Puzzle Cards that bring energy, connection, and collaboration to any team.
This book provides print and play cards that you can use during any facilitation or training. Design for team and social gaming.
Puzzles that bring teams together
Looking for new ice-breakers?
Need activities to help stir up conversations?
- Do you need others to grow and learn from experiences in a safe environment?
Looking for softer activities, high in energy and fun, and low in sweat?
Looking for low-prop, easy to carry or travel activities?
Here is what you get inside
01
13 Activities that Connect Teams
Four activities designed for online, nine designed for the classroom. Loaded with pictures and graphics that will help guide you to understand the nature and flow of the activities.
02
Clear Instructions
Designed to give you a quick summery for easy scans of the actitvity. Plus learning objectives along with suggested facilitated questions to help in the processing.
03
Plus Bonus Material
We want you to get the most out of the book, so we have included printable downloads for each activity. Printable processing questions and printable puzzle cards for your convenience.
Games Like...
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Wordle Up Circle Up
Only the people in the middle can solve the puzzles, once solved you have to sit in the outside circle in order of the cards. The catch, you can’t look at your own card in the center, and you are not allowed to talk in the outside circle. Can you get the order right?
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Flip and Solve
This is a relay race! How fast can your team race down, flip over the cards and solve them? Once solved the race continues to see if you can put them into sequential order by the card number. Great for collaboration and communication.
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Wordle Speed Match
This is a timed activity to see how many of the cards can you match with its answer pair. Each participant flips over a card, that card must be answered and matched before flipping over the next card. Can you get the fastest time of three rounds?
Know before you Buy
- Any type of cup will work with the activities (we suggest you stick with plastic cups!)
- There are 13 Activities in the book – eBook and paperback – plus, print and play downloads.
- Play-tested with team-ready groups, 16 years-of-age and older. All puzzles are mostly based on american (western) sayings.
- Programmable with any team development content – there will be ample experiences to discuss.
- Downloadable resources included (FREE portable handout for most activities.)
Other equipment needed
- Pens, Permanent Markers (e.g., Sharpies)
- index cards
- Table Tops (not required, but useful)
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