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Bigger and Better

Bigger and Better is a team building activity in which teams compete by trading ordinary objects.
The winner is the team that ends up with the biggest and best items when time expires.

This active teambuilding exercise requires six people at minimum, and can support very large
groups if the teams are divided evenly. Teams should be about three to six people in size. This
game involves interacting with lots of strangers in a public place such as a school campus. Props
required include small objects such as paper clips or pens (one for each team). Recommended
age is 18 and up. This game can be played with adults and even in corporate settings. When
playing with younger people, please be sure to provide proper supervision when necessary.

Setup for Bigger and Better

To prepare for Bigger and Better, get several paper clips or some small objects that are low in
value. Be sure to have enough to provide one per team.

Playing Bigger and Better

Explain the rules to everyone: You will give each team a small object, and their job is to keep
trading and upgrading their team’s object to obtain the largest and most valuable item possible.
They may not offer anything other than the item they have, and they must stick together as a
group. Set a time limit, such as one or two hours, and tell everyone that they must be back in
time or else they will be disqualified. Announce that each team’s item will be judged in three
categories: size, value, and creativity.

Divide the group into teams of three to six. Pass out the paper clip (or other small object) to the
each group and send them off. When time expires, the judging process begins. Each team
presents their item before the entire group. They explain why their item is biggest and best. At
the end, choose winners for each of the three categories, or judge the items in any other way you
wish. This activity involves good teamwork and creativity as each team coordinates their efforts
and decides what strategies they will approach when playing. Camaraderie will be built, and
surprises will come out of the activity. Who knows, a group might be able to turn a paper clip
into a car! Well, maybe a toy car.

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Candy Introductions
Candy Introductions is a get-to-know-you game that helps people learn new facts about each
other in an easy way.  They select various pieces of candy from a bag, and each candy variety is
associated with a fact about themselves which they will introduce to the others. This game also
goes by other names, including the M&M game, Candy Confessions, the Skittles Game, the Gum
Drop game, among others.

Candy Introductions can work with any group size.  The icebreaker works best when the group
size is limited to 12, so if you have more than 12, divide the larger group and run the icebreaker
within the smaller sized groups.  This icebreaker works best indoors, and is well suited for
classrooms or meeting rooms.  Materials required are: candy with about five different variations
(color or candy type), and an optional chalkboard/whiteboard.

Setup for Candy Introductions

Purchase several variety packs of candy, enough for each person to be able to have at least five
pieces.  They can be any candy type, but not too many choices (limit it to around five or six
different varieties).  Alternatively, you can buy gummy bears, life savers, gum drops, skittles,
m&ms, or any other candy that already has a variety of colors.

Instructions for How to Play 

Pass around the candy and tell each participant to choose anywhere from 1 to 5 pieces of
anything that they want.  Instruct them not to eat it yet, though.  After they have chosen their
candy, you will tell them what each candy type/color represents.

If there is a whiteboard or chalkboard present, write on the board the following:

 Red – Favorite hobbies


 Green – Favorite place on earth
 Blue – Favorite memory
 Yellow -Dream job
 Orange – Wildcard (tell us anything about yourself!)

If you don’t have the above colors, change the above to match the candy types that you have. 
Each person takes turns introducing himself or herself, beginning with their name and then
saying one fact for each candy type that they have.  This easy introduction game should go
relatively quickly (assuming they weren’t greedy and that they didn’t take too many pieces of
candy!)

Defend the Egg


Defend the Egg (also known as the Great Egg Drop) is a teambuilding activity that involves
collaboration, problem solving, and creative teamwork.  Groups build a structure out of ordinary
materials and try to protect a raw egg from breaking when dropped from a high elevation.

This exercise in teambuilding can be messy, so choose an appropriate setting where making a
mess is acceptable.  The recommended group size is: teams of four or five people.  Several
materials are needed: raw eggs, several plastic straws, masking tape, newspaper, and other
materials of your choice.  This activity is for people ages 14 and up.

Setup for Defend the Egg

This game works well with teams that are not too large.  A good team size is four or five people. 
Pass out one egg and a limited supply of materials (e.g. four straws, a three foot strip of tape, one
section of a newspaper, etc.)  This activity is more challenging with less materials provided, so
decide how challenging you wish to make it.

Gameplay for Defend the Egg

Explain the rules: the mission is to protect the egg from cracking using teamwork, creativity, and
a good design.  You will drop each structure at least fifteen feet, and so the goal is for each
structure to be able to withstand such a fall.  Each team will only be given limited resources, and
so they must be wise with what they have.  They may not use any other resources other than
what is given to them.  Optionally, you can have other critera for judging including:

 most creative design


 most stylish/visually appealing
 (any other awards you wish)

Decide on an appropriate amount of time (e.g. 20-25 minutes) and then instruct them to begin! 
Tell them to place their egg inside their structure. 

Be sure to supervise each team as they build their structure. 

When time is up, collect all the structures.  Now is dramatic finale in which the structures are
dropped (or thrown!) from at least 15 feet in elevation and then carefully inspected to see if the
eggs survived. The winners are the groups that successfully protected the egg.  If you chose to
have other awards, announce those winners also. 

This activity is useful to illustrate the importance of teamwork.  Ask everyone to reflect on how
their group accomplished the task, what worked, what was challenging, etc.

Variation

A much more challenging variation of this activity is to provide no materials (other than the egg)
and ask the participants to find materials from outdoors. 

Did You Know? Bingo


Did You Know? Bingo (also known as the Autograph Game) is an icebreaker that helps people
learn interesting facts about each other.  People walk around the room and mingle until they find
people that match the facts listed on a bingo-style sheet.
This game is a get-to-know-you style icebreaker.  The recommended group size is: large or extra
large.  The game works best with a group of about 25 people.  It can be played indoors or
outdoors.  Materials required are: printed bingo sheets and pens.  Ages 12 and up.

Setup for Did You Know? Bingo

The objective of this game is for people to wander around the room and to obtain the signatures
of people who have the facts listed on the bingo sheet.  Once a person successfully obtains a full
row (5 in a row), whether horizontally, vertically, or diagonally, he or she shouts “BINGO!” and
wins.

This game requires a little bit of setup.  Prepare a 5 by 5 table, with interesting facts written
inside the boxes.  These facts can include funny or bizarre things.  For example:

 Likes anchovies
 Has been to Hawaii
 Speaks more than two languages
 Has never been on a plane
 Has more than four brothers
 Has gone without a shower for more than three days

Be creative!  You can mark the center square “FREE SPACE” like traditional bingo games. 
After you have prepared the table, print out enough copies for the number of players you are
expecting.

Instructions for How to Play

Pass out a sheet to each person, along with a pen.  Explain the objective of the game and the
following rules: (1) each person you talk to may only sign your sheet once, and (2) to win, you
must get signatures to form 5 in a row horizonally, vertically, or diagonally.  Say “Go!” and ask
your participants to begin.

Once someone shouts “Bingo!” everyone returns and the person must introduce the people who
signed his or her sheet.  If desired, you can ask each person to explain their fact. This icebreaker
game is fun way to get to know humorous or unique facts about people.  Enjoy!

Fabulous Flags
Fabulous Flags (also known as the Personal Flags Activity) is a useful icebreaker activity to help
people convey what represents them or what is important to them.  Each person draws a flag that
contains some symbols or objects that symbolizes who they are or what they enjoy.

This get-to-know-you activity is best done indoors.  Any number of people can participate.  The
recommended age is 7 and up.  Materials required are: several sheets of paper, pens, and colored
pencils/crayons/markers.
Instructions for Fabulous Flags Activity

Pass out a sheet of paper, pens, and colored pencils, crayons, and/or markers to each person. 
Explain the activity: “We’re now going to draw flags that represent or symbolize us.  Please
design your own flag of you – include some symbols or objects that symbolize who you are or
what you find enjoyable or important.”  You can show your own sample flag if you like.  For
example, you could draw:

 a guitar (representing your passion for music)


 a tennis racket (someone who enjoys sports)
 a country like India (representing your affiliation with a country)
 a cross and a heart (representing Jesus and His love for the world)

Give everyone a set amount of time to draw (e.g. 15-20 minutes or so) and then reconvene.  Ask
for volunteers to share their flags and explain the meaning of what they drew.  If it is a large
group, you can divide everyone into smaller groups and ask them to share their flags with each
other, or you can just ask a small number of volunteers to share.

Variations

After everyone has finished sharing the individual flags, as a big group you can ask everyone to
brainstorm ideas on what to draw for a large class-wide flag.  Proceed to delegate individuals to
draw certain parts of the class-wide flag.  Alternatively, you can collect the individual flags and
paste them onto a board to create a “quilt” of individual flags, representing unity.

Fear in a Hat
A good activity to run at the beginning of a class semester, Fear in a Hat (Also known as Worries
in a Hat) is a teambuilding exercise that promotes unity and group cohesion. Individuals write
their personal fears (anonymously) on sheets of paper which is then collected in a hat and read
aloud. Each person tries to describe his or her understanding of the person’s fear. This leads to
good discussion centered around the fears.

This teambuilding exercise requires writing utensils, sheets of paper, and a hat. Allow about five
minutes of writing time, plus one to two minutes per participant. The recommended group size is
at least eight, but no larger than 20. It’s possible to run this activity with a large group, if the
group is divided into smaller groups and if there are enough facilitators. This activity is for
people ages 14 and up.

Setup for Fear in a Hat

Distribute a sheet of paper and a writing utensil to each person. Instruct them to anonymously
write a fear or worry that they have. Tell them to be as specific and as honest as possible, but not
in such a way that they could be easily identified. After everyone is done writing a fear/worry
(including the group leaders), collect each sheet into a large hat.
Running the Fear in a Hat Teambuilding Activity

Shuffle the sheets and pass out one per person. Take turns reading one fear aloud, and each
reader should attempt to explain what the person who wrote the fear means. Do not allow any
sort of comments on what the reader said. Simply listen and go on to the next reader.

After all fears have been read and elaborated, discuss as a whole group what some of the
common fears were. This teambuilding exercise can easily lead to a discussion of a team
contract, or goals that the group wishes to achieve. This activity also helps build trust and unity,
as people come to realize that everyone has similar fears.

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Giants, Wizards, Elves


Giants, Wizards, and Elves is an icebreaker that is similar to Rock, Paper, Scissors — except
more hilarious!  It’s also a versatile game — it works in groups of all sizes, including large
groups of 50 or above. 

This icebreaker game involves to teams and requires no special materials to play.  It works both
indoors and outdoors, so go ahead and have fun!

Setup for Giants, Wizards, and Elves

This game involves two teams who will act as one of 3 characters: giants, wizards, and elves.
When a player acts out a character, he or she does the specific hand motions and also makes the
noise associated with the character.

 Giants.  Stand on your tippy toes, raise your arms like a giant, and make a menacing
growling noise: “Rarrr!”  
 Wizards.  Crouch slightly, as wizards are a bit shorter.  Wave your fingers as though
you’re casting a magical spell, and make a magical noise: “Shaazaam!”
 Elves.  Crouch down very low, cup your hands around your ears, and make a high
pitched elf noise: “Eeeee!”

Make sure everyone knows the motions and sounds.  Feel free to practice until everyone knows
how to become each character.  Split everyone into two teams and divide them into separate
sides of the room. For each round, both teams huddle and choose to become a giant, wizard, or
elf.  When ready, both teams then line up and stand facing each other, about five or six feet
apart.  At the start of each round, the leader says “Three, two, one, go!!”

At this point, each team acts out the character they chose (giant, wizard, or elf).  As soon as they
do this, the winner tries to grab the loser — as many people over to their side as they can.  The
loser tries to retreat back to their own side to be safe for that round.  If captured, a person now
belongs to the other team.  The following determines who beats who:
Giants beat elves, because giants are able to “squash” elves.  Elves beat wizards because they
outsmart them.  Elves chew at their legs.  Wizards beat giants because they are able to zap them
with a magic spell.  If both teams show the same character, no one wins.  Rounds keep repeating
until one team wins (the other team is completely captured).

Icebreaker Questions
Icebreaker Questions is simply a list of 20 great questions that you can ask people to help them
feel more part of a group or team.  These questions are fun and non-threatening.  You can use
them as an icebreaker for meetings or classrooms, written on notecards and adapted for other
games, or simply as a fun activity to help people get to know each other better.

Instructions for Icebreaker Questions

A great way to help people open up is to ask them fun questions that allow them to express their
personality or interesting things about them.  Here is a list of twenty safe, useful icebreaker
questions to help break the ice:

1. If you could have an endless supply of any food, what would you get?
2. If you were an animal, what would you be and why?
3. What is one goal you’d like to accomplish during your lifetime?
4. When you were little, who was your favorite super hero and why?
5. Who is your hero? (a parent, a celebrity, an influential person in one’s life)
6. What’s your favorite thing to do in the summer?
7. If they made a movie of your life, what would it be about and which actor would you
want to play you?
8. If you were an ice cream flavor, which one would you be and why?
9. What’s your favorite cartoon character, and why?
10.  If you could visit any place in the world, where would you choose to go and why
11. What’s the ideal dream job for you?
12. Are you a morning or night person?
13. What are your favorite hobbies?
14. What are your pet peeves or interesting things about you that you dislike?
15. What’s the weirdest thing you’ve ever eaten?
16. Name one of your favorite things about someone in your family.
17. Tell us about a unique or quirky habit of yours.
18. If you had to describe yourself using three words, it would be…
19. If someone made a movie of your life would it be a drama, a comedy, a romantic-
comedy, action film, or science fiction?

If I could be anybody besides myself, I would be…

King Elephant
King Elephant (also known as Animal Kingdom Game) is well suited as a good party game or an
icebreaker for meetings. It involves a little bit of silliness and is a lot of fun. The goal of the
game is to become the King Elephant, the head of the circle.

This active game works best if you have between 8 and 15 people. It is a good indoor game, and
although it does require some movements (mainly making animal gestures), there is no running
involved. No special props are required – it’s pretty simple to play! The recommended age is 10
and up.

Setup for King Elephant Game

Not much setup is required. Instruct all players to have a seat and arrange everyone in a circle,
facing each other. Each seat in the circle will be a different animal, arranged in order from the
top of the food chain (the King Elephant) down to the bottom of the food chain (a slimy worm).
Designate one person to be the King Elephant and then assign the other animals in order. If you
wish, you can let players choose their own animal and invent their own gesture for the animal.
Otherwise, typical motions for the animals are:

 King Elephant – hold one arm out, extended away from your nose, while the other arm
wraps around and holds your nose.
 Bird – join both of your thumbs together and flap your hands like a bird flying
 Chicken – place your hands under armpits and flap your arms
 Alligator – extend your arms out in front of you, with one hand facing up, and the other
down, and clamp them both together like an alligator’s jaws
 Bear – hold your two hands out like giant bear claws
 Lion – connect your hands above your head like a circle, make a growling face like a
lion’s roar
 Snake – make a slithering snake movement with one of your arms
 Fish – clasp both your hands together and imitate a fish swimming upstream
 Monkey – puff cheeks, while pulling your ears out
 Worm – wiggle one bent finger

How to Play King Elephant

King Elephant is a rhythm game in that you must successfully stay on beat. Depending on the
chair you are currently seated in, each person adopts an animal gesture (as described above, or
you may create a new one). The task is to correctly do your animal signal when called upon, and
then to make another animal’s signal to try to get that person to make a mistake.

The rhythm to maintain is set by the person who is King Elephant. He or she can alter the speed
as desired. Everyone follows the rhythm of a 1-2-3-4 pattern, where 1 is a pat on the knee, 2 is a
clap, 3 and 4 are left and right thumbs (or the signals). The person does his or her own signal
(animal gesture and noise) first, followed by another animal’s signal. So for example, a round
could look like this:
King Elephant starts rhythm: knee pat, clap, elephant signal (his or her own signal),
King Elephant signals a different player: knee pat, clap, bear signal (or anyone else’s signal),
Bear continues: knee pat, clap, bear signal (his or her own signal),
Bear signals another player: knee pat, clap, fish signal,
Fish continues: knee pat, clap, fish signal (his or her own signal)..

and so on. When people fail to keep the rhythm or make a mistake on their signal (e.g. do a
signal when they aren’t supposed to) then they become the new worm and everyone else moves
up by sliding up a seat. Those who change seats take on the role of a new animal. The goal is to
try to be the King Elephant by knocking out anyone in front of you.

Great fun! Be sure to get everyone to make funny animal sound effects when they do their signal
too.

Lost on a Deserted Island


Lost on a Deserted Island is a teambuilding activity that also helps people share a little about
themselves.  Given the scenario that everyone is lost and stranded on a deserted island, each
person describes one object that they would bring and why. 

This game is a teambuilding and get-to-know-you icebreaker.  The recommended group size is
medium, although small and large group sizes are possible too.  An indoor setting is ideal.  No
special props or materials are required.  This icebreaker works well for any age, including adults
and corporate settings.

Instructions for Lost on a Deserted Island 

The situation is dire — following a shipwreck, everyone has been stranded on a deserted island! 
Each person is allowed to bring one object to the island — ideally something that represents
them or something that they enjoy.  The first part of this icebreaker is simple: each person is
asked to describe what object they would bring and why.  This need not be realistic; if someone
loves music, he or she might choose to bring a guitar, or an animal lover might choose to bring a
dog, a food lover might choose to bring sirloin steaks, and so on.  Encourage people to be
creative. 

After everyone has introduced their object and why they have chosen that object,
the teambuilding portion follows.  Divide into smaller groups and ask everyone to work
together to improve their chances of survival by combining the various objects that they
introduced.  If necessary, you can add more objects, but be sure to use all the objects that
everyone mentioned.  If you wish, you can reward the most creative group with a prize.

Lost on a Deserted Island is an approachable way to get people to open up and share a little bit
about themselves and what they enjoy or value.

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Good Icebreaker Questions
Good Icebreaker Questions is simply a list of 12 good questions that you can ask to help break
the ice.  These questions are fun, and generally pretty easy and safe to answer.  You can use them
as an icebreaker for meetings or classrooms, written on notecards and adapted for other games,
or simply as a fun activity to help people get to know each other better.

Instructions for Good Icebreaker Questions

In terms of facilitation, a great way to help people get to know each other is to ask them fun
questions that allow them to express their personality or interesting things about them.  Here is a
list of fun, useful icebreaker questions to help break the ice:

 If you were a comic strip character, who would you be and why?
 What thought or message would you want to put in a fortune cookie?
 If you had to give up a favorite food, which would be the most difficult to give up?
 What is one food you’d never want to taste again?
 If you won a lottery ticket and had a million dollars, what would you do with it?
 You’ve been given access to a time machine.  Where and when would you travel to?
 If you could be any superhero and have super powers, which one would you like to have
and why?
 Mount Rushmore honors four U.S. presidents: Washington, Jefferson, Lincoln, and
Roosevelt.  If yuo could add any person to Mount Rushmore, who would you add and
why?
 What award would you love to win and for what achievement?
 If you could transport yourself anywhere instantly, where would you go and why?
 In your opinion, which animal is the best (or most beautiful) and why?
 What is one item that you really should throw away, but probably never will?
 Growing up, what were your favorite toys to play with as a child? 

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String Game
The String Game is an introduction icebreaker game and conversation starter that allows people
to  tell others about themselves.  It’s a simple game and can be adapted according to your needs.

This getting-to-know-you game usually does not take long, unless you choose to run it that way. 
The recommended group size is small and medium groups, although with careful planning it
might be possible to do this activity in a large group by splitting it into smaller groups.  An
indoor setting is ideal.  This icebreaker is recommended for young children up through eighth
grade.  It’s well suited for classrooms, camps, or other settings where people may not know each
other very well yet.
Instructions for the String Game 

This activity needs a little bit of preparation work.  Purchase a big roll of yarn or string.  You can
buy any color, or multiple colors if you wish.  Take a pair of scissors and cut strings of various
different lengths — as short as 12 inches, and as long as 30 or more inches.

When you are finished cutting the string, bunch all the pieces up into one big clump of string.

To play, ask the first volunteer to choose any piece of string.  Have the person pull on it and
separate it from the other pieces of string.  Ask them to introduce themselves as they slowly wind
the piece of string around their index finger.   The funny part of this icebreaker game is that some
of the strings are extremely long, so sometimes a person must keep talking for a very long time! 
This is a good way to get everyone to start talking.  People might find out something interesting
or new about each other!  Feel free to adapt this game according to your needs.  Have fun.

Trust Walk Teambuilding Activity


The Trust Walk is a teambuilding activity that helps people practice trusting each other.  A
leader steers his or her partner around obstacles using verbal or nonverbal instructions.

This activity is an active teambuilding activity that requires a great deal of space.  An outdoor
setting with some obstacles (but nothing too dangerous!) is ideal.  The recommended group size
is: small, medium, or large.  Participants will form pairs.  Materials required include blindfolds
and any props that you can set up as minor obstacles.  This activity is for ages 14 and up.

Instructions for the Trust Walk Teambuilding Activity

The Trust Walk Activity is an effective team building activity involving leadership and building
trust, as blindfolded participants must rely on instructions given to them in order to avoid various
obstacles.

As the faciliator of the Trust Walk Teambuilding Activity, be sure to scout out a safe area in
advance.  Large fields or the woods may be good places to try.  Minor obstacles (trees, branches,
small hills) are okay, but do not play this game in a dangerous environment (for example,
anywhere with very steep ledges or sharp protruding objects).  Once you have found a safe, large
area, you can prepare additional obstacles if desired (cardboard boxes, balloons, etc.).

Start in a nearby location.  Ask participants to arrange themselves into pairs.  Instruct one partner
to be the guide (navigator) and the other to be blindfolded.  Once the blindfolded partner is
ready, slowly spin the person around a few times so that they are unsure which direction they are
headed.   Guide the participants to the field with obstacles.  From this point on, the guide should
not touch the partner at all, but rely solely on verbal cues (e.g. “In approximately five steps
ahead, there will be a tree branch.  Go ahead and step over it slowly.”)

Remember that the guide is solely responsible for his or her partner’s safety.  He or she try their
best to steer their partner away from obstacles.  Valuable lessons can be learned to teamwork and
unity.  For example, the guide will learn about the challenge and responsibility of caring for
another individual’s well being, while the blindfolded partner learns to trust and rely on another
person. 

Reflection of the Trust Walk Activity 

If desired, ask participants to reflect and share what they learned from this experience.  The
following are some sample questions to ask following the Trust Walk team building activity:

 What was it like to be the “guide,” being fully responsible for the safety of your partner?
 What do you think was the purpose of this team building activity?
 Did you have any difficulty trusting your partner while blindfolded? Why or why not?
 Why is trusting your teammates important?
 Afterwards, how did it feel when you and your teammate successfully trusted each other
to accomplish something challenging?
 How does this relate to _______ (here you can fill in the blank with the current scenario
of the participants, such as class, a sports team, employees working together on a project,
etc.)?

Two Truths and a Lie


Two Truths and a Lie is a classic get-to-know-you icebreaker. Players tell two truths and one lie.
The object of the game is to to determine which statement is the false one. Interesting variations
of this game are provided below.

This game is a get-to-know-you icebreaker.  Recommended group size is: small, medium, or
large.  Works best with 6-10 people.  Any indoor setting will work.  No special materials are
needed, although pencil and paper is optional.  For all ages.

Instructions for Two Truths and a Lie

Ask all players to arrange themselves in a circle. Instruct each player to think of three statements
about themselves. Two must be true statements, and one must be false. For each person, he or
she shares the three statements (in any order) to the group. The goal of the icebreaker game is to
determine which statement is false. The group votes on which one they feel is a lie, and at the
end of each round, the person reveals which one was the lie.

Variations to Try

“Two Truths and a Dream Wish.” – An interesting variation of Two Truths and a Lie is “Two
Truths and a Dream Wish.” Instead of telling a lie, a person says a wish. That is, something that
is not true — yet something that the person wishes to be true. For example, someone that has
never been to Europe might say: “I often travel to Europe for vacation.” This interesting spin on
the icebreaker can often lead to unexpected, fascinating results, as people often share touching
wishes about themselves.
Who Done It (Whodunit)
Who Done It? is an icebreaker that reveals interesting (and sometimes incredible!) things people
have done. It’s a simple guessing game that is straightforward to play.

This game is a get-to-know-you style icebreaker in which players try to guess which person
corresponds to each item written on notecards.  The recommended group size is a medium sized
group of about eight to sixteen people, although the game can be adapted to accommodate other
sized groups.  Playing this icebreaker indoors is most ideal.  Materials required are: several
notecards and pens. Who Done It? is playable by all ages, including college students and adults
in corporate settings.

Setup and Gameplay for Who Done It (Whodunit?)

This game can be played individually or with two teams.  For extremely large groups, choose ten
volunteers and split them into two teams of five.  To set up the game, pass out an index card and
a pen for each participant.  Ask each person to write down something interesting they have
done.  Examples include the following:

 I went skydiving once.


 I got arrested before.
 I once drank a gallon of milk.
 I lived in seven different states.
 I ate bugs before.

Try to instruct people to write a fact that most people don’t already know – the sillier (or more
unbelievable) the better.  Collect all the cards (separate them into two piles if two teams are
playing).  Shuffle the cards and then pass them back out.  Each person (or team) takes turns
reading aloud their card and then the reader must guess whose fact he or she read. After he or she
guesses, the guessed person simply says “yes” or “no”.  If the person guesses correctly, the
guessed person can briefly explain what they wrote (if desired).  The guessing continues until all
cards are exhausted.  Everyone reveals who wrote which card at the end.

The Who Done It? game is a good, simple get-to-know-you game that is especially good for
groups with new people, or for whenever you wish to help people get to know each other better
to break the ice.  Sometimes humorous facts can be revealed, leading people to exclaim, “You
did WHAT?”

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