Chasing & Fleeing
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Key Tag

Game Overview

Play Area

  • The teacher sets up a rectangular playing area. 
  • Students begin the game in a scattered formation within the playing area.

Goal

  • For the fleeing players, the goal of the game is to avoid being tagged by the Locks. 
  • For the chasing players, the goal of the game is to tag the fleeing players. 

Play

  • The teacher selects 3–4 players to be Locks and gives each one a foamie to use for tagging. All other players are Runners, except for 3–4 players who start as Keys who each carry a bean bag.
  • Locks attempt to tag fleeing players using their foamie. If tagged, a Runner must sit cross-legged and form a “lock shape” by raising their arms in a circle above their head.
  • Keys unfreeze frozen players by gently placing their beanbag on top of their head. Once unfrozen, the player becomes a new Key, and the original Key gives up their beanbag and returns to being a fleeing player..
  • Players carrying beanbags (Keys) are immune to tagging, but only while the beanbag is in their possession!

Learning Targets

  • I can identify different roles within a game.
  • I know what game roles are.
  • I understand that different roles have different responsibilities within a game.
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Game Builds

Build One: Locks

Players begin in a scattered formation within a defined playing area. 

The teacher selects 3–4 players to act as Locks, each equipped with a pool noodle (foamie). The Locks chase and attempt to tag fleeing players. 

If tagged, players sit cross-legged and remain frozen for the rest of the round.

Build Two: Keys

This build introduces the Keys. 

Tagged players sit cross-legged and form a “lock shape” with their arms over their head. 

3–4 players start as Keys, each carrying a beanbag. Keys unfreeze frozen players by placing the beanbag on their head. The unfrozen player becomes the new Key, while the original Key returns to fleeing without protection. 

Keys cannot be tagged while holding the beanbag.

Build Three: Locksmiths

In this build, the Key role is removed. Instead, 2–3 players become Locksmiths, each stationed outside the play area with a hula hoop and die. 

To start the build, each Locksmith rolls their die and holds up that number of fingers (1–6) to show their current "unlock code."

When tagged, players signal this by showing a moose antler (i.e. an open hand against with their thumb against their temple) and head to a Locksmith’s hoop. 

Once the number of frozen players in the hoop matches the Locksmith’s displayed number, everyone in the hoop is freed and rejoins the game. The Locksmith then rolls again to set a new unlock number.

Safety Considerations

  • Tag safely with noodles: Remind Locks to tag below the shoulders using gentle, controlled swings of the noodle—no swinging near the face or winding up for power.
  • Stay aware while moving: Players should keep their heads up and be aware of others to avoid collisions while fleeing, chasing, or unlocking.
  • Clear signals for frozen players: Encourage students to use clear, consistent body signals (e.g., lock shape or moose antlers) and stay in place when frozen to reduce confusion and running into seated players.

Equipment Requirements

  • Foamies (short pool noodles)
  • Beanbags
  • Hula Hoops
  • Dice
  • Cones

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