• 30 games
  • Checked October 2026

Halloween PE Games

Pumpkin patch raids, ghost tag and spider web crossings with the lights on, opening on grades 3 to 5.

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  1. Web Weavers: Out Around the Cones and Back1. A weaving relay with a long rope. Each team has a rope tied to a start cone and a line of six more cones ahead of it.2. Runner one carries the loose end in a zigzag around the first two cones and waits there. Runner two runs out, takes the end and weaves it around the next two.3. When the rope zigzags through all six cones, the web is spun. The team then unweaves it the same way, two cones a runner.4. A cone that falls is stood up before the rope moves on. The first rope coiled at the start cone wins.Ages: 8 to 11. Players: 12 to 30. You need: a long rope and seven cones for each team.
  2. Four Rooms of the Haunted House1. Tag with a different way to move in each quarter of the gym. Use the court lines to split the floor in four: the kitchen is skipping, the attic is tiptoe, the cellar is a low crouch walk, the hall is a gallop.2. Three taggers chase, and taggers and runners alike move the way the room demands.3. A tagged player steps out to the nearest wall, knocks on it five times and comes back in through a different room.4. Change the taggers every two minutes, then let the class rename the rooms.Ages: 8 to 11. Players: 12 to 36. You need: nothing.
  3. Rolling Ghost Ball: Touched Below the Knee, Swap Places1. Tag with a rolled ball. Three players each have a soft white ball, the ghost, and roll it along the floor at the runners' feet.2. A ball that is thrown or that bounces does not count.3. A runner touched below the knee by a rolling ball picks it up and becomes a roller. The player who rolled it runs free.4. Rollers may take three steps with a ball before letting it go. Play for four minutes, with nobody ever out.Ages: 8 to 11. Players: 12 to 36. You need: three soft white balls.

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Elementary Halloween PE games 10

  • Black Cats Prowl on All Fours 1. A crossing game with slow taggers. Two black cats start in the middle of the gym and may move only on hands and feet. 2. The runners line up on one end line. When the cats call "Cross the alley", everyone runs to the other end line. 3. A runner touched by a cat becomes a cat and prowls on all fours too. 4. When five runners are left, they are the cats that start the next game. Ages: 8 to 11. Players: 12 to 36. You need: nothing.
  • Bubble the Cauldron: Move the Big Ball With Small Ones 1. A throwing game with one moving target. Two teams stand behind lines on opposite sides, with a big exercise ball in the middle: the bubble. 2. Players throw soft balls at the bubble to push it toward the other team's line. 3. Nobody crosses a line or touches the bubble. Balls that stop in the middle are fetched only on the whistle. 4. A team scores when the bubble crosses the far line. Put it back in the middle and play to three. Ages: 8 to 11. Players: 12 to 36. You need: a big exercise ball and twenty or more soft balls.
  • Candy Corn Stacks: Yellow, Orange, White 1. A building relay. Candy corn comes in yellow, orange and white, and each team builds as many pieces as it can. 2. Cones or beanbags in the three colors are mixed in a pile in the center. One runner at a time brings back one. 3. Build each piece from the bottom up: yellow first, orange next, white on top. A color the team cannot use yet waits on the floor beside the stacks. 4. Stop after four minutes. Only finished stacks of three count. Ages: 8 to 11. Players: 12 to 30. You need: cones or beanbags in yellow, orange and white.
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Elementary Halloween PE games, continued

  • Four Rooms of the Haunted House 1. Tag with a different way to move in each quarter of the gym. Use the court lines to split the floor in four: the kitchen is skipping, the attic is tiptoe, the cellar is a low crouch walk, the hall is a gallop. 2. Three taggers chase, and taggers and runners alike move the way the room demands. 3. A tagged player steps out to the nearest wall, knocks on it five times and comes back in through a different room. 4. Change the taggers every two minutes, then let the class rename the rooms. Ages: 8 to 11. Players: 12 to 36. You need: nothing.
  • Ghost Tag With Porch Lights 1. Tag with safe zones. Three taggers wear white pinnies: the ghosts. Six hoops on the floor are porches with the light on. 2. A runner standing in a hoop is safe for a slow count of five. One runner to a porch, and never the same porch twice in a row. 3. A tagged runner jogs to the mat in the corner, does five star jumps and comes back in. 4. Change the ghosts every two minutes. Then take away two porches. Ages: 8 to 11. Players: 12 to 36. You need: three white pinnies, six hoops and a mat.
  • Pumpkin Patch Guards 1. A raid on a guarded pile. Twenty orange balls or beanbags lie in the center circle: the pumpkin patch. Four guards stand outside the circle. 2. Four teams wait in the corners. Raiders run in, take one pumpkin and carry it to the team hoop. 3. A guard may tag only a raider who is holding a pumpkin. A tagged raider puts it back and returns to the corner before trying again. 4. Guards stay out of the circle. Change them every two minutes, and count the hoops when the patch is empty. Ages: 8 to 11. Players: 12 to 36. You need: twenty orange balls or beanbags, four hoops and pinnies for the guards.
  • Rolling Ghost Ball: Touched Below the Knee, Swap Places 1. Tag with a rolled ball. Three players each have a soft white ball, the ghost, and roll it along the floor at the runners' feet. 2. A ball that is thrown or that bounces does not count. 3. A runner touched below the knee by a rolling ball picks it up and becomes a roller. The player who rolled it runs free. 4. Rollers may take three steps with a ball before letting it go. Play for four minutes, with nobody ever out. Ages: 8 to 11. Players: 12 to 36. You need: three soft white balls.
  • Spider Web Crossing: Spiders Stay on the Ropes 1. A crossing game on a web. Lay eight jump ropes across the middle of the gym so that they cross each other: the web. 2. Three spiders may step only on the ropes. The flies start on one end line and cross to the other, stepping only in the gaps. 3. A fly tagged by a spider is stuck: stand on one foot on that spot until another fly gives you a high five. 4. Count your clean crossings for three minutes, then change the spiders and add two ropes. Ages: 8 to 11. Players: 12 to 36. You need: eight or more jump ropes.
  • Web Weavers: Out Around the Cones and Back 1. A weaving relay with a long rope. Each team has a rope tied to a start cone and a line of six more cones ahead of it. 2. Runner one carries the loose end in a zigzag around the first two cones and waits there. Runner two runs out, takes the end and weaves it around the next two. 3. When the rope zigzags through all six cones, the web is spun. The team then unweaves it the same way, two cones a runner. 4. A cone that falls is stood up before the rope moves on. The first rope coiled at the start cone wins. Ages: 8 to 11. Players: 12 to 30. You need: a long rope and seven cones for each team.
  • Witch's Brew Relay: A Different Move for Every Ingredient 1. A fetch relay with a recipe. Each team has a hoop, the cauldron, and a recipe card: three green, two black, four orange, one purple. 2. Beanbags of every color lie at the far end. One runner at a time brings back one ingredient. 3. The color decides how to travel home: green is frog jumps, black is a sideways gallop, orange is skipping, purple is walking backward. 4. An ingredient the recipe does not need is run back. When the recipe is complete, the whole team jogs one circle around the cauldron to stir it. Ages: 8 to 11. Players: 12 to 30. You need: a hoop and a recipe card for each team, and beanbags in four colors.

K to 2 Halloween PE games 7

  • Don't Wake the Cat: Jump Over Its Tail 1. A jumping game with the rope on the floor. Two holders kneel and wiggle a long rope along the floor: the tail of a sleeping black cat. 2. One at a time, children run up and jump over the tail without touching it. 3. A child who touches it says "meow" and takes over from a holder, who joins the line. 4. When everyone has jumped, the holders make bigger wiggles. Ages: 5 to 8. Players: 5 to 24. You need: a long rope.
  • Jump the Vines, Land on the Pumpkins 1. A jumping path. Lay six jump ropes on the floor in a row, a big step apart: the vines. Put an orange floor spot in each gap: the pumpkins. 2. Children take turns to cross the patch, jumping over each vine and landing with two feet on a pumpkin. 3. Walk back along the side to the start. Two or three patches side by side keep the lines short. 4. Second time through, land on one foot. Third time, a helper makes two of the vines wiggle. Ages: 5 to 8. Players: 4 to 24. You need: six jump ropes and five orange floor spots for each patch.
  • Rolling Spiders: More Balls Each Round 1. A rolling game in a seated circle. Groups of eight sit with legs wide and feet touching a neighbor's feet. 2. Roll a soft ball, the spider, across the circle. Whoever it reaches stops it with two hands and rolls it to someone new. 3. After a minute, the teacher adds a second spider, then a third. 4. The group counts how many spiders it can keep rolling without one escaping from the circle. Ages: 5 to 8. Players: 6 to 32. You need: three soft balls for each group.
  • Rope Shapes: Make a Pumpkin, Jump In, Jump Out 1. A shape game with a jump rope each. On the call, lay your rope on the floor in the shape named: a round pumpkin, a pointed hat, a crescent moon. 2. Then the teacher calls a way to use it: jump in and out five times, walk around it backward, balance along the rope. 3. On "Trade", everyone leaves their rope and walks to a shape someone else made. 4. Last, pairs put two ropes together to make one bat. Ages: 5 to 8. Players: 2 to 30. You need: a jump rope for each child.
  • Sticky Web Tag 1. Tag in which a tag sticks. Two taggers are friendly spiders. 2. A tagged child puts a hand on the place that was touched, an arm or the back, and keeps it there while running on. 3. Tagged a second time, the other hand sticks to the new place. 4. On the third tag, jog to the wall, shake both hands free and come back in. Change the spiders every minute. Ages: 5 to 8. Players: 8 to 30. You need: nothing.
  • Through the Bat Cave: The Arch That Keeps Growing 1. A running arch. Pairs face each other in two lines and join raised hands to make a long cave. 2. The pair at one end drops hands, flies through the cave side by side with arms for wings, and makes a new arch at the far end. 3. As soon as they are in, the next pair goes, so the cave creeps across the gym. 4. The class times the trip to the far wall, then tries to beat it on the way back. Ages: 5 to 8. Players: 8 to 30. You need: nothing.
  • Wand Tag: Frogs Until a Friend Hops With You 1. Freeze tag with a rescue. Two taggers carry a short foam noodle, the wand, and tap gently below the shoulder. 2. A tapped child turns into a frog: crouch down and stay on the spot. 3. Any free child can break the spell by crouching beside a frog and doing three frog jumps together. 4. Change the wands every minute, so that everyone who wants a turn gets one. Ages: 5 to 8. Players: 8 to 30. You need: two short foam noodles.

Middle school Halloween games 7

  • B-O-O: Match the Trick Shot 1. A shot-matching game for twos or threes. Each group has a hoop on the floor as the target and one beanbag. 2. The first player invents a shot and makes it: backward over the shoulder, from one knee, off a bounce on the wall. 3. The others try the same shot from the same spot. A miss earns a letter: B, then O, then O. 4. A player who spells BOO is not out: they clear their letters and set the next shot. If the inventor misses, the next player invents. Ages: 11 to 14. Players: 2 to 30. You need: a hoop and a beanbag for each group.
  • Four-Goal Monster Ball: The Goals Switch on the Whistle 1. A kicking game with four small goals. Stand a pair of cones as a goal in each corner of the court. Two teams play with two balls at once. 2. Each team attacks the two goals at one end and defends the two at the other. No goalkeepers, and the ball stays below the knee. 3. When the teacher calls "Switch", each team attacks the goals it was defending. 4. Count goals for five minutes. With a big class, run two courts side by side. Ages: 11 to 14. Players: 8 to 24. You need: eight cones, two foam soccer balls and pinnies for each court.
  • Full Moon Flip: The Chasers Become the Chased 1. Team tag with a signal that reverses it. Half the class wears pinnies. The teacher holds a yellow paper plate: the moon. 2. Moon up, the pinnies chase. Moon down, the other team chases. The teacher flips it without warning. 3. A tagged player kneels on one knee and stays there. 4. At each flip, the team that was chasing scores the players kneeling, and everyone stands up. Play to twenty. Ages: 11 to 14. Players: 12 to 36. You need: pinnies for half the class and a yellow paper plate.
  • Sleepwalker Tag: The Taggers May Only Walk 1. Tag in which the taggers are slow and many. Three sleepwalkers start with arms out and may only walk. Everyone else may run. 2. A tagged runner becomes a sleepwalker at once. 3. Sleepwalkers may link hands in pairs to cut off a corner, but a linked pair still only walks. 4. The last three runners start the next game as the sleepwalkers. Ages: 11 to 14. Players: 12 to 36. You need: nothing.
  • Thirteen Cards in Order 1. A memory relay. Spread thirteen cones over the far half of the gym, with a card numbered from one to thirteen face down under each. 2. Each team has to find the numbers in order, sending one runner at a time to lift one cone and look. 3. A runner who finds the number the team needs next calls it out and covers it again. Any other number is covered in silence, and the runner tells only their own team. 4. The first team to reach thirteen wins. Move the cards around under the cones before the rematch. Ages: 11 to 14. Players: 8 to 30. You need: thirteen cones and cards numbered one to thirteen.
  • Three Secret Ghosts: Nobody Knows Who Is It 1. Tag with hidden taggers. Everyone stands still with eyes closed while the teacher taps three players on the shoulder: the ghosts. 2. On the whistle everyone jogs. A ghost tags with a quiet touch on the arm and tries not to be seen doing it. 3. A tagged player stops and holds one arm up. Any untagged player can free them with a high five. 4. A player who thinks they know all three ghosts tells the teacher. Right ends the round. Wrong costs five jumps on the spot. Ages: 11 to 14. Players: 12 to 36. You need: nothing.
  • The Walls Close In 1. Tag in a space that shrinks. Mark a big square with four cones. Three taggers wear pinnies. 2. A tagged runner takes the pinnie and is the new tagger. The old tagger runs free. 3. Every minute the teacher calls "Walls", and four helpers carry the corner cones two steps toward the middle. 4. A runner who steps outside swaps with the nearest tagger. Stop when the square is too small to run in, then open it up again. Ages: 11 to 14. Players: 12 to 30. You need: four cones and three pinnies.

Small space or at home 6

  • Ghost Landings: The Quietest Jump Wins 1. A jumping contest judged by ear. Agree on a take-off line. One or two judges sit nearby with their eyes closed. 2. One jumper at a time jumps forward from two feet and lands as quietly as a ghost. 3. The judges raise a hand if they heard the landing. No hands is a perfect jump. 4. After three tries each, jump sideways, then backward, and change the judges. Ages: 5 to 11. Players: 2 to 30. You need: nothing.
  • Hat Flip: Land the Cone on Its Base 1. A flipping contest. Each player has a small soft cone, the witch's hat. At home, a plastic cup does the job. 2. Hold it by the tip, toss it up with one turn in the air and try to land it standing on its base. 3. Each landing scores one. After two minutes, players call their scores. 4. Then pairs take turns, first to three, standing a step apart so that no hat lands on a foot. Ages: 7 to 14. Players: 2 to 30. You need: a small soft cone or a plastic cup for each player.
  • Hold the Pose Until the Lantern Comes Around 1. A balance game in a circle. Everyone picks one of three poses: a bat on one leg with wings out, a cat on hands and knees with one leg stretched back, a pumpkin tucked small on the balls of the feet. 2. A beanbag, the lantern, is passed around the circle from hand to hand. 3. Hold your pose until the lantern reaches you, pass it on, then change to a different pose. 4. Second time around, send two lanterns in opposite directions. Ages: 6 to 11. Players: 4 to 30. You need: two beanbags.
  • Keep the Moon Up: A Howl at Every Ten 1. Keep-up in a small circle. Four to six players stand around a beach ball: the moon. Two can play it at home with a soft ball. 2. Tap the moon up with open hands and count the taps aloud. Nobody taps twice in a row. 3. At every ten, the whole group howls once and keeps going. 4. If the moon lands, start again at one. The group's best count goes on the board. Ages: 6 to 14. Players: 2 to 30. You need: a beach ball for each group.
  • Paper Plate Bats Land on the Moon 1. A flying target game. Lay a hoop or a towel on the floor five steps from a line: the moon. 2. Each player has three paper plates, the bats, and flicks them flat from the wrist, one at a time. 3. A plate that stops touching the moon scores one. A plate that stops fully inside it scores three. 4. After each round everyone collects together, and the line moves back one step. Ages: 5 to 12. Players: 2 to 20. You need: three paper plates for each player and a hoop or a towel.
  • Trick or Treat: Grab Only on Treat 1. A reaction game for two. Partners kneel facing each other with a beanbag on the floor between them and hands on knees. 2. A caller says "trick" or "treat" in any order, with long and short gaps. 3. On "treat", grab the beanbag: the faster hand scores a point. On "trick", nobody moves, and a hand that leaves a knee gives the point away. 4. Play to five, then turn to a new partner. At home, a third person does the calling. Ages: 6 to 14. Players: 3 to 30. You need: a beanbag or a rolled pair of socks for each pair.

How this list was compiled: Our suggestions for a gym class in October, with a set for a small space or a living room. The wording, the ages and the player counts are ours. Every game is played with the lights on, and the set for kindergarten to grade 2 has nothing scary in it. Tags are a touch below the shoulder, no ball is thrown at a player, nobody is put out of a game for good, and no game uses food, candy, a blindfold or a balloon; those are our own rules for play. Checked on 12 October 2026 at Wikipedia (https://en.wikipedia.org/wiki/ followed by the name): Educational stage, for the ages of each United States grade; Key Stage 1, for its ages in England; Candy corn, for its three colors; Tag (game), for freeze tag. Licence: own work

How it works

These Halloween PE games are played with the lights on, and nobody is put out of a game. No game uses candy, and the set for kindergarten to grade 2 has nothing scary in it.

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Four sets in the menu

The page opens on the games for elementary students in grades 3 to 5. The menu under the button holds K to 2 Halloween PE games, Middle school Halloween games and Small space or at home: six games, four of which two children can play.

No prep

Seven games need no equipment, among them Black Cats Prowl on All Fours and Three Secret Ghosts. No equipment, under More filters, shows the ones in the set you have open.

Questions and answers

What is a good PE Halloween tag game?

Ghost Tag With Porch Lights gives runners six safe hoops, Sticky Web Tag suits the youngest, and in Sleepwalker Tag the slow taggers multiply until three runners are left.

How do you play a pumpkin patch PE game?

In Pumpkin Patch Guards, twenty orange balls lie in the center circle. Raiders from four corner teams take one at a time, and four guards outside the circle tag only a raider who is carrying a pumpkin.

Which Halloween PE games suit KS1?

Key Stage 1 in England covers ages 5 to 7, inside the ages of the set for kindergarten to grade 2. Its gentlest games are Don't Wake the Cat and Jump the Vines, Land on the Pumpkins.

What are quick Halloween PE warm up games?

Four Rooms of the Haunted House and Black Cats Prowl on All Fours need no equipment and little explaining, so the class is moving as soon as it arrives.

What Halloween PE games work for middle school?

Seven are written for ages 11 to 14. Full Moon Flip reverses a team tag on a signal, and Four-Goal Monster Ball keeps two balls in play.