Witches, Goblins and Monsters

Age Range: 7 - 11
By: Alicia Lasante

If you have a smaller class with 10-18 students, this game will get them running and laughing.

Rule of the game: Witches chase Goblins, Goblins chase Monsters, and Monsters chase Witches.

Split the class into two even groups. Each group huddles in a corner and decides whether they want to be a Witch, Goblin, or Monster. When both groups have secretly decided, they stand in the middle of the gym facing each other. On the count of three one person from each group yells out what they are (Witches, Goblins, or Monsters). One group is chasing the other group or running from the other group depending on what they decided they were going to be. Example: If group one chose Witches, and group two chose Monsters....then group one runs to their safe home base because Monsters chase Witches. Whom ever is tagged joins the other team for the next round. To repeat the activity, groups should then return to a huddle and choose what they want to be.

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Kate Smith

What happens if the two groups both choose to be witches etc?

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A_kristjansdottir

Yes, what happens if they choose the same...or can the teacher just name the groups?

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Myvonne Gil

We played a similar game in my class, and what we did was come up with a back up plan just in case. The tie happened on our first try.

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julie whelihan

what was your backup plan for a tie?

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Keir Robertson

Just play again I guess? No action just another turn.

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Martin

Both teams go back to line saying 'mutter mutter mutter' and shaking their heads

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Julie

why does it say on the title: witches, goblins and MONSTERS, when the explanation of the rules involve witches, goblins and GNOMES?

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Elmer

If there is a tie just redo the round. Think about this game as rock, paper, scissors but with whole body actions and loud voices that signify which group you chose to be.

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bob

good game

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