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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.
Start talking about topics that matter with the Emotional Intelligence Conversation Deck.
EMOTIONAL INTELLIGENCE CONVERSATION PROMPTS
Emotional Intelligence is a skill that allows people to be more effective in their roles at work and at home. It’s not just touchy-feely stuff and being able to name your feelings. Rather, it enhances employee retention and engagement, customer service, collaboration, and crisis management.
5 SKILLS OF EMOTIONAL INTELLIGENCE
Emotional Intelligence (a.k.a. EQ) is associated with five skills. Develop your teams’ EQ by facilitating conversations that help participants grow more aware of their motivations, measure their reactions to difficult situations, and hone techniques to manage those emotions in empathy and social acumen. The five skills are:
- Self-Awareness [SA]
- Motivation [MO]
- Self-Regulation [SR]
- Empathy [EM]
- Social Skills [SS]
On each card, below the conversation starter question, you'll see the EQ skill that the question addresses or develops.
PLAYING WITH CONVERSATION DECKS
Pairs of 2 or 3
To play, deal a card to each participant. Have participants stand, find a partner, and discuss the questions on each of their cards. When their conversation has run its course, invite them to swap cards and hold their arm in the air, indicating to other players that they're ready to find a new partner. Repeat this process as time allows.
Table Talks
If your group isn't too big or you want to build camaraderie at a table, have each person in the group choose a card and answer the question. If you have enough time, ask each speaker a couple of follow-up questions. Alternatively, have others at the table answer those same questions for themselves. Then, swap cards, or pick new cards from the top of the deck.
1-2-4-All
Expert Trainer, Nora Gerber, shares facilitation notes on using the 1-2-4-All approach with the Emotional Intelligence UNZIP-IT! Deck. Tips include:
- Writing a note-to-self
- Pairing up to discuss stories of different experiences
- Huddling in groups - to discuss each of the four skills in more depth:
-
- Self-Awareness [SA
- Motivation [MO]
- Self-Regulation [SR]
- Empathy [EM]
- Social Skills [SS]
- Returning to the big group to explore opportunities for individual and group development.
For over a dozen years, the Square Wheels® metaphor has proven itself to boost creativity and innovation, increase organizational effectiveness, improve communications, build teams, and generate a sense of active problem solving and involvement.
The expert facilitation techniques utilized in this exercise (listening, discussion, reframing, summarizing and prioritizing) can be easily transferred to other developmental and coaching opportunities.
Cartoons and images are simple, powerful and effective ways to create lasting impact. They are memorable, encourage creative thinking, and produce rapid individual involvement and understanding. As a metaphor, Square Wheels® has a myriad of applications:
- As an icebreaker, this illustration relates to a range of business and workplace issues, at all levels of an organization. Use it as a vehicle to get a discussion moving, kickoff a training program, energize a staff meeting, or hone in on issues and opportunities.
- As a design thinking, performance improvement tool, Square Wheels can be used to understand issues, define problems, brainstorm and ideate new solutions. The Square Wheels image is a powerful tool that draws out people's thinking on current situations and ideas for moving forward.
- As a team review, to discuss approaches that are working and others that could use improvement
The 40-slide PowerPoint deck includes:
- 20 slides to facilitate your conversation, focusing on Square Wheels, Round Wheels, Pushers and Pullers
- 20 quotations to emphasize topics of leadership, change, brainstorming, teamwork, and communication
PRESENTATION FORMAT: The file is saved as a compressed “zip” file, and you will need a program such as WinZip to extrac the 3 files:
- Square Wheels Reality Presenttion - Microsoft PowerPoint
- Square Wheels Reality Facilitation Notes - Microsoft Word
- Reflections Worksheet - Adobe PDF
This is a downloadable product. After you've placed your order, you will be able to log into your account and download the file.
Square Wheels®- is a registered trademark of Performance Management Company. © Trainers Warehouse. The facilitation guide was developed by Trainers Warehouse, with PMC's permission.
The Connection Toolkit is a comprehensive Product Bundle for Team Building, Communication, and Creative Connections. The toolkit includes: We! Connect Cards™, We! Engage Cards™, and a copy of Pocket Guide to Facilitating Human Connections, our newest book Ask Powerful Questions and a free-for-life subscription to playmeo.com (typically at $97/year).
THE CONNECTION TOOLKIT
- Provides a faster, more fun way to “break the ice” with new teams
- Offers a suite of activities to cross-pollinate different departments across your company
- Arms employees and management with a set of questions to break down communication barriers and management hierarchies
- Gives employees permission to have fun and be excited about work
WE CONNECT CARD DECK
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
Suggested Activity
- Have every person select a question card.
- Ask players to find a partner and discuss the questions on each of their cards.
- When the discussions are over, ask them to swap cards and hold the new cards up over their heads.
- Players can look for a new partner, who is also raising their card.
- And so on...
WE ENGAGE CARD DECK
A deck of 50 hexagonal cards, each with an inspiring, thought-provoking quote on one side and a powerful photo on the other, with activities designed to increase group engagement. They're great for: Brainstorming, Goal setting, Productivity, Meetings, Trainings, Getting out of your seat, Sparking conversation, Effective communication.
Suggested Activities
- Pick a quote you click with, when you come in. Turn to someone near you and share the quote -- what made it click for you?
- Spread the image cards on the floor or table and have participants choose one before they enter the training room. When assembled, they can introduce themselves along with a reason they chose the image they did.
ASK POWERFUL QUESTIONS BOOK
A bestselling book that explains how the questions we traditionally ask are often meaningless when it comes to establishing a connection. By introducing a set of practice tools for understanding others by changing the way we ask questions, the book shows how to transform “How are you?—I’m fine, thanks” into conversations that change not only how you lead but who you are as a person.
POCKET GUIDE TO FACILITATING HUMAN CONNECTIONS
A 140 page, pocket-sized handbook that unpacks the psychology of communication, collaboration, and trust. Provides 20+ real-world applications that can be used to create workshops, trainings, team-building exercises, or any event that relies on audience engagement.
CHAD LITTLEFIELD TALKS ABOUT CONNECTIONS BEFORE CONTENT
Look under your thumb and share! This Session Thumball Set has all the prompts you need to Open, Debrief and Close your learning event.
Trainers Warehouse's Silver Series Session Thumball Set is perfect for running an entire meeting focused on getting to know your participants, helping them learn from the session and closing out with key takeaways. As with any Thumball it's super-easy to play. Simply, toss the ball and ask recipients to share their reaction to whatever prompt lies under their (right) thumb. Thumballs are soft 6" stuffed balls with loads of applications!
THE "SESSIONS SET" INCLUDES...
- Session Openers Thumball -- more than your standard ice-breaker, this one offers somewhat deeper prompts that explore participants' motivations, goals for the event or session that lies ahead.
- Session Debrief Thumball -- use this one reflect on experiential learning activities.
- Session Closers Thumball -- end the learning day by taking a moment to highlight key take-aways.
- Clear plastic tote - tote color varies and chosen randomly based on in-house stock
SESSION OPENER THUMBALL PROMPTS
The prompts on the Session Opener Thumball are intended to build relationships and tease out session goals, so that facilitators can get their learning sessions off to a good start. To this end, prompts primarily cover these three categories:
- Getting to Know You - dreams, peeves, wishes, decisions, frustrations, talents
- Learning Styles - best teachers, preferred learning methods, learning goals
- Work Styles - proudest accomplishments, creative contributions, strengths
SESSION DEBRIEF THUMBALL
For experiences to stick -- for them to move to long-term memory -- individuals must take time to think about what happened. They have to talk about it, relate it to something they already know, understand its importance, and consider when they might need to retrieve that learning down the road. After all, we only remember what we take time to think about (otherwise it's quickly in and out of our brains). That's the importance of a DEBRIEF!
You'll find the Session Debriefs Thumball useful for games focusing on:
- Team building
- Communication
- Leadership
- Process improvement
- Negotiations
SESSION CLOSER THUMBALL
End a learning session by taking a beat -- a pause to let the learning settle in and allow learners' brains to organize the new information so it can be easily recalled. Take time at the end of class to draw our key learning points and ah-ha moments.
The Session Closers Thumball offers a variety of memory-enhancing techniques. Understand that our brains aren't equipped to remember every single thought that enters. Instead, we remember what we take time to think about. Each of the prompts on this one-of-a-kind Thumball seeks to enhance retention by highlighting memorable points for participants, making them consider goals or challenges of implementation, heightening the emotional impact of the session, and more.
For instance, prompts help learners focus on ...
- Information and observations learned
- Top take-aways and AH-HA! moments
- Remaining questions
- Ways to implement or use information going forward
- People they can turn to for support and questions, or just to share what they learned.
- Challenges that pushed their comfort zone
THUMBALL FEATURES
Each Thumball™ is a soft 6" stuffed vinyl ball that looks like a cool soccer ball and has 31 panels pre-printed with questions suited for adults and teens. Safely toss it around in a group and ask participants to share their reaction to whatever prompt lies under their thumb.
- PHYSICALLY SAFE: 6" ball is safe to toss indoors
- 31 PROMPTS: With so much content, if someone wants to choose a favorite question... why not?
- EMOTIONALLY SAFE: Conversation prompts are vetted by industry experts.
- TIPS: The packaging includes facilitation notes to help ensure that the experience is positive for everyone.
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 |
Look under your thumb and share! Use the Diversity and DEI Thumballs to playful explore serious topics.
We live in a diverse world. Some differences are visible, like skin color, gender, height or weight, physical challenges, and age. Others may not be visually apparent, but still affect how individuals feel or are treated: ethnicity, socio-economic position, sexual orientation, use or non-use of alcohol, allergies, intellect, depression, and other emotional diseases. Trainers Warehouse's Silver Series Thumballs focusing on DEI explore both personal connections to the topic and organizational initiatives.
VETTED BY EXPERTS
Every prompt in our Diversity and DEI Thumballs has been reviewed by seasoned diversity trainers, with the understanding that not everyone using these balls will be an expert facilitator in this topic. Each prompt was designed with the goal of enabling individuals to:
- Speak for themselves
- Think about their own identity
- Consider their own experiences in feeling like an outsider
- Explore the origins of their thoughts about diversity
- Consider ways they can show empathy and create a welcoming environment
DIVERSITY THUMBALL
Diversity Thumball, originally introduced by Trainers Warehouse in 2015, has gone through a few revisions since its inception. It tackles a difficult topic with smarts and sensitivity. Use the prompts to explore the topic of diversity by chatting about these topics:
- Sources of your attitudes towards people unlike yourself
- Experiences in which you felt like an outsider or shared an unpopular idea
- Important aspects of your identity that feel important
- Origins and experiences with prejudice
- Ways to combat discrimination and make others feel included
- Bias based on gender, disabilities, age, race, sexual identity...
D-E-I THUMBALL
The D-E-I Thumball has a bit of a different bent. We wanted to push a little further to enable team leaders, teachers, and managers to have safe and constructive conversations about identity, experiences with racism, community challenges, privilege and power. We wanted to expand the set of discussion prompts to promote greater tolerance and feelings of belonging. Ultimately, we decided there was "room" for two complementary diversity-focused Thumballs.
What's on the ball? Many people worry about saying the wrong thing during DEI conversations. As a result, these important conversations often don’t happen. Each prompt on this Thumball is phrased to promote positive conversation and shared understanding.
- Identity - share aspects of your identity that affect your life
- Experiences - discuss times you felt belonging, targeted, micro-aggression, etc.
- Our community - consider organizational initiatives to promote inclusion
- Us vs Them thinking - identify allies who are alike or different from yourself
- Privilege and Power - explore concepts of power dynamics, privilege, and oppression
- DEI Today - discuss current dynamics that influence people's participation in DEI efforts
THUMBALL FEATURES
Each Thumball™ is a soft 6" stuffed vinyl ball that looks like a cool soccer ball and has 31 panels pre-printed with questions suited for adults and teens. Safely toss it around in a group and ask participants to share their reaction to whatever prompt lies under their thumb.
- PHYSICALLY SAFE: 6" ball is safe to toss indoors
- 31 PROMPTS: With so much content, if someone wants to choose a favorite question... why not?
- EMOTIONALLY SAFE: Conversation prompts are vetted by industry experts.
- TIPS: The packaging includes facilitation notes to help ensure that the experience is positive for everyone. In addition to tips, ground rules, and what to do if situations get sticky, the DEI Thumball includes a glossary of common terminology.
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
WATCH THEM IN ACTION
View these videos to see how to use our Thumballs and have a conversation about Diversity and Inclusion:
FACILITATION TIPS
FACILITATION TIP 1: EXPLAIN & SET GOALS
Introduce the activity by explaining: "We live in a diverse world. Some differences are visible, like skin color, gender, height or weight, physical challenges and age. Others may not be visually apparent, but still affect how individuals feel or are treated: ethnicity, socio-economic position, sexual orientation, addictions, abstinence, allergies, intellect, depression or other emotional disorders, etc. The goal is to understand each other better and start a dialogue."
FACILITATION TIP 2: SET GROUND RULES
Explain that conversations about diversity and bias can be emotionally charged. The goal is to share our experiences of feeling different or excluded and identify ways to create a more welcoming, diverse and compassionate community. 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: IF CONVERSATIONS GET STICKY
Expert diversity facilitators suggest these techniques to ease difficult or emotional situations:
- Pause the conversation so you can review the ground rules with the group.
- As the facilitator, share how an experience made you feel.
- Ask others how an experience made them feel.
- 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.
- Allow attendees to volunteer their participation as they feel comfortable.
- Ask others for input on how they have handled similar situations.
- Be ready to share some of your own personal stories.
- Take a break. Stop for awhile and regroup.
- Thank participants for sharing their personal stories.
NOTE: These balls are part of Trainers Warehouse's exclusive Silver Series Thumballs.
The Developing Mentors & Coaches Thumball takes players through a playful activity that explores their personality and preferences on a range of topics. It's a creative way to get to know each other a bit better.
Many are called upon to coach or mentor a colleague, friend, or “newbie,” with little understanding of what effective coaching and mentoring look like. The task of developing others and helping them grow can be critical to organizational success. It can also be richly fulfilling and energizing to the coach or mentor.
This developmental Thumball focuses on improving the skills of coaches and mentors themselves, not the individuals they seek to help. The 31 prompts on the ball will help them better understand their role, the benefits of helping others grow, and effective coaching/mentoring techniques at their disposal.
It's easy to play! Catch the ball, look under your thumb, and share your reaction to the prompt.Thumballs look like soccer balls but are are soft and safe for indoor use at work, school, and home.
MENTORING AND COACHING THUMBALL PROMPTS
This ball is designed to help build the skill of new and seasoned coaches and mentors. Understandably, the roles and techniques used by coaches and mentors differ, as you will likely discuss when facilitating this activity. Nonetheless, the skills needed to help others grow, the self-awareness required to be good at it, and the challenges faced when coaching and mentoring others are similar and complementary. As such, players are encouraged to adapt the prompts to their specific role and needs.
FACILITATION TIPS
- Explain the goal. To become better mentors and/or coaches. Explain that the ball has questions for both roles and the player can adapt their question and answer to their needs.
- Don’t rush. Appreciate that some may not be able to give quick answers; others might want to take some time to discuss their thoughts.
- Give players a “pass.” If a player finds a prompt particularly difficult, invite them to take a PASS, ASK A FRIEND, or TOSS AGAIN.
A VARIETY OF GAME FORMATS
- Have everyone reply to the same prompt.
- Toss the ball from player to player, so each participant can reply to a different prompt.
- Take a deep dive and have players jot their own answer before discussing the topic with a partner or small group.
- Add-in other Thumballs for more variety.
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
NOTE: This ball is part of Trainers Warehouse's exclusive Silver Series Thumballs.
The point of any learning game is the debrief—the conversation at the end of the experience when facilitators tease out observations and learning points.
LEARNING GAMES ARE WORTH THE BOTHER!
Make the most of any learning game! Learners don't want to be in training sessions that they feel are a waste of time. Similarly, facilitators want to use their time well. Skilled trainers, teachers, and facilitators know that learning becomes more "sticky" if they can create experiences that draw out emotions, incorporate physical movement, include surprise, and help learners stay focused. It's why games are the perfect conduit for growth and learning, and the reason trainers take time to find the perfect experiences.
One more benefit of games is that they remove you from the real world. If facing a challenge that differs from their real job, players often feel safer trying new things, take risks, and assume different roles. They get to see how normal tendencies, ways of thinking, and manners of behaving play out and intersect with others.
DEBRIEF LEARNING GAMES, EXERCISES, AND ACTIVITIES
But that's just the start. For experiences to stick -- for them to move to long-term memory -- individuals must take time to think about what happened. They have to talk about it, relate it to something they already know, understand its importance, and consider when they might need to retrieve that learning down the road. After all, we only remember what we take time to think about (otherwise it's quickly in and out of our brains). That's the importance of a DEBRIEF!
You'll find the Session Debriefs Thumball useful for games focusing on:
- Team building
- Communication
- Leadership
- Process improvement
- Negotiations
- ... and more
SESSION DEBRIEF PROMPTS BASED ON BRAIN SCIENCE
I realize that may have sounded like a lot of memory and brain gobbledy gook above, but it's all applied in the Session Debrief Thumball.
This unique Silver Series Thumball offers a variety of conversation prompts that will help players consider the behaviors, strategies, and communication techniques that helped and hindered their success. Among the 32 prompts, you’ll find discussion starters that help players think about and process their experience and focus on the learning points worthy of long-term memory. For instance:
- Home in on feelings experienced during the game
- Consider roles assumed by various players and how those emerged
- Observe the strategies that help divide the group or build consensus
- Think about the means by which leaders emerged
- Understand communication strategies that helped or hindered the group's efforts
- Apply lessons to real world challenges
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
MORE LEARNING GAMES AVAILABLE FROM TRAINERS WAREHOUSE
Trainers Warehouse sells so much more than Thumballs. Explore a variety games that build awareness or skill in communication, team development, and leadership. Find additional debrief tools here.
Want to increase conversation around a certain topic? Try a deck of Climer Cards 2. The hand illustrated images use the power of metaphors to stimulate meaningful dialogue that helps people connect and understand each other at a deeper level.
2 SIDES = 2 DECKS!
SIDE 1: Dr. Amy Climer's latest deck of cards uses 52 new gorgeous and evocative watercolor paintings (that she painted!) to spark metaphors and imagination.
SIDE 2: On the reverse side, find words describing a variety of emotions. This deck is useful for initiating conversations about feelings. It gives players an opportunity to move beyond "good,""fine," and "okay" to describe their feelings, and is a wonderful enhancement to Emotional Intelligence and EQ training. Each emotion is translated from English into French and Spanish. You'll also find that each emotion is written in one of 6 different colors, making it quite useful to help you divide your players into smaller work groups.
TONS OF ACTIVITIES
Facilitators can use the two sides indendently, or paired.
-
Images: Spread the cards out with the image side face-up. Pose a question to the group and ask that the pick a card that represents their answer. For example: Select a card that represents:
- a personality trait
- an aspect of your identity
- a goal for the next quarter
- how you connect with your company's mission
- your definition of _______
- your team's greatest challenge
- something you hope to learn
Then, invite each person share their card and their thinking.
-
Emotions: Spread the cards out with the emotion words face-up. Ask a question that can be answered with a feeling. For instance:
- How are you feeling right now?
- How are you feeling about our team?
- How do you feel about...
- changes happening at the company
- risky new opportunities
- walking into a crowded room
- How do you feel when...
- you mess up something you're usually very good at
- you hear about a friend's promotion
- your team loses a sports match
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Pair the decks:
- Consider how the image on the front might (or might not) reflect the emotion on the reverse side.
- Alternatively, pair the Climer2 deck with the original Climer Card Deck for 104 unique images!
USE CLIMER CARDS IN DOZENS OF SETTINGS!
These wildly versatile cards can be used with groups of adults and youngsters:
- 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 CARD DECKS FEATURE...
- 52 images based on watercolor paintings by Amy Climer
- Directions on use -- but feel free to get creative with endless variations! You can also download a free ebook at climercards.com.
- 2.5" x 3.5" cards made from high quality, coated paper.
- Cardboard box to hold the deck
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!
WATCH AMY CLIMER DEMO THE DECKS
USE CLIMER CARDS THROUGH THE ONLINE PORTAL
For a 10% discount on the Climer Cards Virtual Platform, use promo code: TRAINER10
PRACTICE DIFFICULT CONVERSATIONS
These workplace scenarios, developed by Trainers Warehouse, address common categories of workplace dissonance. Each includes one or more roleplays that ask participants to consider their strategy in addressing a sticky situation. Each is an opportunity to either build or erode trust, which is key to effective working relationships.
BROAD RANGE OF TOPICS
The 18 scenarios contained in this deck cover a broad range of topics. As players practice, observers and facilitators can help identify successful approaches and outcomes. There are no “right answers.” The goal is simply to practice having difficult conversations in ways that build trust. Find roleplays that explore these four areas:
- Conflict Resolution: Addressing differences and misunderstandings. Managing conflicts between team members or dealing with disputes within the team can be challenging. Successful outcomes require players to address issues tactfully, mediate disagreements, see things from diverse perspectives, and find solutions that maintain a cooperative work environment.
- Performance Issues and Giving difficult feedback. Addressing performance issues like poor productivity, missed deadlines, or quality concerns, is a common challenge for managers. Give them an opportunity to practice giving constructive feedback, setting performance expectations, and developing improvement plans. Successful roleplays will consist of delivering difficult messages, providing feedback that’s specific and actionable, improving communication, and preserving relationships.
- Sharing feedback and facilitating tough conversations within teams. Peer feedback is a valuable tool for professional development and collaboration. Feedback scenarios focus on giving specific, constructive, and supportive input about an individual's or team's growth and development. Productive conversations should foster a culture of collaboration and understanding within the workplace.
- Leadership: managing change, crises, and growth (multi-person role-plays). Effective leadership can help motivate excellent work, create a positive organizational culture, and inspire action. Practicing multi-person scenarios will help leaders navigate challenges, guide teams, build alignment, and make decisions. Judge your success based on whether constituents feel heard, and everyone understands the way forward, with minimal stress, anxiety, and uncertainty.
24-CARD DECK CONTAINS SCENARIOS AND FACILITATION TIPS!
Work-Plays deck (4" x 6") contains these 24 cards:
- 18 scenarios
- 1 Overview/cover card
- 1 Learning Objectives
- 1 Listing of 18 scenarios
- 1 Facilitation Suggestions
- 1 Example scenario
- 1 Debrief Suggestions
The deck comes in a beautifully designed box. The cards are a hefty 330 gsm, so they won't wear out!
NO RIGHT ANSWERS
Remind players that there are no "right answers." Rather these provide an opportunity to practice difficult conversations in a safe space. While you're players may not experience these exact situations in their workplace, they will raise familiar issues. Often, practicing with cases that don't strike too close to home is easier because it allows players to take some chances and try out new techniques to apply to more "real life" situations.
FACILITATION SUGGESTIONS
TIPS TO MAKE BEST USE OF SCENARIOS
- Choose a role play scenario.
- Select which conversation you’d like to practice.
- Decide to conduct a one-on-one or multi-player roleplay.
- Decide if role players will practice privately or in front of a small group.
- Read the scenario to the group and/or distribute the situation to roleplaying participants.
- Remind players: “There are no right answers. The exercise is about getting practice and discovering effective techniques.”
- Select “observers” to help identify effective or problematic approaches.
FRONT-OF-ROOM FACILITATION TIPS
If you choose to demo difficult conversations in front of the room, keep these tips in mind:
-
- Explain that participants will take turns having these difficult conversations. Let them know that you plan to stop and start frequently, so the group can discuss techniques that are effective and/or phraseology that inhibits productive dialogue.
- Let participants who are playing the “difficult person” know they can ham it up as much as they want, but if an argument is compelling, they should respond positively.
- Change role players frequently. Invite observers to raise a hand if they have an approach they’d like to try. Invite role-players to raise a hand if they’d like a “reliever” to step in.
Developed by the Center for Creative Leadership, Visual Explorer is a powerful training tool thats designed to encourage collaborative conversations and useful dialogue in a safe learning environment. This innovative game uses a series of diverse images to create a visual vocabulary that helps people to express themselves through the use of metaphors, intuition, and emotion.
Use Visual Explorer to:
- Create healthy dialogue between team members
- Bring organizational issues to the surface
- Encourage creativity and innovative thinking
- Develop ideas into concepts
- Build group consensus and agreement
Visual Explorer is not a team exercise, game or simulation. There is no single right way to use it. Many facilitators use it to assist people with important or difficult conversations. Dialogue in groups can be difficult for any number of reasons, such as hidden conflict, power differentials among group members, an unclear idea of the problem the group faces, the inability to envision a solution, and group or organizational norms that make some topics off limits. There are 5 basic steps to using Visual Explorer as a way to facilitate group conversation: frame, browse, reflect, share, and extend.
Grounded in research and practice, Visual Explorer can be used in a wide variety of settings, including team building, communication training, and leadership development.
The Kit includes three 72-card decks of postcard-size reusable cards and a 112-page Facilitator Guide that provides step-by-step guidelines, case history applications, worksheets, and helpful tips for administering a meaningful training session.
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!
The Leadership Metaphor Explorer Kit is a dynamic, interactive tool designed to stimulate creative, insightful conversations in and among groups about leadership.
The set, which includes a deck of 83 postcard-size cards illustrated with a rich variety of drawings and captions and a comprehensive facilitator's guide, is designed to help people understand how leadership plays out in their organizations, communities, and across boundaries.
This hands-on game uses metaphorical images and captions to open a dialogue about the three stages of dependent, independent, and interdependent leadership cultures. Individuals choose images that resonate with them and then participate in a group discussion about leadership in organizations.
A typical 30-90 minute session follows a five-step process:
- Prepare. Define the session's purpose and choose participants.
- Frame. Use specific questions to set up the conversation that the session is meant to provoke.
- Browse. Each participant chooses one or more cards in response to the specific framing questions put to the group.
- Reflect and Converse. The participants discuss their cards - why they chose them, differences and similarities, and so on.
- Extend. Carry the session results and conversion to other groups across the organization.
Kit includes:
Card deck: 83 cards, 4 in. x 6 in.
Facilitator's guide: 70 pages, paperback
View video below
The Emotions Card Deck provides a path to emotional intelligence and personal growth.
Emotions are a fundamental part of our human experience, yet understanding and navigating them can sometimes be a challenge and this card deck for educators and facilitators is designed to enhance emotional literacy, develop essential skills for managing emotions, and facilitate meaningful discussions. Each card features a unique emotion or feeling ranging from joy to sadness, excitement to fear. The cards cover a wide range of emotions, empowering individuals to identify and understand their feelings and those of others which promotes self-awareness, effective communication skills, and empathy.
Each of the 57 double-sided cards also features a thought-provoking question related to the emotion depicted. These questions inspire group discussions and encourage sharing of experiences, perspectives, and strategies. Through sharing their emotional experiences, individuals realize that their feelings are not unique and have been experienced by others, fostering a sense of connection and support. The reverse side of each card adds an exciting twist to the learning experience and provides endless opportunities for play-based learning and interactive fun.
CARD DECK INCLUDES
57 double-sided emotion flashcards
4 single-sided color-coded Mood Meter cards
1 double-sided product description card that includes a QR code to Activity Guide with step-by-step instructions for 13 activities
1 single-sided card with list of emotions presented on flashcards
FEATURES
- The color of each card's outline corresponds to the 4-quadrant Mood Meter matrix, which sorts feeling based on intensity (one one axis) and pleasantness (on the other axis).
- Printed on premium quality card stock with a matt finish
- Flashcard size: 8 ½” x 5 ½”
- Durable and easy-to-store box 9" x 6"
- Cards are suitable for all ages from youth to adult
ONE DECK - OODLES OF ACTIVITIES
This deck is incredibly versatile and can be use for by a number of professionals developing EQ skills:
- Educators looking for activities to foster emotional literacy and a stronger classroom culture
- Guidance counselors seeking group or one-on-one activities
- Out-of-school professionals exploring ways to support social and emotional learning
- Facilitators & Adventure Practitioners seeking a tool for team development work with diverse groups across all ages
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:
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PARTNER PAIR-UPS - players use the 13 different shapes to find a partner (one with either a matching or complementary shape)
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BEHIND-THE-BACK PARTNER PAIR-UPS - without seeing the shape that they hold, players must find the person who has their matching shape.
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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.)
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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 |
The Power of Perception Leadership Activities take participants on a journey of walking in others' shoes and seeing the world from new perspectives. As the group works out challenges, wearing different-colored glasses, they quickly understand the reality of others not seeing the world through the same lenses they do... literally.
Using John Riordan's workbook and course, facilitators can help teams, leaders, and managers recognize, understand, and adjust their own perceptions and others'.
FACILITATION KIT INCLUDES…
The game includes all you need for 3 to 18 players.
- 3 Facilitation/Participant workbooks
- 6 Red Glasses
- 6 Blue Glasses
- 6 Yellow Glasses
EXTRA SET OF GLASSES INCLUDES…
- 1 set (3 pairs) of glasses -- (one of each color: red, blue, yellow)
POWER OF PERCEPTION LEADERSHIP ACTIVITIES
In the workbook, find a complete course on the power of perceptions, including:
- Introduction – explaining Chris Argyris’ Ladder of Inference, exploring how the information on which we focus becomes the filter through which we lend meaning, make assumptions, and draw conclusions.
- Introductory Activity – in a series of two warm-up exercises, players must add up a series of numbers and agree on the sum of those numbers. Wearing the glasses, they will arrive at different totals, and there the negotiations (and learning) begin.
- People Perceptions Activity – In a second activity, participants are asked to evaluate potential new teammates based on a set of criteria. When asked which candidate they’re drawn to, players will realize that they’ve come to different conclusions depending on the information that’s most apparent to them. Debriefs can focus on self-perceptions, cultural norms, past experience, stereotypes, affinity bias, and more.
- Emotional Intelligence Activity – the third activity asks participants to consider a person’s feelings. Again, perceptions of the situation are colored by the glasses they’re wearing. Beyond building emotion-related vocabularies, debriefs can explore projection bias, attribution bias, cultural context, assumptions, mood congruence, and more.
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Decision-Making Activity – In the fourth and final activity, participants must agree on a sum of numbers so that they can make a joint decision. The activity explores the need to:
- Begin with dialogue, not debate
- Strive first for understanding, not the quickest answer
- Differentiate constructive and destructive language when
- Negotiating decisions when everyone isn’t in agreement
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Debrief – a series of wrap-up questions, engage the group to discuss:
- Topics on which team members currently have different opinions or perspectives
- Ways you can manage different perspectives going forward.
DEMO
FROM THE DEVELOPER, JOHN RIORDAN
The Discovering Styles Thumball takes players through an activity that explores their work and management styles. It's a creative way to get to know each other a bit better. Thumballs look like soccer balls but are soft and safe for indoor use at work, school, and home. Catch the ball, look under your thumb, and share your reaction to the prompt.
ADAPTABLE FOR YOUR FAVORITE STYLE ASSESSMENT
With so many personality-type tools out there (DiSC, DISC, Meyers Briggs, Real Colors, True Colors, What’s your Style, etc.), this tool focuses on personality characteristics in general. It can be used with any of these common frameworks, to deepen learning while having some fun. Help players understand different styles, grow familiar with new terminology, practice categorizing qualities and characteristics as personality types, and consider how to draw out the benefits of each.
In fact, the ball was made silver and white so that it can align with ANY COLOR-TYPE FRAMEWORK!
EXPLORE A RANGE OF QUALITIES
You'll find personality qualities that correlate with a variety of "types"
- DECISIVE, COMPETITIVE, PERSISTENT, ASSERTIVE, GOAL-ORIENTED, EXTRAVERTED
- CHARISMATIC, OPTIMISTIC, PURSUASIVE, AFFABLE, INVENTIVE, TALKATIVE
- RELIABLE, STEADY, EMPATHETIC, COOPERATIVE, FRIENDLY, INTROVERTED
- DATA-DRIVEN, ANALYTICAL, FUTURISTIC, ORGANIZED, OBJECTIVE, THOROUGH
- CREATIVE, RESILIENT, SWIFT, VISIONARY, JUGGLER
FACILITATION SUGGESTIONS
Download a slide deck from our recent Show and Share event for more facilitation notes
Set up the experience by explaining that “similarity bias” is an unconscious bias that causes us to show preference for people who are like us. However, teams with a broad spectrum of perspectives and characteristics have been shown to outperform more homogeneous groups. By using the Profiles and Styles Thumball, you hope to expand the group’s understanding of different personality characteristics and types. Together you’ll explore how individuals with different qualities can intersect, balance each other, and improve team performance.
GAME 1: FOCUS ON ONE SINGLE QUESTION
Choose one question for players to answer when they catch the ball and look at the quality under their thumb. For instance, you might have them answer:
- How could you use this quality in a positive way?
- How can you support or encourage this quality?
- How can you best work with someone with this quality?
- Why is this quality important to our organization?
- Which of our personality type(s)/styles encompasses this quality?
- In what situations might this quality/characteristic be most effective?
- What happens if this quality is exaggerated…
- How might someone with this quality manage conflict?
GAME 2: ROUND ROBIN
In each round of play, answer a different question regarding the qualities on the Thumball. i.e.
- Round 1: “Catch the ball, look under your thumb, read the prompt aloud and answer: How could this quality be used in a positive way?”
- Round 2: “Catch the ball, look under your thumb, read the prompt aloud and answer: What happens if this quality is exaggerated…”
GAME 3: TEAM PLAY
Line up 2 teams opposite each other. The receiving team will catch the ball, read the QUALITY (the word in all caps) and quiz the other team on any one of these:
- A description or example of what that quality might look like at work.
- With which style “type(s)” might the quality be associated (i.e. “dominant”; “intuitive”; “spirited,” etc.) NOTE: the “type” should correspond with the specific assessment tool the facilitator has introduced.
- A colleague/teammate or famous person who is strong in this style
GAME 4: STYLE PAIRS
Look under both thumbs and consider how those two qualities might interact. Answer:
- How might those characteristics balance or complement each other?
- What challenges might arise when these two qualities merge?
FACILITATOR SUGGESTIONS
Our customer, CPTD-certified Kimberly Robinson, shared these facilitation notes:
For the first activity, I gave these instructions:
-
- Person #1 (Person holding the ball): Looks at where their thumb is placed. Shares the quality and description on the ball.
- Person #2 (to the right): Gives an example of what that quality might look like at work.
- Person #3 (next person): Identifies with which style type this quality might be associated (Drive, Influence, Support, Clarity).
- Person #4 (final person): Identifies a colleague/teammate (or famous person) who is strong in this style.
- Bonus: If someone else is strong in this style, speak up, so others know about another one of your gifts!
For the Style Pairs activity, after each person caught the ball and shared the qualities, the answered both questions:
-
- How might those characteristics balance or complement each other?
- What challenges might arise when these two qualities merge?
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
This ball is part of our exclusive Silver Series Thumballs.
MORE RESOURCES
Studies have shown that when people are actively involved in the thinking and decision-making process, their sense of ownership inspires results that exceed expectations. Road to THERE is the toolkit to create buy-in, increase creative energy, and inspire ownership in an organization's plan to excel!
WHY ROAD TO THERE VISIONING TOOL?
This simple tool takes the fear out of strategic planning and visioning, which for many people conjures up images of heated arguments, confusion, unresolved disagreements, hours of circular-reasoning disguised as healthy debate, and for some, the embarrassment of not knowing how.
Yet, without a clear and effective plan that lays out a roadmap to the future, and to which team members can buy-in, the organization creates an environment that is prime for chaos.
HOW IT WORKS
The Road to THERE walks individuals and teams through the process of visualizing the future and creating a clear road map that identifies the objectives, the potential obstacles, and the distance between where you currently are and how far you need to go to get THERE. With it are the Hows that everyone involved can participate in creating -- therefore making it real to the individual contributor and inspiring ownership.
INCLUDES EVERYTHING YOU NEED (except the meeting platform)
Road to “THERE” Virtual Toolkit was designed to help facilitators walk their teams through a thorough strategic planning process. The goal of the facilitation is to create an action plan with clarity of purpose, accountability, and focused intention. Included in the digitally-delivered toolkit is:
- The Road to “THERE” PowerPoint Video for Online Teams
- Concise Facilitator Guide, containing tips, not included in the PPT file
- Downloadable Planning Worksheet Master files
- Accountability Matrix Master File
NOTE: You will also need an online Meetings Platform, which allows for small group breakouts, shared whiteboards, and voting (i.e. Zoom, Webex, Google Meet, etc..)
Creator, Linda Callecod, talks about using Road to There during a Live Workshop
Synergy Stack is a deck of "Habit Cards"
The deck contains 48 "Habit cards," that help colleagues build synergy, communication, and understanding through improved Connections, Clarity, Curiosity, and Commitment. Use this thoughtful deck to help teams in their "Getting to Yes" efforts. Build strength in communication and negotiation skills. Develop alignment between individuals, teams, and departments by fortifying this critical set of skills and habits.
4 COLOR-CODED CATEGORIES TO BUILD SYNERGY
- CONNECTION: Get to know one another as human beings. The 12 GREEN cards focus groups on topics such as showing empathy, getting to know peers beyond the workplace, being real, giving credit where it's due.
- CLARITY: Develop a shared understanding of success. The 12 TEAL cards home in one on building shared understanding about goals, expectations, and priorities.
- CURIOSITY: Show genuine interest in other perspectives and possibilities. 12 ORANGE cards seek to explore others interests and perspectives through inquiry, idea sharing, challenging assumptions, openness to new thinking.
- COMMITMENT: Coming to clear commitment. 12 BLUE cards help get teams to the finish line by helping teams stay on track, honor deadlines and confidentiality, accepting accountability, and sparking action.
KEY ELEMENTS OF SYNERGY STACK CARDS
- Title: The name of the HABIT (12 habits for each of the 4 Cs).
- Color and icon- associated with one of the 4 Cs.
- Description of the Habit – definition of the habit explains what the habit looks like when used effectively.
- Question – example phrase showing how one might further explore or discuss the habit.
SO MANY USES
This thoughtfully curated collection of tools, games, and activities is designed to amplify team collaboration, foster innovation, and spark meaningful conversations among leaders at every level. The Synergy Stack deck is perfect for workshops, team retreats, or leadership development programs, such as:
- Dynamic Team-Building Exercises: Engage participants with activities that build trust, improve communication, and encourage problem-solving in real time.
- Powerful Discussion Prompts: Dive deep into leadership challenges using expertly crafted questions and scenarios.
- Adaptable Frameworks: Tailor activities to any group size or leadership style with flexible resources that meet your training objectives.
-
Plus...
- Team building
- Strategic planning
- Problem-solving
- Project kick-offs
- Post-project reviews
- Company offsites
- Conferences
- Coaching and mentoring
- Conflict resolution and Negotiation Training
- Communication training
READY-TO-GO LEARNING EXPERIENCES & GAME IDEAS
SynergyStack includes access to an online hub that's chock full of facilitation and teaching notes, multimedia content, deeper explanations of the 4-Cs approach, and 13 games that you can tailor to the needs of your groups.
- 3 general "icebreaker" exercises that use all the cards in the deck
- 4 exercises that use just the 12 cards of the associated "C"
- 1 Teambuilding exercise
- 3 one-on-one activities (build self-confidence, coach through a conflict, career development)
- 2 personal development activities
LEARN MORE
Listen to a recording.
FA
FAQs
Q: What is Synergy Stack?
A: Synergy Stack is a deck of 48 “Habit Cards” designed to strengthen team communication, collaboration, and negotiation. The cards help teams build practical habits across four areas: Connection, Clarity, Curiosity, and Commitment.
Q: How do teams use Synergy Stack in training or workshops?
A: Facilitators use the cards as conversation starters, reflection prompts, and activity guides during team-building sessions, leadership development workshops, project kickoffs, and retrospectives. The deck supports both group discussion and one-on-one coaching.
Q: What are the four categories in Synergy Stack?
A: The deck is organized into four color-coded categories:
-
Connection (green): building empathy and human connection
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Clarity (teal): aligning on goals, expectations, and priorities
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Curiosity (orange): exploring perspectives and challenging assumptions
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Commitment (blue): accountability, follow-through, and action
Q: What’s included on each Habit Card?
A: Each card includes the habit name, a brief description of what the habit looks like in practice, and a sample question or prompt facilitators can use to spark discussion or reflection.
Q: What kinds of programs is Synergy Stack best for?
A: Synergy Stack works well for team building, leadership development, strategic planning, communication training, negotiation training, conflict resolution, project kickoffs, post-project reviews, offsites, and coaching or mentoring sessions.
Q: Is Synergy Stack suitable for different group sizes?
A: Yes. The cards can be used with small groups, full teams, or in one-on-one coaching. Activities can be adapted for workshops, retreats, classrooms, and conference sessions.
Q: Are ready-to-use activities included?
A: Yes. Synergy Stack includes access to an online hub with facilitation notes, deeper explanations of the 4Cs framework, multimedia resources, and 13 ready-to-run games and exercises that can be tailored to different learning goals.
Q: What skills does Synergy Stack help develop?
A: The cards help build practical habits for communication, collaboration, alignment, curiosity, accountability, problem-solving, and negotiation—skills that support high-performing teams and effective leadership.
Learning activities perfectly suited to your content!
The closer learning is to real work situations, the better the learning transfers to the real world.
Real-world relevance is why LearningSim's 5-Step Simulations strike the perfect balance of complexity, engagement, power, and ease of use.
Pick up one of these mini-simulations or role-play scenarios. Use them "as is"; or tweak them to your content and training needs. This robust collection contains 35 files and templates with more than 50 scenarios on topics such as decision making, ethics, customer service, giving feedback, negotiation, sales skills, leadership, safety, presentation skills, and more. Plus you'll find instructions and templates on the essential steps to prepare, present, facilitate, and debrief the experiences for maximum learning.
Durations: 30-120 mins. Downloadable file includes 300+ pgs. of reproducible content. MS Word files. Single User license.
View Table of Contents
What You Get
- 28 Ready-to-use training simulations in 16 topics, each with facilitator, learner, and partner material
- Editable Microsoft Word files filled with simulation content
- Sample simulation template in Articulate Storyline (.story) file format
- Trainer and designer guides and templates with helpful suggestions on how to blend 5-Step Simulations into existing courses and training programs
- All included in a singlecost-effective license that fits your needs
New in Version 2!
- Articulate Storyline simulation example (with .story file)
- 6 new simulations, now including safety topics
- Templates for writing your own 5-Step Simulations
- The 1-page "Sneaky Training Technique" template
This is a downloadable product. After you make your purchase, you will receive a link where you can download the software.
This engaging, interactive Emotional Intelligence exercise is a perfect workplace discussion tool. These 30 EQ conversation prompts will improve mutual understanding and help teams develop stronger emotional intelligence skills. The resource is suitable for use in both virtual and face-to-face training sessions.
EMOTIONAL INTELLIGENCE TRAINING ACTIVITY LEARNING OBJECTIVES
- Learn about the emotional intelligence in an interactive way
- Help participants’ identify their own EI strengths and weaknessses
- Build a list of the skills and attributes associated with good EI
- Understand ways to improve emotional intelligence
- Reduce stress and make relationships at work (and in life) more rewarding
HOW THE EMOTIONAL INTELLIGENCE TRAINING ACTIVITY WORKS
Emotional intelligence skills are critical to creating a positive work environment, in which productivity, staff well-being and morale can prosper.
In this engaging activity, you'll show small teams of participants one of the 30 discussion cards (online or printed version). Each card poses an EI-related question that requires a response. Participants are asked to:
- Individual responses: Participants consider their own response and jot personal notes on a handout or notebook. The individual response allows for self-analysis and through trying to reach a team consensus, the card is shared and discussed.
- Group Concensus: Teams then discuss their answers within their small group and must agree on a team response. People learn from hearing viewpoints from others and having to give reasons to support their own.
The activity is not in any way a test. Each member of the team has their own forms, so any notes participants make about themselves are strictly for their eyes only.
Facilitators have many options for how they use the cards. The can shuffle the cards and move from question to question. Choose just the few prompts the prefer to discuss. See how many topics they can cover in the allotted time.
30 CARDS - 3 TYPES OF PROMPTS
The 30 cards are broken into 3 categories. Each category has a different question and response format.
- Response Cards (10 cards) - these prompts pose a specific question for consideration. These cards might ask, for instance, What strong personal values influence your actions and decisions?
- Yes/No Cards (10 cards) - these ask a yes/no question, then prompt players to consider why they answered as they did. For instance, they might ask if you agree or disagree with a probing statement.
- Task Cards (10 cards) - these require to participants to consider the action they might take in a certain situation. For example, Consider how you might regulate your own emotions in a given situation.
Together, the cards show how EI is about self-awareness, self-restraint, empathy, self-esteem and good social skills - and about regulating emotions rather than allowing them to take centre stage.
After the debrief, there is a handout for individuals to take away, to use as a memory aid.
PARTICIPANTS
- 3-24 (up to 4 teams of 3-6 per team)
TIMING
- 1 hour + debrief
LEARN MORE
TRAINER/FACILITATOR ROLE
- Introduce the activity in plenary session. When using virtually, arrange the group into teams of 3-6 and install in breakout rooms. In the classroom, teams simply sit at different tables.Issue the set of 30 cards to view on-screen (in a virtual or face-to-face setting) or you can print them (if in a face-to-face setting).
- Teams work through the cards one at a time. If time is limited, you may choose to omit certain cards - or give a time-guide of, for example, two minutes per card.
- Observe teams in action and collect any interesting interactions for the debrief.
- Halt proceedings after the hour and allow teams a few moments to reflect on the session.
- Lead a debrief in plenary to bring out the learning points. The Trainer’s Notes includes a commentary for every card.
- Finally, issue the Handout that summarizes the topic and gives tips for the future.
PACK CONTENTS
- Trainer’s Facilitation Notes (PDF file)
- PowerPoint Presentation (PPT file)
- Set of 30 'Cards' (PPT and PDF files)
- Handout A: Response Form (PDF file)
- Handout B: Tasks Form (PDF file)
- Handout C: Notes on EI (PDF file)
FIVE-YEAR LICENSE
This Northgate Training Activity comes with a five-year license for repeat use with up to 24 participants per training session within the license-holding organisation.
Emotional Intelligence Training Activity is designed by Northgate Training Activitiesand supplied digitally via the Northgate Trainerhub.
MORE FROM TRAINERS WAREHOUSE
TRAINERS WAREHOUSE is your one-stop shop for training tools that make learning more innovative and fun. You'll find loads of team building and emotional intelligence tools, as well as fidget toys, reusable table tents, and signage solutions for classroom management.
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
Kind Cards is a set of 52 cards, including two wild cards, designed to enhance your kindness skills at work. Each card outlines a unique act of kindness, along with its benefits, practical tips, suggested scripts, and thought-provoking questions. On the back of each card, you'll find reflection questions, providing a space for you to record your experiences directly on the card.
Kindness is a skill, and like any skill, it varies among individuals. Needing help with kindness doesn't imply someone is unkind; it presents an opportunity for personal growth at all levels.
For Individual Contributors: Upskilling kindness improves collaboration and goal delivery.
For Managers: Kindness is your top retention tool; upskilling enhances team commitment and performance.
For Executives and Business Owners: Set a kind tone for the business; it results in higher retention, engagement, and overall organizational performance.
COLOR-CODED FOR EASY REFERENCE
The 52-card deck has three categories of cards, plus 2 wild-cards focused on practicing self-kindness.
- Red: Personal Growth and Self-Reflection (18 cards)
- Blue: Communication and Connections (17 cards)
- Yellow: Relationship Building and Support (17 cards)
On each card, find 7 elements:
- A prompt for a kind act
- Guidance on how to identify kindness opportunities
- Examples of how to act on that kindness
- Numbered cards to help pair that act of kindness with other acts
- Ways to incorporate the kind act going forward
- Questions to reflect on the act of kindness, its impact, and how it felt do perform the act
- Emoji that aligns with the theme of the kind act
FOUR QUESTIONS FOR KIND CARD GROUP ACTIVITIES
INDIVIDUAL STRENGTHS & OPPORTUNITIES
If using Kind Cards for group activities, team building, or EQ and kindness training, set out a deck of cards and ask players to select a a card that describes a...
- Kindness skill you're strong in -- and how it benefits your team
- Kindness skill you want to develop -- and how it might benefit your team
- Kindness action that could enhance team effectiveness
- Kindness act you value and hope others will extend to you
- Recent act of kindness you extended or received -- and how it made you both feel
Have participants share the card they selected and discuss why they chose it.
TEAM ASSESSENT
Alternatively, as a team, select 1-2 kindness acts, in which your team is...
- Currently really good at
- Could use some work on
- Might benefit from enhancing
USING KIND CARDS - INDIVIDUAL KINDNESS PRACTICES
Each week, simply choose a card randomly, or in order. Read the suggested act of kindness carefully. Keep the card with you as a reminder and actively look for opportunities to practice the kindness mentioned to a colleague. After performing the kind act, answer the reflection questions on the back of the card to capture the experience. If the opportunity doesn't arise, hold onto the card for the right moment or pick a new one to explore a different act of kindness.
DOZENS OF USES
- Team Building Activities
- Onboarding and Orientation
- Cultural Sensitivity and Diversity Initiatives
- Manager Training
- Internal Communication Campaigns
- Icebreaker Activities
- Conflict Prevention & Resolution Workshops
- Daily Huddles or Check-ins
- Company-wide Kindness Contests
- Company Values
- Critical Conversations
- Virtual Team Engagement
- Leadership Development
KIND CARD DEVELOPER, JAMIE GRACEFFA, PRESENTS...
POWERPOINT DEMO
Try the facilitation techniques described here!
Each Card is 4 1/2" x 5"
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
*** PURCHASE 1 ONLINE ASSESSMENT PER PARTICIPANT! ***
This product will provide access to a single use of this online assessment for self-study or evaluation purposes.
HRDQ ASSESSMENT CENTER ACCOUNT NEEDED FOR MULTIPLE PARTICIPANTS
If you'll be conducting online assessments for multiple people, you'll need to make a one-time purchase of the Online Assessment Administration Fee to create an HRDQ Assessment Center Account for ongoing tracking, administration and support. See product code #SOLASADM, and add to your shopping cart.
PRODUCT DOWNLOADS
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
CONTENTS
- Personalized, full-color report
- Results of 20-item assessment
- Understanding Leadership
- Understanding Leadership Style
- Your Leadership Profile
- Your Leadership Style Strength
- Your Leadership Style Trouble Spots
- Flexing Your Leadership Style
- Recognizing Others' Dominant Style
- Applying What You've Learned
- Comparative Data
HRDQ ASSESSMENT CENTER
Gone are the days of mailing pre-work to participants, shuffling paperwork, and tabulating scores in your head. Here is a streamlined solution that will transform the way you prepare for and deliver training with assessments, whether your audience is 20 or 20,000. The online assessment portal gives you complete control over the entire process, from distribution, to administration, scoring, and data management, all with just a few clicks of a mouse.
As a trainer, the Assessment Center enables you to distribute assessments simultaneously to a global audience, manage and track participant progress and completion, access scores immediately and control the release of results, provide full color results to your audience, and print interpretive reports on demand. Participants have 24/7 access to a secure personal account, the ability to complete assessments from any location, at any time, automatic scoring and instant results.
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