// the games library · campy + ice-breakers + team-building + brain breaks

Activities & games.

The full library — pull from this when planning launches, buffer blocks, Quest energizers, transition resets, and Friday afternoon fun. Every game tested in studios. Categorized by length, energy level, and goal. Add to the bottom as new ones land.

01

How to use this library

02

Line Ups & quick ice-breakers · 3–5 min

Fast, low-stakes, low-energy. Perfect for the first 5 min of a launch or as a transition reset.

// 3 min · low energy

Line Up

Studio lines up by a criterion. Variations: alphabetical by first name, by age, by date of birth, by number of pets / siblings, by height, by shoe size. No talking version is harder and more communicative.

// 5 min · low energy

Two Truths & a Wish

Each learner shares two true things and one wish for the studio. Builds tribe + surfaces goals. Variation of the classic Two Truths and a Lie.

// 4 min · low energy

Same / Different / Interesting

Pair learners. Each pair finds one thing they have in common, one thing different, one thing interesting they learned. Share-out at end.

// 5 min · low energy

One-Word Story

Start on one end of the circle. Each person adds one word to build a story. Read the story at the end. Variation: Headlines game — 4–6 people create a newspaper-style headline, then the next two people act it out.

03

High-energy circle games · 5–10 min

When the studio needs to shake off slow energy. Get bodies moving and minds engaged.

// 8 min · high energy

Zip-Zap-Zop

Stand in a circle. One person points and says "zip" (left), "zap" (right), or "zop" (across circle). Receiver does the same. Hesitate or mess up the direction → out. Plays fast. Variation: switch directions of zip/zap halfway through.

// 8 min · high energy

Bippity-Bippity-Bop

Person in middle points to someone, says "bippity-bippity-bop" — receiver must say "bop" before the middle person finishes. Or middle says just "bop" — receiver must stay silent. Switch places when caught. Variation: add animal sounds + group poses ("blue elephant").

// 7 min · high energy

Captain's Coming

Six commands, each with a physical action: Captain's Coming (salute) · Swab the Deck (mop) · Lighthouse (pairs of 2, spin yelling Beep) · Sail (groups of 3) · plus add more. Wrong action → out.

// 6 min · high energy

Eye Tag

Stand in circle, heads down. On count of three, look up at someone specific. If you and they make eye contact, both sit down. Last one standing wins. Rule: can't pick the same person twice or the person next to you.

// 6 min · high energy

Wink (Kiss) of Death

One person is secretly chosen as the "winker." Within 5 minutes, if they wink at you, you must die a slow, dramatic, cheesy death in front of everyone. Detective tries to figure out who the winker is — one guess per person.

// 7 min · high energy

Poison Dart Frog

Circle of learners. One is secretly the Dart Frog. Detective stands in middle. Dart Frog "puts people to sleep" by sticking tongue out — they lay down dramatically. Detective has 3 guesses to find the Dart Frog. Detective turns slowly, can't spin.

// 8 min · high energy

"Hi Friend Will You Smile For Me?"

One person in middle says the phrase to anyone in the circle, trying to make them smile or laugh. If you laugh or smile, you go to middle. No covering face, no facial expression tricks. Pure deadpan endurance.

// 10 min · high energy

Mail Call

Like musical chairs. One too few chairs in a circle. Middle person calls "mail call for anyone wearing blue / who has a pet / who's been to the beach." Everyone it applies to (including caller) finds a new chair. Person left without becomes next caller.

04

Collaborative challenges · 15–30 min

The team-building heart of the library. Require communication, coordination, and patience. Great Quest activities.

// 20 min · medium energy

Paper, Not Floor

Studio stands on a large sheet of paper. Everyone must be touching the paper, no one on the floor. When they succeed, fold the paper in half and try again. Continue folding until it's impossibly small — they have to get creative. Debrief: how did the strategy change?

// 15 min · medium energy

Up, Up (Balloon Game)

Group keeps a balloon in the air, counting each hit out loud. Rules: no one hits twice in a row, must stay silent except counting, feet stay still. After a minute, give them time to discuss strategy. Try again. Watch communication emerge.

// 25 min · medium energy

Index Card Stem Challenge

Phase 1 (10 min): Groups of 3–4 get 10–15 index cards. Write one thing they have in common on each card. Specific only — not "we all have eyes" but "we all have a younger sibling."
Phase 2 (10 min): Build the tallest free-standing tower using only the cards + scissors.

// 20 min · medium energy

Sneak a Peek

Guide builds a small sculpture (Legos, blocks, popsicle sticks) and hides it. Teams duplicate it by sending one member at a time to look for 5 seconds, then return and instruct their team for 25 seconds. First team to match wins.

// 15 min · medium energy

It's a Foot Race

Two lines facing each other, tape on floor halfway between. Students stand feet touching neighbors on both sides. Whole "chain" must move forward to the middle line without anyone's foot leaving their partner. If a foot slips, the whole line restarts. Discussion is the prize.

// 20 min · medium energy

Saving Sam

Materials: gummy worm "Sam," life-saver gummy "life vest," clear plastic cup "boat," cocktail stirrer "oar," paper clips. Sam's capsized — flip the boat, get him in, get the vest on, oar across top. Use only the paper clips. Can't touch Sam with hands. Can't pop the vest. Don't let him touch the "water."

// 25 min · medium energy

Blind Drawing Challenge

Pairs. One person describes a drawing without naming what it is — the other tries to draw based only on shapes/sizes/positions ("draw a small oval in the top right"). 1-minute rounds. Switch. Reveal the originals together.

// 30 min · medium energy

Blind Retriever

Outdoor team challenge. One person on each team is blindfolded, must find a hidden object in 5 minutes using only verbal directions from teammates. Take turns blindfolded with new objects in new spots.

05

Creativity & memory · 5–15 min

// 5 min · low energy

Counting to 21

Make it to 21 without anyone saying the same number at the same time. No gestures, no patterns (no going around the circle), only one number per person per turn. Restart if two speak at once. Variation: count in a different language.

// 8 min · low energy

The Game of 21

Counting around a circle to 21. Each turn, you can say 1 OR 2 numbers. Saying 2 reverses direction. Whoever has to say "21" is out and sits down. Continues until one person remains. Variation: add a triple-number option that doesn't reverse.

// 10 min · low energy

The Pattern Game

One person leaves the room. Group decides a pattern for answering questions (e.g., "answer for the person to your left"). Person returns and asks questions; goal is to figure out the pattern. Patterns must be reasonable. Use snap cues for harder variants.

// 10 min · low energy

The Walmart Game

"I went to Walmart and got a ___." Each person repeats the running list and adds one item. By the end the list is impossibly long. Group can help if someone stalls. Ambitious variation: at the end, recite the list in reverse.

// 8 min · medium energy

Ball Pattern

Sit in circle. Pass a ball in random order, memorizing who you pass to. Add a second ball in the same order. Then a third. See how many balls the studio can maintain before it breaks down.

// 12 min · medium energy

Where's the Other Shoe?

Stick a famous pair (one half each) to learners' backs (e.g., peanut butter / jelly, Batman / Robin). They ask yes/no questions to figure out who they are, then find their match. First matched pair wins.

// 10 min · low energy

21 Questions

Split into 3–4 teams. One person writes a noun on a whiteboard (the secret). Teams take turns asking yes/no questions until someone guesses the noun. Rotate the secret-keeper.

// 8 min · medium energy

Pictionary

Standard rules — teams, one drawer at a time, no talking or gestures, guess the word from drawing. Whiteboard works. Drawing Instruction variant: pairs sit back-to-back, instructor describes only shapes/sizes/positions while drawer attempts.

06

Big body games & tournaments · 10–20 min

// 10 min · high energy

Giants, Wizards, Dwarves

Team rock-paper-scissors with full-body actions. Two teams, safety zones at each end, middle line. Each team picks Giant (stomp big), Wizard (cast a spell), or Dwarf (kneel small) secretly. Reveal at middle, winner chases loser to their safety zone. Tagged players join opposing team. Plays until one side wins all.

// 10 min · high energy

Rock Paper Scissors Tournament

Pair off. Winner moves to find another winner. Loser becomes the winner's cheering section. Eventually two finalists — bracket-style championship round with all spectators cheering. The Rock Paper Scissors Champion is crowned.

// 10 min · high energy

The Shape Game

Teams of 3–4. Discussion leader names an object ("car," "house," "lighthouse," "octopus"). Teams use their bodies to recreate it. Leader judges best. Points awarded. Variation: scenes instead of objects.

// 15 min · high energy

Tape Ball

Stand in a circle. Keep the ball up in the air — but only by hitting it (no catching, palming, throwing). Tape it together to add weight or use a smaller ball to make it harder.

// 15 min · high energy

FFEACH Charades Race

Categories: Fast Foods, Electrical Appliances, Cartoon Heroes. Teams compete to charade-guess a list. One member runs to facilitator for each new word. Sample list: Superman, Curly Fries, Spongebob, Curling Iron, Remote Control, Pizza, Hulk, Dishwasher, Microwave, McNuggets, etc.

// 15 min · medium energy

Spelling Bee (not serious)

Everyone stands on their chairs. Discussion leader picks difficult words. Spell correctly → sit down. The studio can ask for the word in a sentence + definition. Comically hard words encouraged.

07

Longer games & card games · 20+ min

// 25 min · medium energy

Spoons

Card game. Spoons in a circle (one fewer than players). Pass cards left, trying to make four-of-a-kind. Once someone has it, they grab a spoon — everyone else races to grab. Last player without a spoon gets a letter (S-P-O-O-N). Spell SPOON, you're out.

// 30+ min · low energy

Hero Trivia Jeopardy

Each learner submits trivia facts about themselves (or a hero, or a quest topic). Build a Jeopardy board with 5 categories. Play in teams. Could become a recurring Friday tradition.

// 45+ min · medium energy

Cardboard Ships / Boats

Teams build a free-standing structure (or eventually a floating boat) from cardboard + tape. Test with weight, water, or function. Great Adventure Day or Quest activity. See Cardboard Boat Pool Day for the pool version.

// 60+ min · all energy

Take a Walk

A real walk — to the library, around the block, to a nearby park. Free-form conversation. Surprise destination optional. Especially powerful Friday afternoon. See Library Day.

08

Dress-up & ritual days · whole-day events

Recurring themed days to break up the calendar and build studio identity. Proposed at Town Hall, decided by studio.

// every other Tuesday?

Tropical Tuesdays

Hawaiian shirts, sunglasses, leis. Beachy music during transitions. Lemonade at snack if logistics allow.

// monthly?

Wacky Wednesdays

Mismatched socks, crazy hair, hat day, inside-out shirts. The wackier, the better. Studio votes on theme.

// occasional fridays

Formal Fridays

Best dress-up clothes. Tea party at snack. Politeness exaggerated. A surprisingly powerful tribe-builder.

// occasional special days

Potluck Days

Each learner brings something to share. Coordinated via Town Hall. Could be themed (cultural foods, breakfast for lunch, dessert potluck).

// session-long project

Publish a Book Together

Studio writes, illustrates, edits, binds a book over the course of a session. Each learner contributes a chapter or a page. Publishing party at session end. Possible cross-over with Plazma Petey or other quest themes.

09

Debrief prompts library

After any activity, the debrief is where the learning lives. Pull 2–3 prompts based on what you saw.

On collaboration

  • What did you notice about how we worked together?
  • Who stepped up? Who held back? Both are choices — what helped or hindered each?
  • What's one moment from this activity you want to remember?
  • If we played it again, what would change?

On challenge

  • What was the hardest moment? What got you through it?
  • What did you assume would work that didn't?
  • When did you feel like giving up? What kept you in?
  • What would you tell someone playing this for the first time?

On connection

  • What did you learn about a tribe-mate you didn't know before?
  • Who surprised you?
  • How did this game make us a stronger tribe?
  • What's one thing you saw someone do that you want to thank them for?

On the Standard

  • How did this connect to our Standard of Excellence?
  • What part of our Studio Contract showed up in how we played?
  • What's a Character Callout from this round?
  • What does this teach us about the rest of the year?
10

Adding new games

// growing the library

When something works, add it

If a guide runs a game not on this page that lands well — add it. The library grows with the studios. Use the same format: name, length, energy level, overview, rules, variations. New game additions can be proposed by learners via the Town Hall topic box.

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