Chasing & Fleeing

Halloween Tag

Halloween Tag is a Halloween-themed chasing and fleeing game in which students get to play a variety of roles that are sure to get their heart rate up! Witches, wizards, zombies, and ghosts... this game is spook-tacular!

Learning Targets

I can apply a variety of fleeing tactics when playing tag.
I know a variety of fleeing tactics.
I understand how to select the best tactic based on the strengths of the player chasing me.

Game Overview

Play Area
  • The teacher marks out a large playing area with clear boundaries. Any gym floor lines inside the area become part of the game, since students will be asked to notice and use them. Students begin in a scattered formation inside the area.
Goal
  • Avoid being tagged by the witch. If you are tagged, hold your spot until the wizard brings you back into the game.
Play
  • Students start in a scattered formation inside the playing area.
  • One student plays the witch and is given a long pool noodle (their broom) and a short pool noodle (their wand).
  • Another student plays the wizard and is given a short pool noodle (their wand) in a different colour than the witch's.
  • On the teacher's signal, students move around the playing area while avoiding the witch, who tags gently with the wand.
  • A tagged student loses all of their bones and becomes a blob, plopping down onto the floor.
  • The wizard turns blobs back into runners by tapping them three times with their wand.
  • The witch may not tag the wizard.
  • After a set amount of time, the teacher selects a new witch and a new wizard.

Equipment

  • Playing area with gym floor lines
  • Foamies
  • Pinnies
  • Hoops

Assessment Ideas

  • Teacher Observation can be used to assess whether students are applying a range of fleeing tactics rather than relying on speed alone.
  • Group Discussion can be used to compare which tactics worked against the witch and which worked against the zombies.
  • Exit Tickets can capture students' understanding of how to choose a fleeing tactic based on the strengths of the player chasing them.

Safety

Students should keep their eyes up to avoid contact with other students.

Students should be careful of any students sitting on the ground (who have been tagged by a witch).

Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Exploring The Space

Players get into a scattered formation. On the teacher's signal, all players begin moving about the playing area while avoiding contact with other players and looking out for the different coloured lines on the floor.

This build exists to help students understand the limits of the game before any roles are introduced.

Discussion Questions

  • Where in the playing area did you find the most open space?
  • What did you do with your body when you saw someone coming toward you?

Teacher Notes

Use this build to set the boundaries and to name the floor lines you want students to notice. Anything you establish here becomes a shared reference point once the chasing starts.

2
Build
2

Witches and Wizards

Players now play the game with the full version of the rules.

The teacher may play several rounds at this build, adding an additional witch with every new round.

Discussion Questions

  • Which fleeing tactics worked best against the witch?
  • What did the wizard have to do to free as many blobs as possible?
  • What changed for you once a second witch was added?

Teacher Notes

Adding a witch each round is the simplest way to raise the difficulty without changing the rules. Watch for the moment the space gets tight enough that speed alone stops working, since that is when students start reaching for other tactics.

3
Build
3

Ghosts

Two players are given pinnies and will play as the ghosts.

If a player is tagged by a ghost, the tagged player must step out of bounds, dance for ten seconds, and then return to play.

The ghosts cannot be tagged by the witch.

Discussion Questions

  • How did your route through the playing area change once the ghosts were added?
  • What made a ghost harder or easier to avoid than the witch?
4
Build
4

Zombies

One player is selected to be the zombie. The zombie moves around the playing area while dragging a hoop with one of their feet.

If the zombie tags another player, and they cannot tag ghosts, witches, or wizards, the tagged player collects a hoop and rejoins the game as a zombie.

There will therefore be more and more zombies as the round goes on.

Discussion Questions

  • How did the game change as more and more zombies joined?
  • Which tactic worked best against a zombie dragging a hoop, and why?
  • Which chaser in this game did you find hardest to avoid?

Assessment Ideas

  • Group Discussion can be used to compare the tactics students chose for each type of chaser in the game.

Teacher Notes

This build is designed to run down, since almost everyone ends up a zombie. Call the round while there are still a few runners left rather than waiting for the last one.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

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