, hall or garden, with a start line at one end and the wolf at the other, about 15 to 25 big steps apart.
- A clear safe zone behind the start line.
- At least four players: one wolf and three or more players. A whole class works well.
Rules
- The wolf stands at one end, facing away from the other players. Everyone else lines up on the start line.
- The players call out together: “What’s the time, Mr Wolf?”
- The wolf answers with a time, for example “four o’clock”. The players take that many steps towards the wolf, counting them out loud.
- The players keep asking, and the wolf keeps answering, while the group creeps closer.
- At any moment, the wolf can answer “Dinner time!” instead of a time. The wolf turns round and chases the players back to the start line.
- A player tagged before reaching the start line becomes the wolf in the next round, or joins the wolf as a helper in some versions.
If a player reaches the wolf before dinner time is called, they can tap the wolf on the shoulder, and the wolf must chase them straight away. Agree on this rule before you start.
A fair way to choose the wolf
Every child wants a turn as the wolf, and the tagged player rule means the slowest runner can end up as wolf again and again. To share the turns out, put every name into the Random Name Picker and switch on “remove and spin”. Each spin picks a new wolf, and nobody gets a second turn until everyone has had one.
Using dice for the times
A wolf who always answers “twelve o’clock” can end the game in two moves, and a wolf who always says “one o’clock” can make it drag on. A fun fix is to let a die decide the time. The wolf secretly rolls the Dice Roller on a phone, then calls out the number as the time. With one die the times run from one to six o’clock; with two dice from two to twelve.
The number of dice changes how long the game lasts. The table shows, on average, how many calls it takes before the players have stepped the whole distance to the wolf, if the wolf does not call dinner time first:
| Steps to the wolf | Calls, one die | Calls, two dice |
|---|---|---|
| 10 | 3.3 | 1.9 |
| 15 | 4.8 | 2.6 |
| 20 | 6.2 | 3.3 |
| 25 | 7.6 | 4.1 |
| 30 | 9.0 | 4.8 |
So for a 20-step playground, one die gives about six calls of creeping before the players reach the wolf, and two dice about three. One die is better for little ones, because the game lasts longer and the suspense builds slowly. The wolf still chooses when to call dinner time, so the game keeps its surprise.
Variations
- Wolf’s helpers: every player who is tagged joins the wolf, until only one player is left.
- Animal moves: the wolf also says how to move, such as “three o’clock, hopping like a frog”.
- Backwards times: the wolf can say a time with “backwards”, and the players step back.
- Quiet version: in a classroom, players tiptoe and the wolf walks instead of running.
- Mr Shark: a swimming pool version where the shark calls the times, played only with a lifeguard watching.
Tips for teachers and parents
- Keep the chasing distance short for young children, so nobody runs into a wall.
- Teach a gentle tag: a light touch on the arm or shoulder, no pushing.
- Remind players to count their steps out loud, which also practises counting.
- With a big class, use two wolves and a wider space.
The game is a close cousin of red light, green light, and works well alongside Simon says. For more ways to bring dice into play, see our easy dice games.
FAQ
How do you play What's the time, Mr Wolf?
One player is the wolf and stands with their back to the others. The players ask the time, and the wolf answers with a number of o'clock, which is how many steps they take forward. When the wolf says dinner time, the wolf chases them back to the start.
Who is the wolf next in What's the time, Mr Wolf?
Usually the player who is caught becomes the next wolf. To give everyone a turn, you can pick the wolf with a random name picker instead.
How far apart should the wolf and the players be?
About 15 to 25 big steps works well for young children. Shorter distances make the game quicker, longer ones build more suspense.
Can you use dice in What's the time, Mr Wolf?
Yes. The wolf rolls a die and calls out the number as the time. One die gives one to six o'clock and two dice give two to twelve o'clock.