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Look under your thumb and share your reaction to whatever prompt lies beneath it. Thumball™ is a soft 6" stuffed ball with loads of applications!
The Team Dynamics Thumball looks like a cool soccer ball and has 32 panels pre-printed with cogent phrases suited for adults and teens.
Teams are everywhere – at work, at home, at school, on and off playing fields. From board rooms to church basements, we're thrown together with people we may or may not know well, and are challenged to achieve great results. Is your team performing to the max? How do you support each other? How do you develop consensus and manage disagreements? Team Dynamics Thumball is a playful way to raise these critical questions so that your teams can reach their full potential.
Use Team Dynamics Thumball to stimulate conversation, promote team spirit, and boost flagging energy.
TEAM DYNAMICS THUMBALL PROMPTS
Through a series of conversation prompts, explore how your group is working as a team. For example, discuss...
- Benefits and drawbacks of teaming
- Ways to make others feel heard, show respect, and draw in multiple perspectives
- Systems to improve productivity and minimize duplication of efforts
- Approaches to identify goals, work to completion and celebrate success
- Management of disagreements, problems, and mistakes
- Methods to develop consensus, show support, and motivate each other.
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
[NOTE: Silver Series Conversation Prompts are available as Thumballs, UNZiP-IT! Pocket & Deck, and Virtual/Remote PPT.]
** TIPS **
FACILITATION Suggestions
EXPLAIN HOW IT WORKS: Someone throws the ball, another catches it and responds to the prompt under their thumb.
FACILITATION TIP 1: SET EXPECTATIONS AND EXPLAIN CLEARLY
In order to achieve greatness, sometimes teams need to take a step back and reflect on their relationships, communication, and their process of working together.
Tailor your Thumball game to meet your needs:
-
- Option 1: Have each player respond only to the prompt under their thumb, then toss the ball to another.
- Option 2: After the first player has responded to their prompt, invite others to share their perspective or discuss ways they could work together more effectively.
FACILITATION TIP 2: SET GROUND RULES
Explain that conversations about team dynamics can become emotionally charged. The goal of the Team Dynamics Thumball activity is to raise important issues and have necessary conversations in a positive environment. So that everyone can feel safe, have the group set up their own Ground Rules.
Here are some that you might want on the list:
- Only one person speaks at a time
- Speak only for yourself; Use “I” statements
- No personal attacks – critique ideas, not people
- Agree to disagree; disagree without being disagreeable
- Listen - make sure everyone feels heard and validated
- Be positive and non-judgmental; open to new ideas
FACILITATION TIP 3: BE PREPARED IF CONVERSATIONS GET STICKY
- Expert facilitators suggest these techniques to ease difficult or emotional situations:
- Pause the conversation so you can review the ground rules with the group.
- Redirect negative comments; ask “what can we do differently?”
- Focus on changes that can positively affect the team.
- If two parties disagree, suggest that they switch roles and make the counter argument.
- Keep a flip chart of difficult topics that can be addressed later.
- Be ready to share some of your own experiences.
- Take a break. Stop for awhile and regroup.
- Thank participants for sharing their personal stories.
MORE RESOURCES
Team 10 is a team assessment and group challenge activity that encourages accurate communication, adaptation, and creative problem-solving. Team 10 is an ideal table game for conferences, training events, workshops, or other group gatherings. Play the game with 2-12 players. Expect 10-20 minutes for game play, plus 10-15 for a debriefing and discussion.
SUPER-EASY TO FACILITATE
OVERVIEW: Taking turns, each player will flip 2 cards at a time, until the team reveals 10 cards with all Xs or all Os
PLAYERS: Play the game with 2-12 players.
TIMING: Expect 10-20 minutes for game play, plus 10-15 for a debriefing and discussion.
SET UP:
- Randomly place the following 22 cards face down on a table:
- 18 Xs and Os (Either 10 “X” and 8 “O” OR 10 “O” and 8 “X” cards).
- 4 “Word” cards (Kaboom, Move it, Swap 2, Scramble)
- Scatter the “Rules” cards face up for easy reference.
- Invite the group to gather around, read through the rules, and check for understanding, Encourage the group to spend a minute or two planning how they will proceed before starting the game.
WHAT'S INCLUDED IN THE TEAM 10 DECK
The deck has all you need to effectively facilitate and play Team 10:
- HOW TO PLAY Facilitation Notes
- RULES - 2 cards show the rules so that they're visible to all players
- LEARNING TAKEAWAYS - typical learning points drawn from playing the Team 10 communication game
- REVIEW & REFLECTION IDEAS - 12 questions to reflect, debrief, and discuss the game, focusing on preparation, play, and going forward
- X and O cards - we include a few extra for two reasons: 1) you have a replacement card if you lose one; and 2) so you can switch up with is the winning "hand"
- "WORD" cards - These cards (Kaboom, Move it, Swap 2, Scramble) interrupt players mid-game, requiring them to regroup, restrategize, and reflect on how different players deal with adversity or interruptions.
THE RULES
These guidelines help both the facilitator and players maximize the game experience:
- Player can flip only two cards face up OR two cards face down, during each turn.
- Player cannot turn one card face-up and another card face-down in the same turn.
- Each card must remain in the same general location (unless instructed otherwise).
- A maximum of 10 cards can be face-up at any time.
- If a card with a word appears, quickly follow the instructions on the card.
- Take turns flipping cards. Include every team member.
- No taking notes or pictures! All communication must be verbal.
- The game ends when 10 cards with the same symbol are face-up, and all others are face down.
FACILITATION TIPS
TAKE AWAYS
Typical insights from successfully completing the Team 10 challenge include:
- Heightened awareness of the skills and talents present in the team.
- Impact of committing to a single course of action; difficulty in changing direction after a goal is set.
- Exploring various techniques for problem solving, generating solutions, creativity, adaptability, communication, consensus building, teamwork and decision making.
- The ability to work with time limitations and adapt to setbacks.
- Abiding by rules can be challenging; some may be more comfortable with bending or questioning rules.
- The importance of honesty and ethical behavior.
OPPORTUNITIES FOR GROWTH, LEARNING, AND DISCUSSION
Team 10 is a versatile game that can bring out many learning moments.
Just by watching teams play for as little as 10 minutes, you will have a
glimpse into the skills of your groups, seeing how they deal with a variety
of team dynamics:
-
Decision Making. How do they make decisions? Do they listen
to a range of perspectives or the loudest voice? How do they function as a group? -
Divergent perspectives. How do they make sure everyone’s voice is heard? Do they see issues
from a variety of different angles? How does shifting positions or putting themselves in
another’s shoes change their view? -
Dealing with adversity. What happens to a group when something unexpected happens (i.e. if
they’re working on a project but a key vendor falls through)? How do they capture, remember,
and draw on organizational memories? -
Rule‐following & Ethics. What do teams do if they inadvertently break a rule? How do
individuals respond? How does the team respond? Who blows the whistle? What if it’s on
purpose? How does the team manage such ethical challenges? - Importance of Strategizing and Planning. What are the benefits of preparation and discussion?
How can teams get everyone on the same page from the start? Why is that important? How do
they balance the need for strategizing with the amount of time it can take? -
Leadership. How do leaders emerge? What does leadership look like? How do leaders make
others feel? How do teams build inclusion and reach consensus? -
Dealing with Frustration. Frustration happens in real life. The question is how people deal with
it. Do they give up, act out, charge forward, move with haste, or pause to regroup?
Of course, which of these the facilitator focuses on will depend on: 1) the team’s experience during the
game, 2) organizational needs, and 3) the facilitator’s ability to identify and home in on pertinent
learning moments.
DRAWING OUT THESE TEACHABLE MOMENTS – FINAL DEBRIEF OR STOP‐ACTION
Understanding your goals, you can draw out conversations and reflection EITHER during play or after. If
you notice a teachable moment. Feel free to stop action and discuss any of these questions right when
they see the “teachable moment.”
©Trainers Warehouse. TEAM 10 was developed by Guido Cremonesi of Simple Training (www.simpletraining.it) and Jim Cain of Teamwork & Teamplay (www.teamworkandteamplay.com) and produced by Trainers Warehouse (www.trainerswarehouse.com).
COMPARISON CHART
Not sure which team-building activity is right for your group? Trainers Warehouse offers a variety of experiential learning games that build skills in communication, collaboration, adaptability, leadership, and conflict resolution. Use the chart below to compare five of our most popular activities—PuzzleBlind®, Helium Stick®, TeamWRITER®, Shape Up!®, and Team 10®—and choose the one that best fits your training goals, group size, and workshop format.
| Activity | Ideal Group Size | Core Skills Developed | Time Required | Key Dynamic | Best For |
|---|---|---|---|---|---|
| PuzzleBlind® | 4–8 players per puzzle (parallel teams for larger groups) | Communication, trust, listening, coaching, conflict resolution | ~30–40 minutes (play + debrief) | Builders are blindfolded, coaches give verbal instructions | Leadership training, conflict resolution, communication workshops |
| Helium Stick® | 8–12 participants per stick | Communication, alignment, group focus, patience | ~20–30 minutes (setup + play + debrief) | Teams must lower a lightweight rod without it rising up | Quick energizer, communication warm-up, leadership retreats |
| TeamWRITER® | 6–12 participants (expandable with multiple pens/strings) | Collaboration, interdependence, coordination, listening | ~20–30 minutes (assembly + play + debrief) | Teams collectively pull strings to guide a pen and write/draw | Collaboration workshops, leadership development, trust building |
| Shape Up!® | Small teams of 4–6 per set (multiple sets scale up) | Problem-solving, communication, collaboration, | ~20-30 minutes (multiple rounds + debrief) | Players must figure out which of their pieces is a duplicate | Problem-solving workshops, collaboration training, communication skill-building |
| Team 10® | Groups of 4–12 players | Adaptability, resilience, dealing with disruption, collaborative planning | ~20–30 minutes (play + debrief) | Teams search for 10 matching cards until a “Scramble” card forces to begin again | Change management workshops, adaptability training, and teamwork energizer |
Energize your group with your very own Pipeline Game. Give each participant one short length of half pipe and challenge the group to deliver a ball down the pipes from the starting point to the finish line. A successful pipeline team building activity requires participating groups to exercise excellent communication, creativity and teamwork.
TRANSFORM GROUPS INTO WELL-FUNCTIONING TEAMS WITH A PIPELINE CHALLENGE
- Energize a group
- Build communication skills
- Practice group problem solving
- Practice goal setting
Pipeline Game -- also known as Pipeline Challenge or Gutter Ball - is effective with kids, teenagers and adults, and can be played indoors or out. Choose this activity when you need to energize the group into a team, or to emphasize the importance of each member's actions in a team.
FEATURES
- 12 high-quality, sturdy 15.25" half-pipes; Each pipe has an inside diameter of 2-1/2 inches
- 3 balls (marble, ball bearing, golf ball)
- Handy nylon storage bag
- Facilitation notes on how to play and process the exercise
DEBRIEFING SUGGESTIONS
As with most team building games, the Pipeline Game will be most effective if you take the time fully debrief the experience. Start with questions that specifically address the dynamics that played out during the game. Understand what happened and how the experience made each player feel. After that, shift your questions and conversation to the real-world learning that can be applied from the game. Consider handful of questions to debrief the pipeline team building activity, such as:
- How well did the group cope with this challenge?
- What, if any, goals did your group set? How? Did you succeed?
- What skills did it take to be successful as a group?
- What creative solutions were suggested and how were they received
- How can you compare this challenge to other situations (e.g., at school, home or work)?
Group Size: 8 to 12 ideal, but can be done with 6 to 14
Time: ~15-60 mins
FAQs for Pipeline Game (Pipeline Challenge / Gutter Ball)
Q: What do participants do in the Pipeline Game?
A: Each person holds a short half-pipe and the group works together to roll a ball from a start point to a finish line—without dropping it—by coordinating movement, spacing, and handoffs.
Q: What’s the ideal group size?
A: Ideal for 8–12 participants, but it can work well with 6–14 depending on space and how challenging you make the course.
Q: How long does it take to run?
A: Plan for 15–60 minutes, depending on the complexity of the challenge and how much time you spend debriefing.
Q: What skills does this activity build?
A: Communication, teamwork, creativity, problem solving, and goal setting—plus the big takeaway that every person’s actions affect the whole team’s success.
Q: What’s included in the kit?
A: 12 sturdy 15.25" half-pipes (inside diameter 2.5"), 3 balls (marble, ball bearing, and golf ball), a nylon storage bag, and facilitation notes with instructions and debrief suggestions.
Q: Can it be played indoors or outdoors?
A: Yes. It works well indoors or outdoors—just adjust the course and spacing for the environment.
Q: How should I debrief the exercise?
A: Start with what happened (team dynamics, emotions, communication), then connect it to real work/school life. Helpful prompts include goals set, coping strategies, skills used, creative ideas tried, and parallels to real situations.
TeamWRITER® is a patented, collaborative team-building game that gets groups communicating, problem-solving, and laughing together. Teams assemble the device, attach strings to the TeamWRITER “gizmo,” then work together to guide a single pen and produce legible writing or simple drawings.
WHAT IT BUILDS
- Communication & listening: groups must coordinate hand tension and verbal cues
- Problem-solving: agree on what to write, then figure out how to do it together
- Role clarity & leadership: natural roles emerge (caller, steady hands, strategist)
- Psychological safety: low-risk, high-fun activity that levels the playing field
HOW IT WORKS
- Assemble the TeamWRITER and connect the strings to the central holder.
- Choose a word, phrase, picture, or logo to write.
- Coordinate pulls and slack on the strings to steer the pen together.
- Debrief: What helped or hindered clarity, trust, and execution?
Patented design: TeamWRITER is protected under US Patent D1,037,355 S. :contentReference[oaicite:1]{index=1}
WHEN TO USE
- Kickoffs and icebreakers for new or cross-functional teams
- Workshops on collaboration, communication, or Agile teamwork
- Leadership retreats and off-sites as a fast, hands-on challenge
AUDIENCE
TeamWriter is best played with 4 to 10 participants
WHAT'S INCLUDED
- TeamWRITER device (string-guided writing “gizmo”)
- 2 guide plates to hold the player ropes
- 1 stem that holds the guide plates and marker in place
- 10 light-weight ropes
- 1 Sharpie brand marker. NOTE: the marker holder is sized to hold a Sharpie(TM) brand marker. If using a different marker, you may need to wrap some duct tape around the barrel of the marker for a snug fit. You will also need to secure a large sheet of paper (flip chart paper works great) or cardboard to the ground.
- Bag to hold the game parts
- Setup and usage instructions
- Facitlitation notes containing game ideas and tips
FACILITATION TIPS
- Encourage groups to "start small" (initials, simple shapes) before attempting words or logos
- Assign roles: navigator (caller), timekeeper, and quality checker
- Run two rounds: first without strategy, second with agreed signals—then compare outcomes
FAQS
Q: What exactly do participants do?
A: Teams connect strings to the central holder and collectively steer a pen to write or draw, using coordinated pulls and clear communication.
Q: How long does the exercise take?
A: Many facilitators play the whole game in about 20-30 minutes. Depending on the complexity of the challenge, expect 5-10 minutes to ASSEMBLE the device and DRAW, and 10-25 minutes to DEBREIEF.
Q: What makes TeamWRITER different?
A: This activity requires genuine interdependence and collaboration—no one person can “win” alone—so listening becomes the only path to success.
TeamWriter® is a patented, easy-to-use, collaborative team-building game. Fit the pieces together, connect a set of strings to the TeamWriter gismo, and work as a team to write something that's actually legible. (PAT. US D1,037,355 S )
SUPER FUN CHALLENGES
Facilitators can easily adapt this game to a myriad of applications. For instance, you could have groups:
- Write the answer to topical question
- Draw an icon that represents a key learning point
- Write out a meaningful question or phrase
Once the group figures out WHAT they will write, the next challenge is HOW they will do it. Together they'll have to coordinate:
- Where is the top of the page?
- Into which holes should they connect the strings for maximum control?
- Who will be the group leader?
- How will you communicate effectively and listen to each other respectfully?
To add difficulty, facilitators can limit the time available to complete the task, limit communication to non-verbal cues only, or blindfold one more players.
SEE IT IN ACTION!
DEVELOP A BROAD RANGE OF TEAM BUILDING SKILLS
The TeamWriter exercise is excellent whether your team is forming, storming, norming or performing! Adapt the dynamic team building activity to any of these important team development goals:
- Improve team dynamics
- Solve challenging problems together
- Break the Ice
- Improve Communication
- Build Trust
- Develop strong leadership
Patent No.: US D1,037,355 S
COMPARISON CHART
Not sure which team-building activity is right for your group? Trainers Warehouse offers a variety of experiential learning games that build skills in communication, collaboration, adaptability, leadership, and conflict resolution. Use the chart below to compare five of our most popular activities—PuzzleBlind®, Helium Stick®, TeamWRITER®, Shape Up!®, and Team 10®—and choose the one that best fits your training goals, group size, and workshop format.
| Activity | Ideal Group Size | Core Skills Developed | Time Required | Key Dynamic | Best For |
|---|---|---|---|---|---|
| PuzzleBlind® | 4–8 players per puzzle (parallel teams for larger groups) | Communication, trust, listening, coaching, conflict resolution | ~30–40 minutes (play + debrief) | Builders are blindfolded, coaches give verbal instructions | Leadership training, conflict resolution, communication workshops |
| Helium Stick® | 8–12 participants per stick | Communication, alignment, group focus, patience | ~20–30 minutes (setup + play + debrief) | Teams must lower a lightweight rod without it rising up | Quick energizer, communication warm-up, leadership retreats |
| TeamWRITER® | 6–12 participants (expandable with multiple pens/strings) | Collaboration, interdependence, coordination, listening | ~20–30 minutes (assembly + play + debrief) | Teams collectively pull strings to guide a pen and write/draw | Collaboration workshops, leadership development, trust building |
| Shape Up!® | Small teams of 4–6 per set (multiple sets scale up) | Problem-solving, communication, collaboration, | ~20-30 minutes (multiple rounds + debrief) | Players must figure out which of their pieces is a duplicate | Problem-solving workshops, collaboration training, communication skill-building |
| Team 10® | Groups of 4–8 players | Adaptability, resilience, dealing with disruption, collaborative planning | ~20–30 minutes (play + debrief) | Teams search for 10 matching cards until a “Scramble” card forces to begin again | Change management workshops, adaptability training, and teamwork energizer |
In this game of communication and collaboration, blindfolded players must figure out which of the shapes that they hold is a duplicate. Success requires clear and concise communication, active listening, and collaboration, as several of the shapes could be easily confused with each other.
The facilitator will instruct players,
“Without looking at your shapes, determine which players have matching shapes.” Optionally, you can let them know that only two players will have matching shapes. Or, you can throw in more matches and NOT tell them how many will be a match (this is much more difficult!)
CONTENTS OF SHAPE-UP
This communication and teambuilding game contains:
- 26 wooden shapes (2 each of 13 different shapes)
- 10 blindfolds
MORE TEAM BUILDING FACILITATION OPTIONS
In addition to the Shape-Up game, facilitation notes include 5 additional game ideas including:
-
PARTNER PAIR-UPS - players use the 13 different shapes to find a partner (one with either a matching or complementary shape)
-
BEHIND-THE-BACK PARTNER PAIR-UPS - without seeing the shape that they hold, players must find the person who has their matching shape.
-
SHAPE-UP ICEBREAKER INTROS - using the shapes a metaphors, players pick a shape that reminds them of a personal experience (or a learning goal; or a characteristic they’re proud of; etc.)
-
METAPHORICAL DISCUSSIONS & DEBRIEFS - players choose a shape that represents an observation, question, or learning point, and share their metaphorical reflections with the whole group.
- SHAPE-ly DEBRIEF & REFLECTION QUESTIONS - conduct a "S.H.A.P.E.ly" debrief
S – SHAPES - discuss what was difficult about describing the shapes
H – HELPFUL/HURTFUL - identify approaches that were helpful or hurtful to the effort
A – ACTIONS - focus on actions and break-through moments
P - PREPERATION - draw out the impact of preparation as teams approached the challenge
E – END RESULTS - discuss the group's satisfaction with their end-result
©Trainers Warehouse. SHAPE-UP is a collaboration between Teamwork & Teamplay and Trainers Warehouse.
COMPARISON CHART
Not sure which team-building activity is right for your group? Trainers Warehouse offers a variety of experiential learning games that build skills in communication, collaboration, adaptability, leadership, and conflict resolution. Use the chart below to compare five of our most popular activities—PuzzleBlind®, Helium Stick®, TeamWRITER®, Shape Up!®, and Team 10®—and choose the one that best fits your training goals, group size, and workshop format.
| Activity | Ideal Group Size | Core Skills Developed | Time Required | Key Dynamic | Best For |
|---|---|---|---|---|---|
| PuzzleBlind® | 4–8 players per puzzle (parallel teams for larger groups) | Communication, trust, listening, coaching, conflict resolution | ~30–40 minutes (play + debrief) | Builders are blindfolded, coaches give verbal instructions | Leadership training, conflict resolution, communication workshops |
| Helium Stick® | 8–12 participants per stick | Communication, alignment, group focus, patience | ~20–30 minutes (setup + play + debrief) | Teams must lower a lightweight rod without it rising up | Quick energizer, communication warm-up, leadership retreats |
| TeamWRITER® | 6–12 participants (expandable with multiple pens/strings) | Collaboration, interdependence, coordination, listening | ~20–30 minutes (assembly + play + debrief) | Teams collectively pull strings to guide a pen and write/draw | Collaboration workshops, leadership development, trust building |
| Shape Up!® | Small teams of 4–6 per set (multiple sets scale up) | Problem-solving, communication, collaboration, | ~20-30 minutes (multiple rounds + debrief) | Players must figure out which of their pieces is a duplicate | Problem-solving workshops, collaboration training, communication skill-building |
| Team 10® | Groups of 4–8 players | Adaptability, resilience, dealing with disruption, collaborative planning | ~20–30 minutes (play + debrief) | Teams search for 10 matching cards until a “Scramble” card forces to begin again | Change management workshops, adaptability training, and teamwork energizer |
Get players working together effectively as a team. Build trust, alignment, and better understanding of one another. In the Brick Masters Story Game, players choose cards containing types of people, places, props, perspective, and perils. The group's challenge is to develop a story around these cards, and build a LEGO® model to illustrate a scene in the story. After a period of wild creation and development, teams will share their stories with one another. At the end, the debrief/review will give teams an opportunity to refect on their process, their success, leadership, communication styles, etc.
WHY LEGO®?
LEGO® building bricks create ‘lean in’ environments where everyone is involved - not just the loud ones!
WHAT'S IN THE DECK? ENOUGH CARDS FOR UP TO 3 TEAMS!
Introduction cards explain game set-up, faciltiation tips, and review and reflection questions.You'll have enough content cards for up to three teams, including:
- 9 x People
- 9 x Place
- 6 x Props
- 6 x Perspective
- 6 x Peril
- 6 x Plot Twist
- 6 x Wild Cards
- Facilitation Cards - the cards containing facilitation notes are very easy to follow. Anything intended to be read out loud is written in italics.
LEGO® bricks ARE NOT INCLUDED!
MATERIALS NEEDED FOR BRICK MASTERS STORY GAME
To accompany this deck, you'll want lots of varied LEGO® bricks, including ample base-plates and Minifigures®. LEGO ‘Classic’ sets will get you started. The building bricks are not included with the set but are readily available new (at toy stores) and used (Ebay, Facebook Marketplace, and Craigslist). You'll also want paper and pens on hand.
HOW THE GAME IS PLAYED
The facilitation notes, explain each step in the activity.
PART 1: The Basics
Each team draws cards the following cards from the top of each pile:
- 3 x PEOPLE cards
- 1 x PLACE card
- 2 x PROP cards
Teams then discuss their cards, build a representation of each of these using the LEGO® bricks. Involve every member of your team.
PART 2: Story Development
With the people, place, and props now in place, teams will draw these additional cards and begin developing their story, adding interest and intrigue.
- 1 x PERSPECTIVE card
- 1 x PERIL card
PART 3: Plot Twists and Wild Cards
After another 5-10 inutes, the faciltator will announce that every good story needs a plot twist. Players will draw one card from the PLOT TWIST PILE and weave that into their story.
OPTIONAL WILD CARDS
WILD CARDS can add an extra dynamic to the game. The might limit players use of all their hands, require silence, etc.
WATCH A DEMO!
DaBridge brings Leonardo DaVinci's simple but ingenious bridge idea to life. It is made with beautiful and sturdy notched wooden stick and dowel pieces. The ingenuity of the bridge is that it doesn’t need nails or fasteners to hold it together. If built to Leonardo’s design, it gets stronger the more weight is added.
LEONARDO DAVINCI BRIDGE - INCLUDES
The DaVinci Bridge Kit includes legs and dowels to create a 6.5-foot long structure -- plenty long enough for several adults to collaborate in the building process!
- 16 square wooden legs - 24" long x 1" square
- 8 wooden dowels - 24" long x 3/4" diameter
- Convenient carry bag
ADAPTABLE FACILITATION NOTES
Robust facilitation notes provide plenty of options to make the classic DaVinci's Bridge a successful team building experience for all sorts of teams. In the basic game, a "designer" is equipped with a picture of the finished product, but isn't allowed to show the picture to the builders. Designers can only communicate building tips verbally. With limited team meetings, how well will your groups work together to get it built? Adapt the team building game to the needs of your group by adding in new challenges -- an earthquake hits; time pressure is added; intergroup colloboration is required.
- Complete notes for Architects/Builders Game
- 4 additional game variations
- Debriefing and review questions
VIEW THE VIDEO
NOTE: When completed, DaBridge measures 6.5' Long by 2' Wide and 2' High, so make sure your team has ample space to build
Hand-made in the USA.
ZIN OBELISK GAME
This challenging mathematical puzzle is made even more complex, by using made-up words in the fictitious, ancient city of Atlantis, where a solid, rectangular obelisk -called a zin - was built in honor of the goddess Tina. The structure took less than two weeks to complete and the group's task is to determine the day of the week on which the obelisk was completed.
To play, each participant receives 1-5 clues, which can only be shared verbally. Together, teams must figure out the day the Obelisk was completed. Success requires organization, leadership, coordination, listening, problem solving, and processing skills. Most groups require 15-25 minutes to arrive at a solution.
LEARNING OBJECTIVES
- Have clearly defined goals
- Collaborate! Work together
- Share the leadership
- Share knowledge-on complex tasks, one person rarely has all the answers
- Listen to each other
- Clearly articulate ideas
- Manage ambiguity through discussion
- Make sure everyone has a common understanding of terminology
USES FOR Zin Obelisk - Yse this mathematical team challenge to:
- Make discussions more productive
- Enhance problem solving skills
- Increase clarity of communications
- Discover productive team behaviors
- Foster participation and involvement
- Improve awareness of others
- Improve listening skills and questioning techniques
Enhance a variety of training and development initiatives:
- Communication and Listening Skills
- Problem-Solving
- Team Building
- Leadership Development
- Cooperation
- EQ & El Skills
TIME: 30-60 mins for Introduction, Gama Play, Debrief, and Closure.
PARTICIPANTS: 5-8 players per team; multiple teams can play against each other.
Working remotely? Email a few clues to each player and try to sort it out over the phone--maybe with a shared online whiteboard! After all clear phone communication is more important now than ever!
** TIPS **
Feel free to adapt the full facilitation notes included as a booklet in the card deck to the needs of your group and your material:
- Display the instructions on an overhead, flip chart, or whiteboard. Or, give a printed copy to each team.
- Keep notes during the exercise so you can refer to them during the debrief.
- If the group did not discuss their process during the activity, share a handout explaining the definitions and differences between Task-Related and Process-Related discussions.
- Record "learning points" on a flip-chart for follow-up and future reference.
Improve communications skills with the Murder Mystery Deck v3
Use this popular 30-minute Murder Mystery game to improve communication skills, team building, problem solving, leadership, and more. Simply distribute the 27 clues among the participants. By sharing information, your group should be able to identify the victim, murder weapon, time and place of the murder, and motive.
As with any team building game, the true learning comes when they discuss the techniques that helped or hindered their process. Facilitation Notes included.
OBJECTIVES for MURDER MYSTERY Communication Game
- Make discussions more productive
- Enhance problem solving skills
- Differentiate "task-related" and "process-related" comments
- Discover productive team behaviors
- Increase clarity of communications
- Improve listening and questioning skills
- Aid participation and involvement
- Increase critical thinking skills
- Increase awareness of the contributions of others
APPLICATIONS
- Discussion Skills
- Facilitation Skills
- Train-the-Trainer
- Problem Solving
- Team Work
- Communication Skills
- Collaboration
- Leadership/Supervision
- Interpersonal Skills
- Empowerment Group Dynamics
Working remotely? Email a few clues to each player and try to sort it out over the phone--maybe with a shared online whiteboard! After all clear phone communication is more important now than ever!
Cards measure 2 1/2 inches by 3 1/2 inches
How do your teams perform under pressure? Escape Room 2 - Breakout! is ideally suited for any team to demonstrate some key teamwork lessons while having fun! A tough team challenge to find an eight-digit combination, beat an alarm system and breakout!
NOTE: Compared to Escape Room [1], this game is intended to offer more inter-team competition, requiring less cooperation.
LEARNING OBJECTIVES
- Work on a complex task with multiple sub-tasks
- Encourage collaboration
- Stimulate creativity and problem-solving
- Test team skills (under pressure)
- Give a fun and memorable experience
TEAM ACTIVITY - HOW IT WORKS
Teams are "locked" in the training room with a number of wall posters, locked boxes, Japanese Puzzle Boxes and other puzzles and clues. They have 75 minutes to escape the room. In order to exit the single door to the room, teams need three things:
- 800 points
- Solution to the T-puzzle
- 8-digit code
Points are obtained from solving 12 problems, each worth 100 points. The T-puzzle has to be solved and then the 8-digit code. By solving the various puzzles around the room teams can – with a little ingenuity – find the eight numbers. But first they must unravel the secret of the Japanese Puzzle Box that contains a key to one of the locked boxes, which in turn contains further clues. Then of course, there's the coded hints sheet and the alarm to disable. No pressure then!
There are 6 steps to opening the Japanese Puzzle Box. Instructions of course are available – but not in a straightforward way. Where would be the fun in that?
It seldom occurs to teams that once the door is breached, they can all escape, so a team could decide to let other teams do all the work and then walk out after them. Or all teams could split the tasks and pool their points and resources to ensure they meet the deadline. Strangely, this never occurs to groups who are so intent on competition they don't see the forest for the trees.
Teams can buy a ‘hints' sheet if they want to be sure of getting some of the more difficult problems correct. Unfortunately, the hint sheet costs 200 points and is in code. Still, the decoder is on the walls of the room – if teams can recognize it!
And when all three objectives are met there is still the buzzwire, to 'disable the alarm'!
PACK CONTENTS
- Trainer's Notes
- Team Briefs
- A3 Posters
- Buzzwire and batteries
- Cashboxes
- Japanese Puzzle Boxes
- T Puzzles
- Jump Puzzles
- Dice Puzzles
- Hints Cards
- Clockfaces
- Team Resources (card, scissors, rulers)
FACILITATOR'S ROLE
Full guidance is supplied in Trainer's Notes, including:
- Before the session begins various items are distributed around the room.
- Introduce the activity either verbally or with the Powerpoint.
- Issue each team with a Team Brief, a Japanese Puzzle Box, Clockface, Answer sheet, white card, scissors, and ruler.
- Announce the start of the activity: from this point teams have 75 minutes to escape
- Observe but don't get involved.
- If any team or teams come to you ready to escape, check the following:
- their point score (800 minimum required)
- their solution to the T-puzzle
- the 8-digit code (correct numbers in the right order)
- If all the above are correct, take the group to the buzzwire to 'disable the alarm'. Three buzzes and the attempt has failed.
- Conduct the debrief
PARTICIPANTS
3-24 (1-4 teams of 3-6 per team) - Perfect for staff at any level; No computer required
TIME
75 minutes + debrief
Escape Room 2 - Breakout! is designed by Northgate Training Activities for face-to-face training. It is supplied as a hard copy pack and the digital files are supplied via the Northgate Trainerhub.
It comes with a five-year licence for repeat use with up to 24 participants per training session within the license-holding organization.
Blocked Perspective helps to improve communication and allows the practice of healthy conflict by group discovery of the value of differing perspectives. Participants are challenged to accurately re-create block structures depicted on Photo cards.
This fun activity, created by High 5 Adventure, is fun, engaging and helps all team members see how their perspective is not necessarily the correct one or the only one of value. As participants engage and work together to solve the initiative they soon come to realize that by taking time to gather and consider all perspectives they are better able to be successful.
Group size: 6-30, depending on game variation
Each kit includes:
- 50 high-quality wooden blocks of difference shapes and sizes
- 25 photographs
- Instructions for how to play the games, and debrief 5 game variations for level of challenge
- Instructions on how to adapt games, allowing your groups to have multiple experiences with same initiative.
Kit Weight: 4 lbs
MORE RESOURCES
We Connect Cards are good For: Meetings, Trainings, Getting out of your seat, Icebreakers, Organizations with hierarchies, Fighting turnover, Conferences and events.
3 COLOR-CODED QUESTION CARDS:
- A deck of 60 cards that spark conversation, and build trust and connection.
- 20 green cards ask questions that are fun and light
- 20 blue cards ask questions that are a bit deeper
- 20 purple cards ask questions that encourage self-reflection
Talk & Move
On the back of each question card, you'll find a graphic showing a movement. If your participants aren't quite sure what to do with their arms or their bodies while they're standing talking, invite them to do the stretch or movement shown on the card.
WHY We Connect Cards?
Provide a fast-paced, fun way to move beyond ice breaking to real connections:
- Offer a suite of activities to cross-pollinate different departments across your company
- Arm employees and management with a set of questions to break down communication barriers and management hierarchies
- Give employees permission to have fun and be excited about work
AUDIENCE
Use the We Connect Deck for leaders, facilitators, teachers, project directors, program directors, and anyone who wants to increase connections within their community.
FEATURES
- 1 deck of 60 durable cards
- 10+ activity descriptions anyone can setup and run
- Box is 3"x3"
How to use We Connect Cards as an Icebreaker
Watch the video below to see how you can use the cards to break the ice and promote conversation and sharing. For more tips, try the Connections Toolkit.
TALK-ABOUT ACTIVITY
Among the loads of activities and uses for these cards, try the Talk-About Activity. Here's how this question swap activity works.
- Have each participant choose a card when they come in.
- When it's time to get talking, have them find a partner to chat with (the partner's card can be same colored or different)
- Let the team know that when their conversation is over, they should swap cards, then raise the card over their head.
- Players with their arms raised can look for another person with a raised arm, and repeat the activity.
- REMINDERS TO SHARE WITH THE PLAYERS:
- "Green questions" are fun and light; "blue questions" are a bit deeper; and "purple questions" require more self-relfection.
- They always have 100% agency and can always able to share as much as little as they like.
CHAD LITTLEFIELD TALKS ABOUT CONNECTIONS BEFORE CONTENT
Use a deck of Climer Cards with groups to increase conversation around a certain topic. Using the power of metaphors, the result is a meaningful dialogue that helps people connect and understand each other at a deeper level.
The cards spark ideas, connect people, enhance conversations, and deepen learning. You'll be surprised what users will say!
This simple deck of cards uses hand-drawn pictures to evoke metaphors and imagination. Climer Cards can be used in dozens of team activities. Used by facilitators, teachers, parents, therapists, and camp counselors alike, this deck of cards helps with team building activities, enhancing conversations, and generating creative ideas.
A VERSATILE TOOL FOR TEAM BUILDING AND CREATIVITY!
- Coaches use them to get clients exploring new ideas.
- Facilitators help participants express what they learned.
- Social workers and counselors use them with clients to gain a deeper understanding of their experiences.
- Teachers help students create connections in class.
- Parents use them to get kids talking about their day.
CLIMER CARDS INCLUDE...
- 52 images based on watercolor paintings by Amy Climer
- Sorting tool to mix large groups into smaller groups
- Directions on use -- but feel free to get creative with endless variations!
- 52 2.5" x 3.5" cards made from high quality, coated paper.
- Printed cardboard box
Lead your team, students, or family to deeper conversations with a simple, powerful deck of cards. Creative images offer hundreds of ways to use. Directions included or invent your own activities!
TEAM SORTING FEATURE TO DIVIDE INTO GROUPS
- 5 different shapes (groups of 10)
- 10 numbers (groups of 5)
- 6 colors (groups of 8-9)
- You can also use for pairings, create smaller groups, or come up with new combinations.
AMY CLIMER DEMO'S THE DECKS!
See how to use the cards to build team creativity!
USE CLIMER CARDS THROUGH THE ONLINE PORTAL
For a 10% discount on the Climer Cards Virtual Platform, use promo code: TRAINER10
All components -- except for the participant workbooks -- are reusable, although additional workbooks can be individually purchased. (See product code #GAMARLW)
The Leadership version is designed to help individuals become more effective leaders by allowing them to experience the differences between three contrasting styles of leadership --
traditional (command-and-control), passive, and collaborative.
The program is ideal for new and seasoned leaders as it provides them with a hands-on way to explore the three styles in depth and assess their advantages/disadvantages. This version introduces basic concepts such as communication, influence, and change management.
How it Works: In the Leadership version, participants work in teams to construct a rover, led by team member who (unknown to the rest of the team) adopts the traits of one of three contrasting leadership styles -- traditional, passive, or collaborative. Each of the three styles engenders very different feelings and emotions among team members. And together, they provide a very real demonstration of the effects different styles can have on morale, motivation, and performance.
Time required: 4 hours
Learning Outcomes: Experience the concept and benefits of facilitative leadership, learn how a facilitative leadership style generates a team atmosphere, discover the drawbacks of traditional (autocratic) or passive (uninvolved) styles of leadership, and recognize the balance between too much and too little authority.
The Leadership Game Kit includes all of the required components to facilitate the game, as well as an initial supply of workbooks for up to 18 participants.
Contents of Game Kit:
- Facilitator Guide
- 18 Workbooks
- 3 Game Parts Bags with K'NEX ® Pieces
- 1 Clear Plastic Wallet with Extra K'NEX ® Pieces
- 6 Blueprints
- 1 Set of 3 Leader Role Cards
- 3 Sets of 6 Task cards
- 1 set of 3 Now or Never Cards
- 1 Poster
- 1 Set of 3 Team Color Cards
- 19 HRDQue Cards
- 1 Tote Bag
- 1 USB FLASH DRIVE, which includes:
Leadership Learning Overview
Leadership PowerPoint Presentation
Leadership Theory Background
Leadership FAQ
Mars Rover Challenge (formerly Mars Surface Rover) provides a powerful, unique hands-on experience that allows participants to connect with the concept of collaboration at a deep and personal level. Participants are immersed in a team construction activity, whereby they are tasked by the World Space Agency to build a prototype rover for traversing Mars' rocky terrain.
All components -- except for the participant workbooks -- are reusable, although additional workbooks can be individually purchased. (See product code #GAMARTW)
The Teamwork version is designed to help individuals become more effective team members by allowing them to experience the differences between working collaboratively and working in "silos".
The program is ideal for established teams who are looking to increase their productivity, efficiency, and innovation and who may need to break free from unhealthy work habits. It is equally well suited for new teams who are striving to integrate collaboration into their developing team dynamic. This version introduces basic concepts such as interdependence, common goals, and diversity with an unconventional simulation.
How it Works: In the Teamwork version, the game is split into two rounds. In both rounds participants work in teams to construct a rover, but with varying approaches to work. In the first round, they simulate working in "silos" as they withhold information and complete their assigned tasks individually. In the second round, participants simulate working collaboratively as they communicate information and tasks openly and work together to design the rover they think has the best chance of completing its mission. The end result in each round usually is markedly different, and the process and outcomes make for lively discussion and usually quite a few "Ah-Ahs!" as they realize the effects the two different approaches to work have on morale, motivation, and performance.
Time required: 4.5 hours
Learning Outcomes: Recognize the distinction between a team and a group, understand how teammates responsibilities are interdependent, and realize the importance of continual communication within the team.
Contents of Game Kit:
- Facilitator Guide
- 18 Workbooks
- 3 Game Parts Bags with K'NEX ® Pieces
- 1 Clear Plastic Wallet with Extra K'NEX ® Pieces
- 6 Blueprints
- 3 Sets of 6 Task cards
- 1 Poster
- 1 Tote Bag
- 1 USB FLASH DRIVE, which includes:
Teamwork Learning Overview
Teamwork PowerPoint Presentation
Teamwork Theory Background
Teamwork FAQ
Part of the HRDQ game series.
Mars Rover Challenge (formerly Mars Surface Rover) provides a powerful, unique hands-on experience that allows participants to connect with the concept of collaboration at a deep and personal level. Participants are immersed in a team construction activity, whereby they are tasked by the World Space Agency to build a prototype rover for traversing Mars' rocky terrain.
TWO VERSIONS OF MARS ROVER
- Leadership module
- Team module
BOTH VERSIONS are included in this deluxe kit, Mars Rover Game series by HRDQ. The differences lie only in the lens through which collaboration is viewed—either from the perspective of leadership or teamwork. While each game has been designed to function independently, using them in tandem presents a more thorough, holistic picture of collaboration and the positive effects it has on employee engagement and productivity.
HOW IT WORKS
The Deluxe Game Kit brings you both versions of the game for a considerable saving on the individual price of either version ($699/ each). It includes all of the required components to facilitate both games, as well as an initial supply of workbooks for up to 36 participants—18 for the leader version and 18 for the team version.
All components -- except for the participant workbooks -- are reusable, although additional workbooks can be individually purchased. (See product code #GAMARLW and #GAMARTW)
TEAM VERSION
The Teamwork version is designed to help individuals become more effective team members by allowing them to experience the differences between working collaboratively and working in "silos."
The program is ideal for established teams who are looking to increase their productivity, efficiency, and innovation and who may need to break free from unhealthy work habits. It is equally well suited for new teams who are striving to integrate collaboration into their developing team dynamic. This version introduces basic concepts such as interdependence, common goals, and diversity with an unconventional simulation.
How it Works: In the Teamwork version, the game is split into two rounds. In both rounds participants work in teams to construct a rover, but with varying approaches to work. In the first round, they simulate working in "silos" as they withhold information and complete their assigned tasks individually. In the second round, participants simulate working collaboratively as they communicate information and tasks openly and work together to design the rover they think has the best chance of completing its mission. The end result in each round usually is markedly different, and the process and outcomes make for lively discussion and usually quite a few "Ah-Ahs!" as they realize the effects the two different approaches to work have on morale, motivation, and performance.
Time required: 4 hours
Learning Outcomes: Recognize the distinction between a team and a group, understand how teammates' responsibilities
are interdependent, and realize the importance of continual communication within the team.
LEADERSHIP VERSION
The Leadership version is designed to help individuals become more effective leaders by allowing them to experience the differences between three contrasting styles of leadership—traditional (command-and-control), passive, and collaborative.
The program is ideal for new and seasoned leaders as it provides them with a hands-on way to explore the three styles in depth and assess their advantages/disadvantages. This version introduces basic concepts such as communication, influence, and change management.
How it Works: In the Leadership version, participants work in teams to construct a rover, led by team member who (unknown to the rest of the team) adopts the traits of one of three contrasting leadership styles—traditional, passive, or collaborative. Each of the three styles engenders very different feelings and emotions among team members. And together, they provide a very real demonstration of the effects different styles can have on morale, motivation, and performance.
Time required: 4 hours
Learning Outcomes: Experience the concept and benefits of facilitative leadership, learn how a facilitative leadership style generates a team atmosphere, discover the drawbacks of traditional (autocratic) or passive (uninvolved) styles
of leadership, and recognize the balance between too much and too little authority.
The Leadership Game Kit includes all of the required components to facilitate the game, as well as an initial supply of workbooks for up to 18 participants.
DELUXE GAME KIT CONTENTS
- 2 Facilitator Guides (Teamwork and Leadership) in a Single Binder
- 36 Workbooks (18 for Teamwork and 18 for Leadership)
- 3 Game Parts Bags with K'NEX® Pieces
- 1 Clear Plastic Wallet with Extra K'NEX® Pieces
- 6 Blueprints
- 1 Set of 3 Leader Role Cards
- 3 Sets of 6 Task cards
- 1 set of 3 Now or Never Cards
- 1 Poster
- 1 Set of 3 Team Color Cards
- 19 HRDQue Cards
- 1 Tote Bag
- 1 USB FLASH DRIVE, which includes:
-
- Leadership Learning Overview
- Teamwork Learning Overview
- Leadership PowerPoint Presentation
- Teamwork PowerPoint Presentation
- Leadership Theory Background
- Teamwork Theory Background
- Leadership FAQ
- Teamwork FAQ
A team challenge for innovation and prototyping!
The Marshmallow Challenge is a remarkably fun and instructive design exercise that encourages teams to experience simple but profound lessons in collaboration, innovation and creativity.
If you need to kickstart a meeting, get a team into a creative frame of mind, or simply want to encourage your organization to think about what it takes to dramatically increase innovation, invest 45 minutes to run a marshmallow challenge.
This broadly circulated team building experience was recently popularized by Tom Wujec, who presented a TED Talk on the subject. The Marshmallow Challenge is to build the tallest possible free-standing structure, which will support one marshmallow on the top, using only 20 sticks of spaghetti, one yard of tape and one yard of string -- in exactly 18 minutes!
ALL IN ONE CONVENIENT KIT
We've assembled all the parts into one convenient kit!
- bag of marshmallows
- box of spaghetti
- roll of masking tape
- roll of cotton twine
- tape measure
- 5 scissors
- 5 paper lunch bags
- Facilitation Notes for how to run the exercise
- 1 see-through vinyl tote to carry it all!
Surprising lessons emerge when you compare teams' performance. Who tends to do the worst? Why? Who tends to do the best? Why? What improves performance? What kills it?
The Marshmallow Challenge team building game is among the fastest and most powerful techniques for improving a team's capacity to generate fresh ideas, build rapport and incorporate prototyping -- all of which lie at the heart of effective innovation.
The Teamwork and Teamplay Cards by team-building expert Jim Cain, let you facilitate 17 powerful team and community-building activities.
Each oversized card contains six elements, making them incredibly versatile:
- Traditional number and card suit
- Personality characteristics
- Thought for the Day
- Clue for team matrix puzzle
- "Are you More like…" icebreaker question
- 3 "Big Questions" which are great for getting-to-know-you exercises.
Plus, use the 11 "Thumbprint" cards for debriefing a team activity -- the front sides contain illustrations of a variety of team dynamics; on the reverse sides, you'll find a smorgasbord of puzzles, games, and activities to energize your group.
17 ACTIVITIES FROM ONE DECK: Below is a listing of everything you can do with this single card deck:
- Thirteen Clues - Four different mysteries to be solved.
- Thought For the Day - Inspirational quotes and messages.
- The Big Question - Three levels of icebreaking questions.
- Character Match Game - Exploring character actively.
- Thumbprints - A visual debriefing activity.
- I Doubt It - A simple card game that explores trust.
- Personal Pyramid - A presentation of personal values.
- Hieroglyphics - A linguistic challenge for groups.
- Acronyms - A second linguistic challenge for groups.
- Treasure Hunt - A mathematical group discovery activity.
- Card Tricks - Jim's three favorite card challenges.
- Tongue Twisters - A third linguistic challenge for groups.
- The 15th Object - A game with a teachable moment.
- Are You More Like? - Conversation and choices.
- Pass the Deck - A fast-paced problem solving activity.
- Stack the Deck - A fast-paced sorting activity for groups.
- Watch 4 It - Real life examples of character words.
AUDIENCES: Use with team members in new or developing teams, with first level supervisors and managers to build strong, high-performing teams. or with young people in education.
The cards also contain some useful and inspirational quotes, personal values and character descriptions that could be used in a variety of coaching and team development contexts.
Deck of 52 cards, 5" x 8".
Contains 1 bag of reusable toy parts to incorporate an additional team of 4-8 participants into Junkyard Games Simulation.
Junkyard Games Simulation is an innovation training game for employee and management development training. The team activity is an engaging and interactive experiential instructional game that improves the effectiveness of team and individual innovation skills.
Junkyard Games (#GAMJNK) includes materials to train up to 3 teams of 4-8 participants. For training sessions with more than 3 groups, order 1 of these additional game parts sets for every additional team.
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Junkyard Games is an innovative game for employees and management development. The team activity is an engaging and interactive experiential instructional game that effectively improves the effectiveness of team and individual innovation skills.
Doing more for less, increasing productivity and reducing costs, innovation is the lifeblood of all successful organizations. Without it, organizations may survive, but they seldom thrive. The fact of the matter is that anyone can be innovative, regardless of profession or level of responsibility. The opportunity for process improvement exists everywhere and at every level within an organization. Everybody's innovating, but often it isn't formally recognized as "process improvement" or "innovation".
Read an interview with the author
Now there is a way to encourage innovation and develop the skills needed to have a positive impact on organizational performance. Junkyard Games is an exciting team development game from HRDQ that combines energy and fun with creativity and process improvement. Teams work together, plan, strategize, and execute their ideas to create the most innovative tabletop games for an international competition among imaginary countries.
The Challenge:
Teams may only use the miscellaneous "junk" available to them. The parts are random, and not every team is given the same stuff. After an initial round of planning and testing, teams are asked to practice their innovation skills to improve upon their original design. Then the outrageous fun begins when the teams get to play each otherís games and compete to win at all costs!
Learning Outcomes:
- Differentiate between innovation and creativity
- Understand the value of managing task-driven and process-driven behaviors
- Learn and apply a 7-step innovation process
Uses for the Game:
Junkyard Games is effective either as a stand-alone activity or as part of a more comprehensive team development program. Here are some suggested applications for the game:
- Kick off a team-building workshop or seminar
- Introduce the concept of innovation
- Energize an existing teamís level of creativity for innovation
- Practice using innovation skills in a "safe" environment
How It Works:
Using only the miscellaneous "junk" available to them, teams compete to create the most innovative tabletop sporting event for an international competition. After an initial round of planning, teams are challenged to practice innovation on their initial game designs. Things get really interesting when teams have fun playing each otherís games. Following game play, additional learning takes place as teams give honest feedback on each of the game designs and how well they met the stated objectives and goals.
PARTICIPANTS:
Includes materials to train up to 3 teams of 4-8 participants. All parts are reusable. For training sessions with more than 3 groups, order one extra game pack per team.
TIME: 1.5 to 2 hours
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Authors: Ron Roberts & Bernie DeKoven
Sometimes a powerful learning point can be illustrated in a very simple way. Seeing the Point is not a complex task but it does require an ability to switch thinking styles. Sometimes an individual sees the solution very quickly and applies an intuitive approach to problem-solving. At other times, the problem seems insurmountable.
Seeing the Point is a quick (typically 15 minutes) and simple activity to include in a workshop about creative thinking or creative problem-solving. It is a short individual or small group activity (up to 16 people) that explores some of the thinking skills that enable us to break old patterns and establish new ones. It makes an excellent introduction to any training around innovation.
In this puzzle each individual or small team has 7 pieces and is simply asked to create a number of shapes using the components supplied. Getting that last shape is where the real creative thought is required -- getting resources aligned and making more of what is available than first appears! It brings to life a common issue facing many teams --being asked to do more with less, and then hearing "it can't be done!" from your team members. It's also an interesting and engaging way of introducing the concepts of 'alignment' and 'synergy': the solution to the puzzle is a visual representation of 'doing more with less'.
Seeing the Point is an activity created by US teambuilding expert and author Dr. Jim Cain. This is a perfect activity to use alongside "Challenging Assumptions" puzzle in team-building, innovative thinking, or in large group conference situations.
This puzzle exercise lasts around 10-15 minutes but has a much longer impact!
For 4 individual groups of 3 or 4 people, or they can be combined to work in a slightly different way with one larger team.
The puzzle pieces comes in 4 different colors. Each color has 7 different pieces - Total of 28 pieces per set.
Seeing the Point is designed by RSVP Design Ltd, the creative team behind "Colourblind". Now validated by ILM.
MORE INFO...
Learn how to overcome and move beyond difficult interpersonal and inter-team relations in the workplace. Communication Derailed is a high-energy simulation game that demonstrates the profound impact of poor communication and teaches the skills needed to communicate effectively.
Three comprehensive, self-contained 2-3 hour modules address:
- Impact of poor communication
- Methods to improve communication skills
- Creation of personal action plans
How it works
The simulation asks participants to imagine they are employees of a toy manufacturing company. As such, teams are charged with building new toy prototypes using fun, colorful parts available in the kit. The challenge is that the hands-on tasks become more difficult when they are faced with obstacles that challenge their communication skills. Through the experience of working together and with the help of the facilitator, participants learn how to overcome these problems to improve their performance through effective communication.
This hands-on activity tackles three typical communication challenges:
- Communication within a team
- Communication among teams
- Communication during organizational stress
Three comprehensive, self-contained modules provide the necessary framework to conduct independent training workshops or a series of sessions. In each module, participants work in groups to design and/or construct a toy: The duration of each module is about 2 hours. Each module follows the same general framework, which consists of 5 parts: (1) poor communication, (2) midpoint debrief, (3) effective communication, (4) final debrief, and (5) action planning.
- Module 1 (Communication within a team): Excellent for general team communication skill-building. Use with new teams to prepare them for challenges they may face, or with existing teams to expose and identify current communication problems.
- Module 2 (Communication among teams): Perfect for organizations that require cross-team or cross-department work.
- Module 3 (Communication during organizational stress): Valuable for organizations dealing with transition. This material is also beneficial for fast-moving organizations that function under continual time pressure.
Trainers love this game because it's easy to facilitate and all parts are reusable. Everything you need to deliver a powerful learning event is included in one kit!
Module 1: up to 3 teams of 4-7 participants; 2 hours minimum
Module 2: 2 or 4 teams of 4-6 participants; 2 hours minimum
Module 3: up to 3 teams of 5-7 participants; 2 hours minimum
The Communication Derailed Complete Game includes a complete Facilitator Guide with step-by-step guidelines on how to administer the game, theoretical background, reproducible participant materials, and presentation masters.
Also included: game parts for 3 teams of 4-8 people
WHY FACILITATORS LOVE IT
- Big lessons from a simple challenge: Teams quickly see how assumptions, group dynamics, and communication affect outcomes.
- Memorable metaphor: The floating stick represents how small forces and hidden resistance can derail teamwork if left unaddressed.
- Low prep, high engagement: Set up in seconds, but provides rich material for 15–30 minutes of activity and debrief.
- Professional build: Unlike homemade dowels, this lightweight, finished rod is balanced for consistency and built to last through years of workshops.
LEARNING OUTCOMES
- Discover how group assumptions can sabotage performance
- Practice clear communication and active listening
- Explore leadership, role clarity, and patience under pressure
- Learn strategies to reset, regroup, and succeed together
HOW TO PLAY
- Divide into two lines, facing each other, index fingers extended.
- Balance the Helium Stick® across everyone’s fingers.
- Challenge: lower the stick to the ground while keeping every finger in contact.
- Debrief: What made it harder than expected? How did the team adjust to succeed?
WHAT’S INCLUDED
- One professional-grade Helium Stick® (collapsible, lightweight rod). The 10-foot-long Helium Stick folds to 12 inches for easy transportation and assembly.
- Facilitation guide with variations and debriefing questions
BEST USES
- Team-building workshops
- Leadership training
- Onboarding activities
- Conference energizers
PAIR WITH: For variation and comparative debriefs, try TeamWRITER (interdependence & listening) or PuzzleBlind (trust & role clarity). Add game-show energy with Me First wireless buzzers.
FAQS
Q: How is this version different from a homemade dowel?
A: Trainers Warehouse’s Helium Stick® is a finished, lightweight, collapsible rod designed for easy transport and reliable facilitation—no splinters, unwieldy length, or awkward storage.
Q: How long does it take?
A: Expect 5 minutes to set up the activity. A typical attempt takes 10–15 minutes, followed by a debrief. Total time: about 20–30 minutes.
Q: What’s the ideal group size?
A: Best for 8–12 participants per stick. Larger groups can divide into teams with multiple rods.
Q: What do teams learn from this?
A: Key lessons include the importance of communication, alignment, and overcoming group assumptions to achieve a shared goal.
HELIUM STICK TEAM BUILDING FACILITATION TIPS
- Line up in two rows which face each other.
- Introduce the Helium Stick game.
- Ask participants to point their index fingers and hold their arms out.
- Lay the stick down on their fingers. Get the group to adjust their finger heights until the Helium Stick is horizontal and everyone's index fingers are touching the stick. Explain that the challenge is to lower the Helium Stick to the ground.
- The catch: Each person's fingers must be in contact with the Helium Stick at all times. Pinching or grabbing the pole is not allowed - it must rest on top of fingers.
- Reiterate to the group that if anyone's finger is caught not touching the Helium Stick, the task will be restarted. Let the task begin....
- Warning: Particularly in the early stages, the Helium Stick has a habit of mysteriously 'floating' up rather than coming down, causing much laughter. A bit of clever humoring can help - e.g., act surprised and ask what they are doing raising the Helium Stick instead of lowering it! For added drama, jump up and pull it down!
HOW DOES IT WORK?
The stick does not contain helium. The secret is that the collective upwards pressure created by everyone's fingers tends to be greater than the weight of the Helium Stick. As a result, the more a group tries, the more the stick tends to 'float' upwards.
WHAT TO WATCH FOR
As your group begins their challenge in the Helium Stick game, see how individuals react when the rod starts moving in the exactly opposite direction than they intended. What do they do? You may find that players start blaming each other. The more the stick rises, the more they point fingers and accuse one another by asking, “What are YOU doing?”
This observation can lead to an important learning point: that they won't find solutions without shifting from telling to asking and without assuming responsibility for and ownership of the results. For instance, they might ask: Why is this happening to US? What can WE do differently? How can WE come up with another strategy?
SOME HELIUM STICK TEAM BUILDING PROCESSING IDEAS:
- What was the initial reaction of the group?
- How well did the group cope with this challenge?
- What skills did it take to be successful as a group?
- What creative solutions were suggested and how were they received?
- What would an outside observer have seen as the strengths and weaknesses of the group?
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COMPARISON CHART
Not sure which team-building activity is right for your group? Trainers Warehouse offers a variety of experiential learning games that build skills in communication, collaboration, adaptability, leadership, and conflict resolution. Use the chart below to compare five of our most popular activities—PuzzleBlind®, Helium Stick®, TeamWRITER®, Shape Up!®, and Team 10®—and choose the one that best fits your training goals, group size, and workshop format.
| Activity | Ideal Group Size | Core Skills Developed | Time Required | Key Dynamic | Best For |
|---|---|---|---|---|---|
| PuzzleBlind® | 4–8 players per puzzle (parallel teams for larger groups) | Communication, trust, listening, coaching, conflict resolution | ~30–40 minutes (play + debrief) | Builders are blindfolded, coaches give verbal instructions | Leadership training, conflict resolution, communication workshops |
| Helium Stick® | 8–12 participants per stick | Communication, alignment, group focus, patience | ~20–30 minutes (setup + play + debrief) | Teams must lower a lightweight rod without it rising up | Quick energizer, communication warm-up, leadership retreats |
| TeamWRITER® | 6–12 participants (expandable with multiple pens/strings) | Collaboration, interdependence, coordination, listening | ~20–30 minutes (assembly + play + debrief) | Teams collectively pull strings to guide a pen and write/draw | Collaboration workshops, leadership development, trust building |
| Shape Up!® | Small teams of 4–6 per set (multiple sets scale up) | Problem-solving, communication, collaboration, | ~20-30 minutes (multiple rounds + debrief) | Players must figure out which of their pieces is a duplicate | Problem-solving workshops, collaboration training, communication skill-building |
| Team 10® | Groups of 4–8 players | Adaptability, resilience, dealing with disruption, collaborative planning | ~20–30 minutes (play + debrief) | Teams search for 10 matching cards until a “Scramble” card forces to begin again | Change management workshops, adaptability training, and teamwork energizer |
A simple and highly engaging team communication and problem-solving task!
Many of you will be familiar with the type of puzzle that uses a matrix of information and a process of elimination in order to find the answer to a set of questions. Fewer of you will have exploited these puzzles to turn them into fascinating team development exercises. In this version of the matrix puzzle, key information is divided up between members of a working team. Team members are not allowed to draw or write anything, so they are dependent upon gathering and collating verbal information in order to solve the puzzle. As they work together, it becomes clear that they need a strategy for managing the information. There are various options available to them and, whichever they choose, the whole team must co-operate in order to be successful.
Workstations is a team communication and information-sharing activity which is ideal for groups not previously experienced in working together. It is packaged as an extremely portable box of playing cards containing delegate briefing instructions, facilitator instructions and review suggestions within the box of cards.
The team members are required to share information verbally in order to solve a 'matrix puzzle' - a simple process of elimination and logic. The difficulty comes in not being able to write anything down - the group must identify other ways of remembering and sorting key information. The individuals working together tend to move at different paces and to have different strategies for remembering the given information. Can they, together, develop an approach which everyone understands and which supports different individual needs? Can they be sure by the end of the activity that everyone has the 'full picture' so that they can correctly complete their individual parts in an implementation process?
View Video Demo!
This exercise demands both task and group leadership. It is an excellent introduction to 'chairing skills' and could be used as the 'warm-up' to a session on managing meetings, team briefing or working with focus groups. It offers a good, practical illustration of team roles in action and can be successfully linked to work on effective team performance.
The exercise is designed to last for 30 minutes, followed by a 30 minute review, to highlight the learning points in relation to teamwork, communication and information management that maybe transferred back into the workplace as individual actions.
As all 30 playing cards are dispersed among the participants, the group size is flexible. However we would recommend a group size of between 6 and 15 to ensure that the dynamic of using 'dispersed' knowledge around the group members is achieved, while still having team members engaged and active for the duration of the activity.
Some ideas about how to get the best out of some classic tasks!
- New Employee Orientation: use Workstations to explore how it felt to be overwhelmed with new information and unsure of how to make sense of it all. Identify ways of expressing confusion without appearing to lack confidence, how to ask the right questions to find the information you need and how to clarify and summarize to confirm understanding.
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Managing Meetings workshop: use Workstations to simulate an information-sharing and decision-making meeting. Participants practice skills of chairing meetings, managing interactions, ensuring understanding and reaching agreement.
Workstations Toolbox comes in a very portable 2.5" x 3.5" card deck. Workstations is a creation of RSVP Design Ltd. and is validated for ILM.
Build community one piece at a time!
Break the ice and build community spirit!
HOW IT WORKS
Hand out one puzzle to each group of participants, and ask them to illustrate their puzzle piece(s) with images that represent their company, role, values, challenges, or anything else. Creativity and pride will blossom when everyone sees how their piece contributes to the whole.
56-piece puzzle includes 26 edges and 30 inside puzzle pieces; Overall puzzle measures 24” x 28”, but can be expanded infinitely.
THE PUZZLE PIECES
Please note the following piece sizes:
- Small pieces – 2" x 3.125"
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Medium pieces – 3.125" x 5.125"
- Large pieces – 5.125" x 5.125"
Each puzzle comes packed like a jigsaw puzzle in a box, disassembled.
Here's how one customer used this great product! (Thanks to Vanessa Gomes!)
These puzzles are also sold in bulk packages of 10. See #GACJPB.
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