The Witch's Keys
A Halloween twist on Grandma's Keys: the group sneaks up on the witch while her back is turned, steals her keys, and must get them home without her guessing who has them. Students practice self-control, freezing on the spot, and group strategy.
How to play
- Form 3 groups of 8 in separate areas. In each area the witch stands with her back to the group 40 ft from the home line, with a key ring on the floor 3 ft behind her (2 min).
- The rest of the group starts on the home line. While the witch's back is turned they move forward; when she says "Spell!" and turns around, everyone freezes like a statue.
- Anyone the witch sees moving goes back to the home line. The witch turns around again and play continues.
- Once someone grabs the keys, the whole group heads back home, secretly passing the keys along. On every "Spell!" everyone freezes with their hands behind their back.
- The witch gets one guess per turn to name who has the keys. If she is right, the keys go back and everyone returns home; if the keys reach the line, the group wins.
- After each round (about 2 min), the player who grabbed the keys becomes the new witch. Play 6 or 7 rounds.
Rules
- The witch must count to at least three before turning around.
- Keys are handed from person to person, never thrown.
- Walk or jog; nobody dives to the floor to grab the keys.
- If you are caught, go back home without arguing.
Variations
Easier
The witch gets two guesses and the distance is 25 ft.
Standard
One guess per turn and 40 ft to the keys.
Harder
The group must tap two cones in the area with the keys before getting home.
Adaptations
- Limited mobility: a student using a wheelchair can be the witch or start from a closer line.
- Autism or shyness: let the student start in the group rather than as the witch, or be the witch's helper standing beside her.
- Hearing impairment: the witch raises a hand as she turns, as a visual signal.
Learning goals
- Control the body to stop suddenly and hold balance.
- Plan as a group how to hide and pass the keys.
- Accept the witch's calls and follow the agreed rules.
Equipment for a class of 25
- key ring: 3
- cones: 6
Teacher tip
Use a plastic key ring or old jingly keys; the noise adds suspense. If witches spin around too fast, have them say a full spell sentence before turning.
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