Choose a format for the people who are there
Use these rules for a small group, roughly 4–12 people. With more people, divide into smaller groups and let each report one answer. The activities need a host who reads prompts and keeps turns moving; everyone else can contribute by speaking or writing in the chat you already use.
For a remote meeting, keep the call open and paste one prompt at a time. For a hybrid group, give the remote people the same prompt and a turn before taking another answer from the room. A paper note passed around the office will not reach someone on a laptop, so read answers aloud.
Tell the group that passing is fine. Skip points unless your colleagues want them. The purpose of this plan is to have something concrete to do together; it does not measure teamwork or promise a change in workplace performance.
Game 1: The Missing Instruction
Allow about five minutes. Choose an imaginary task everyone can picture: a robot must pack a picnic, a dragon must check in at a hotel, or a moon café must serve a drink.
- Each person supplies one short instruction for the task, in turn.
- The host reads the collected instructions as a single procedure.
- Ask the group to find one missing step or one ambiguous instruction.
- Choose a repair together and read the new procedure once. That ends the game.
For the picnic, “put everything in the basket” is missing a definition of “everything.” A repair could be “put two sandwiches and two cups into the empty basket.” The fun comes from giving an imaginary robot instructions precise enough to follow.
Keep the task fictional. Using a real colleague’s work process as the example can turn a game into an unplanned review. For a large group, pairs can each submit one instruction.
Game 2: One Object, Two Jobs
Allow about five minutes. Give every pair the same object: an umbrella, a cardboard box, a spoon or a paperclip. They must invent a use for it in two different places.
- Read two settings, such as “an underwater library” and “a hotel on the moon.”
- Give pairs a minute to invent one use in each setting.
- Each pair presents its two uses in two sentences.
- Invite one practical question for each invention, then finish with a favourite idea from the group.
An umbrella might hold floating books together in the library and mark a landing space outside the moon hotel. Ask “How would it stay in place?” rather than judging whether the idea is realistic. Paper and drawing are optional.
Remote pairs can plan in the call’s existing breakout rooms, or keep everyone together and take solo answers. If moving people into rooms would consume your whole slot, choose the shared-call version.
Game 3: A Headline with One Word Missing
Allow about five minutes. Read a fictional headline with a blank. Everyone supplies a word or short phrase, then explains it in one sentence.
Ready-to-use prompts: “Local dragon opens a shop selling ___.” “Astronaut returns from the moon with a suitcase full of ___.” “Tiny hotel appoints a ___ as its new manager.” “Museum unveils the world’s least useful ___.”
- Give people a short quiet thinking moment.
- Take one answer per person, or ask for chat answers before reading them out.
- Choose two answers and combine them into a new headline.
- Ask for one sentence describing what happens next. End there.
The quiet start gives people time to form an answer before quicker speakers lead. Offer the option to pass or have the host read someone’s written contribution. Avoid prompts about real workplace disagreements or private information.
A 15-minute host running order
At the start, say: “We have three tiny games, five minutes each. You can answer aloud, put an answer in chat or pass.” Begin with The Missing Instruction so the first decisions are practical. Follow with One Object, Two Jobs, then end on a headline the whole group helped create.
When only five minutes are available, run one activity and stop after its first complete round. With 12 people, take shorter contributions or use pairs. Treat the timings as planning limits rather than a guarantee that every possible contribution will fit.
Finish with the final invention or headline, then return to the meeting. You do not need a score sheet or a personal reflection from every participant to close the game.
When you want a browser to handle the turns
For 3–8 people on separate devices, Pass the Sketch passes phrases, drawings and guesses through a private room. Its three-turn free taster lets the group try the format before a full chain. A Little Nonsense gives 3–10 people secret bluff submissions and votes, with two free rounds.
Guests enter a nickname and join the host’s invitation. The games connect the turns, but you still need your usual call for talking. Check the player limits before inviting the whole department; a room for ten is not a room for thirty.
For larger in-person gatherings, the office and team collection includes printable and shared-screen formats. Choose a game around the number of people, the screens available and how much preparation the host can do. The three activities on this page are complete and free to run as written.
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