Witches, Goblins, and Monsters
This game is very similar to the game Rock, Paper, Scissors, Catch.
Grade Level: K-6
Skills Developed: Teamwork, cooperation, spatial awareness, locomotor and non-locomotor skills (running, chasing, fleeing, dodging), cardiovascular endurance, and agility.
Equipment Needed: None
How to Play:
Designate a playing area - I usually use the basketball lines to create the playing area with the center line creating a division between the two teams.
Variation: Come up with actions for each (e.g. witches - cast a spell). When the two teams meet in the middle have each team play their actions on the count of three.
Grade Level: K-6
Skills Developed: Teamwork, cooperation, spatial awareness, locomotor and non-locomotor skills (running, chasing, fleeing, dodging), cardiovascular endurance, and agility.
Equipment Needed: None
How to Play:
Designate a playing area - I usually use the basketball lines to create the playing area with the center line creating a division between the two teams.
- Split the class into two equal teams.
- Teams go to their respective side of the gym. Here, as a group they will decide whether they are going to be "witches", "goblins", or "monsters".
- Once each team has decided what they are going to play, the two teams will line up across the centre line (facing each other). Leave at least a 1 metre space between the teams.
- On the count of three one person from each group yells out what they are (witches, goblins, or monsters).
- Rule: Witches chase goblins, goblins chase monsters, and monsters chase witches
- One team will be chasing the other team trying to tag as many players as they can while the other team will be fleeing and trying to get across the end line (I use the basketball end line - once players have crossed this line they are safe from being tagged) while trying to avoid being tagged.
- Example: If one teams chooses to be "monsters" and the other team chooses to be "witches", the team that chose to be witches will try to run for their safety because monsters chase witches.
- Any player who gets tagged must join the other team. Continue the game for as many rounds as you would like.
*Tie Breaker: If there is a tie (i.e. both teams call out "witches"), all players must quickly sit down on the floor. The last player to sit down switches teams.
Variation: Come up with actions for each (e.g. witches - cast a spell). When the two teams meet in the middle have each team play their actions on the count of three.