Cover of Of Mice and Men Escape Rooms and Games Bundle: 3 Escape Rooms, 4 Review Games
  • Listing image: Each room runs on screen or on paper
  • Listing image: Four ways to review, none a worksheet
  • Listing image: Everything in this download

Bundle

Of Mice and Men Escape Rooms and Games Bundle: 3 Escape Rooms, 4 Review Games

Three escape rooms and four review games, one ranch. Turn a brass decoder wheel, fact-check ten tags against the book, walk an illustrated ranch map, then make review day an event.

Use one room or game, or all seven. Each is its own activity, so you pick by your time and your students: you never have to use everything.

Get it on TeachersPayTeachers

See the current price on TPT. The button opens TeachersPayTeachers, a separate website with its own terms and privacy policy.

Grades
Listed for grades 8-11
Size
163 pages in 156 files
Contents
3 rooms + 4 games
Answer key
Answer keys for every room and game

WHAT'S INSIDE: 163 pages in 156 files

  • Escape Room A, The New Hand (Chapters 1-2): two locks, about 15 minutes of solving, every answer a plot fact from the text. One lock is an illustrated combination padlock that students turn by the dials.
  • Escape Room B, Every Man's Share (Chapters 2-4): teams fact-check ten tags against the book and stamp WRONG on the false ones, run a chore round on a ranch map and find the final word. One shared packet per team; digital teams see the same clues on screen.
  • Escape Room C, What the Valley Keeps (the whole novel): turn a brass decoder wheel, follow a boot-print trail across an illustrated ranch map and build the final two words from the book. Every lock is a plot fact or described detail, never reprinted text.
  • Four review games: Harvest the Board (a five-category board game with a closing wager round), Climbing Out of the Dust (a question ladder, hardest at the top), Whose Trouble Is This? (sort situations to characters) and The Bunkhouse Says (a top-answers round).

Each room is a Digital Room and a Paper room, in Forms A to D, with its own answer key, check cards and a Read First sheet with the timing and hint steps. Each game comes in four forms, with a host screen, a quick-start page, class sheets and answer keys. Accommodated class sheets for the games are included: large-print, shorter and three-choice. Your student's IEP or 504 team decides what each student is provided.

REVIEW DAY, STAGED LIKE A SHOW

Every game opens on its own illustrated set piece, so review day feels like an event before the first question: a Grange hall tally board, a windmill hay-loft ladder, a bunkhouse mail-slot wall and a feed-store flip-slat price board. Made for this unit: its own set pieces, with no show's name or logo anywhere in them. Nothing to decorate yourself.

HOW IT RUNS

  • Escape Room A: run it after Chapter 2. About 15 minutes of prep; about 25 minutes in class with the reflections.
  • Escape Room B: run it after Chapter 4. About 20 minutes of prep (one packet per team and the check cards for each form you use); about 55 minutes of class, with an optional two-session plan in its Read First.
  • Escape Room C: run it after Chapter 6. About 40 minutes of prep (packets, the paper cipher wheels, optional bonus cards, host set-up). One period of 55 minutes or longer with both reflections, or two sessions.
  • Review games: play after Chapter 6, one game per review day. About 10 minutes of prep, once, for all four: print the code page and class kit, then open the host file and project it.
  • Honors and Academic classes use the same rooms and games.

PRINT AND DIGITAL

Rooms come as a Digital Room and a Paper room; the Paper room runs on its printed pieces and needs no device. The Digital Rooms, game host screens and team answer pads are web files that open offline in Chrome or Edge on Windows, and they also work in Chrome on Chromebooks. Team devices are optional for the games: paper answers work.

FAQ

Do I have to use everything?
No. Run one room or one game, or all seven. Rooms follow Chapters 2, 4 and 6; the games follow Chapter 6.
Do students need the novel?
Yes. Every student needs their own copy; page numbers differ between editions.
Is there an answer key?
Yes, for every room and game, in separate teacher folders.
Where are the full terms?
In TERMS_OF_USE_TEACHER.pdf in the 00_Start_Here folder of your download.
Get it on TeachersPayTeachers

See the current price on TPT. The button opens TeachersPayTeachers, a separate website with its own terms and privacy policy.

(c) 2026 Rubric & Ruler. The unit is licensed for one classroom teacher's own students.

Not affiliated with, authorized or endorsed by any film adaptation of Of Mice and Men, nor any publisher of the novel.

The name "The Of Mice and Men Experience" refers to this independent teaching unit only. It is not a program, exhibit, or product of the Steinbeck estate, its agents, or any publisher, and it is not sponsored, authorized, or endorsed by any of them.

Quotations, where used, are taken from the novel's text and verified against the 1993 Penguin edition.

The TPT name is used referentially, with no logo.

Chrome and Chromebook are trademarks of Google LLC. This resource is not affiliated with, sponsored by, or endorsed by Google.

Font credits are in the Terms of use file in your download.

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