Interactive team-building games for your training sessions
by Sequoia · An Abundant Impact Company
The catalogue groups games by facilitator use: quick Energisers, Team Learning Simulations, Leadership & Business Labs, and Individual Leadership Labs. Use the filters when you need a faster activity or a specific complexity level.
Quick warm-ups and icebreakers. 5–20 minutes. No debrief required.
Act out words and phrases without speaking. Play in You Act or Headband mode with 5 categories to choose from.
Any size Learning outcomes ↓Everyone gets a secret card. Hold your phone above your head and silently arrange yourselves in the right order. No talking!
2–25 players Learning outcomes ↓Invent ridiculous solutions to absurd problems. Pitch your idea, vote for your favourite, and score points for every vote you get!
3+ players Learning outcomes ↓Rank six items, then compare your choices with everyone else in the room. How aligned is your group?
4–40 players Learning outcomes ↓Count from 1 to 20 as a team. Anyone can press any number. But if two people press the same number at once, you reset!
2+ players Learning outcomes ↓Press numbers 1, 2, 3... in sequence as a team. Players take turns — no talking, pure coordination. Race the clock!
2+ players Learning outcomes ↓Each player gets a secret identity they can't see. Ask yes/no questions to figure out who you are before anyone else does!
2–10 players Learning outcomes ↓Each player shares two truths and one lie. Can your group spot the bluff? Vote, reveal, and see who fooled who.
4–24 players Learning outcomes ↓A phrase becomes a drawing, a drawing becomes a phrase. Watch your story transform as it passes around the room.
4–20 players Learning outcomes ↓Five absurd-but-real workplace dilemmas. Vote anonymously, defend your choice, then watch what happens when the pressure goes up.
Learning outcomes ↓One player describes a hidden image in words. Another draws it from the description alone. How close can language get to what you see?
Any size Learning outcomes ↓30 seconds. 5 words. Describe them all before time runs out. Fast, loud, and surprisingly revealing about how we explain things under pressure.
12+ players Learning outcomes ↓One sentence each. No rewinding. The story goes wherever the group takes it — and no one controls where that is.
Any size Learning outcomes ↓A grid of 16 items. 10 seconds to look. Then it disappears. How much did you actually notice?
Any size Learning outcomes ↓Pick one emoji that describes how you're showing up today. Then say why in one sentence. A 5-minute opener that builds more honest conversations than most icebreakers.
Any size Learning outcomes ↓Structured activities with real learning outcomes. 30–90 minutes. Debrief recommended.
Two teams must swap positions on the board. Each person controls one piece. Coordinate, plan, and move!
4–12 players Learning outcomes ↓Each team has a secret target set of coloured tiles — but they start with the wrong ones. Trade with other teams to complete your set first!
2–5 teams Learning outcomes ↓One detective, two hidden rules. Ask anyone a yes/no question — but things aren't quite what they seem. Can you crack the pattern before the room reshuffles?
6–30 players Learning outcomes ↓One hidden path. One player at a time. No talking. Discover the route together and guide every teammate through to win.
8+ players Learning outcomes ↓Each team secretly chooses X or Y every round. X benefits your team but hurts everyone. Y only pays off if all teams cooperate. Can you trust each other?
2–6 teams Learning outcomes ↓Your lifeboat holds 8. Twelve passengers need saving. Teams must decide together who stays — and who is left behind.
8–40 players Learning outcomes ↓Rank 15 survival items after a crash on the moon. Then discover whether your team outperformed you — and what NASA says.
4–48 players Learning outcomes ↓Manage energy, water, food, and parts to keep your colony alive through eight rounds of random crises. Trade with rivals. Survive.
Any size Learning outcomes ↓Twelve icons cross a 9×9 grid along four colour paths. If your room is small, players control multiple icons. The Golden Rule still applies: never leave a tile empty behind you.
4–12 players Learning outcomes ↓Werewolves hide among villagers. Investigate, protect, vote, and deceive. Can the village survive the night?
6–15 players Learning outcomes ↓Each table learns slightly different rules for the same card game — then everyone plays together in silence. What looks like cheating is really culture clash.
10–40 players Learning outcomes ↓Two fictional organisations enter a joint project with different hidden cultural rules. Teams must work together before they fully understand what the other side values.
8–16 players Learning outcomes ↓Four supply-chain desks order at the same time from private phone manifests. One demand shock. Twenty weeks. Why does the system overreact?
4+ players Learning outcomes ↓Five players solve a shared puzzle in silence. The only legal move is to give, so progress depends on noticing what others need.
Exactly 5 players Learning outcomes ↓Teams run a small production line, study the numbers, then improve staffing, batches, WIP limits, and quality checks across four production weeks.
3–6 players Learning outcomes ↓A change is coming. As the Change Team, you have a limited budget of engagement actions to win over resistant stakeholder groups before time runs out.
Learning outcomes ↓A crisis has landed. One leader must make three binding decisions — but the team holds information the leader doesn't. Leadership style determines what gets shared.
Learning outcomes ↓Teams navigate the Amazon jungle, vote on safe vs risky routes, trade resources with rivals, and mine for gold before racing back from El Dorado.
8–36 players Learning outcomes ↓Deeper experiential scenarios for leadership, business, and cross-functional decision practice. 30 minutes to full-day formats. Debrief essential.
Redesign a real banking customer journey — simpler, better, faster — inside risk, compliance, and accessibility constraints. Anchored on the bank's purpose: Advancing Customers and Society.
7 teams of 10 Learning outcomes ↓Lead a five-role executive team through a cyber breach and ransomware crisis. Security, legal, communications, and operations all want different things. The CEO makes the final call.
10–40 players Learning outcomes ↓Regions compete for water from one shared basin. Chase prosperity, protect public stability, and avoid draining the system that keeps everyone alive.
6–30 players Learning outcomes ↓Run a consumer product business through one demanding quarter. Grow revenue, defend profit, protect cash, and avoid exhausting the team that has to deliver it all.
6–30 players Learning outcomes ↓Teams lead a 12-week product launch, choosing where effort goes across build, quality, risk, stakeholders, and team energy before the board changes the brief.
3–6 players Learning outcomes ↓Practise selling the same offer to different buyer types. Each choice changes the buyer response, then the room debriefs what created trust or resistance.
Solo or teams Learning outcomes ↓One host screen and climber phones. Each role receives private information, submits intentions, and negotiates oxygen, risk, and ambition across the climb.
5+ players Learning outcomes ↓Multiple teams race through the same grid from opposite sides. Other teams' runners block your path. Silence required.
2–4 teams Learning outcomes ↓Teams excavate a 15×15 grid hunting for ancient artefacts. Survey to scout, excavate to claim. But are you really competing — or building something together?
10–48 players Learning outcomes ↓Your organisation is one resignation away from a crisis. Three rounds of talent investment decisions — then five key roles open at once. The pipeline you built is the only one you've got.
4–20 players Learning outcomes ↓Three leadership teams inherit the same organisation. Same workforce. Different decisions. Watch the same people diverge under different cultural architectures over five rounds.
6–20 players Learning outcomes ↓Two sides negotiate a live term sheet while confidential briefs stay on player phones. A deal only holds when both sides sign the same terms.
2–6 players Learning outcomes ↓You've just taken over a team your predecessor broke. Five rounds — ninety days. Each person on the team responds differently. Not everyone can be won back.
5–15 players Learning outcomes ↓Screen secondary-market property deals, claim opportunities, run due diligence, negotiate conservatively, and decide when to buy or walk away.
2–6 players Learning outcomes ↓Single-player leadership and business practice for coaching, self-paced learning, and facilitator-led reflection. 20-90 minutes. Debrief recommended.
Run a consumer business through nine market reviews. Make customer, proposition, pricing, and route-to-market decisions, then finish as the strongest profit generator.
Single player Learning outcomes ↓Build support for a complex change without formal authority. Read stakeholders, sequence influence moves, handle pressure events, and turn partial buy-in into a viable coalition.
Single player Learning outcomes ↓Practice a difficult manager conversation through branching choices, then get feedback on clarity, specificity, empathy, and outcome.
Single player Learning outcomes ↓Make ten estimates with confidence ranges, then compare the room's confidence against actual accuracy. The lesson is how certainty can drift from evidence.
Any group size Learning outcomes ↓Handle twenty urgent items before a site visit. Every action costs time, and the final report shows whether attention went to noise, risk, people, or priorities.
Single player Learning outcomes ↓Lead a team through shifting pressure signals. Choose how to respond to each person, then see how your leadership pattern affects trust, energy, and performance.
Single player Learning outcomes ↓