Bundle
Of Mice and Men Escape Room Bundle: 3 Escape Rooms, Digital and Paper
Three escape rooms on one ranch. Turn a brass decoder wheel, fact-check ten tags against the book, run a chore round on a ranch map and open a padlock with answers from the text.
Run one room, two or all three. They follow Chapters 2, 4 and 6, so you pick by your time and your students: you never have to use them all.
Get it on TeachersPayTeachersSee 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
- 98 pages in 77 files
- When
- Rooms follow Chapters 2, 4 and 6
- Answer key
- Answer key for every room
WHAT'S INSIDE: 98 pages in 77 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.
Each room is a Digital Room and a Paper room, in Forms A to D, with its own answer key, check cards, reflection page and a Read First sheet with the timing and hint steps. Honors and Academic classes use the same rooms.
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.
PRINT AND DIGITAL
The Paper room runs on its printed pieces and needs no device. The Digital Rooms and host screens are web files that open offline in Chrome or Edge on Windows, and they also work in Chrome on Chromebooks.
FAQ
- Do I have to use all three?
- No. Pick the room that fits where your class is in the book.
- 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, 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 TeachersPayTeachersSee 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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