United We Transform | Facilitator run sheet

Tic Tac Toe Relay

Teams compete in a physical relay to place colored markers into a three-by-three grid. They aim to form three in a row while reacting in real time to the opposing team moves.

15 minutes | 4 to 24 people

Choose this exercise

Purpose: Test rapid team decision-making and coordination under physical speed constraints.

Use it when: Use during an active workshop break or outdoor team session to raise physical energy and practice fast tactical coordination.

Skip it when: Skip when participants have limited mobility, when space is too small for running safely, or when the group needs quiet analytical focus.

Group arrangement: Parallel competition arenas; 4 to 8 people per arena divided into two competing squads of 2 to 4 players.

Timing: 15 minutes suggested by UWT based on the source 5 to 15 minute band, allowing multiple quick rounds and brief debrief.

Materials and tools

Before participants arrive

  1. Substantial physical setup required: set up in an open room or outdoor field with clear running lanes.
  2. Create one 3x3 grid per arena (approx 1.5m by 1.5m) using chalk, ropes, or tape.
  3. Establish a start line 10 to 15 meters away from each grid.
  4. Place one team's 4 markers in front of their lane at the start line, and the other team's 4 markers in the adjacent lane.

Say this to open

We are going to play Tic Tac Toe as a fast relay. Each squad gets four colored markers. One runner at a time carries a marker down the lane and places it in an empty square, then runs back to tag the next person. Your goal is to get three of your team's markers in a row horizontally, vertically, or diagonally. If all markers are placed without a winner, runners take turns sliding one of their existing markers into the single open space until someone wins.

How to run it

  1. Set arenas and explain rules 3 minutes

    Divide the room into arenas of 4 to 8 people. In each arena, split participants into two squads of 2 to 4 runners. Hand four markers of one color to Squad A and four markers of a second color to Squad B. Review the relay order: one active runner per squad at a time, hands off after tagging, and markers must rest fully inside an open square.

  2. Run round one and calibrate 4 minutes

    Signal start. The first runner from each squad races to the grid, places one marker in an empty square, runs back, and tags runner two. Squads continue until one team gets three in a row. If all eight markers are down and no one has won, subsequent runners sprint up to shift one of their own team's markers into the lone open square. Stop play when a team gets three in a row or after two minutes of shifting. Declare the winner of round one.

  3. Run rematch rounds with tactical adjustments 5 minutes

    Allow squads 30 seconds to adjust their running order or strategy. Start round two. If time permits, switch opponents across arenas or play a third tie-breaker round. Ensure runners clear the grid between rounds.

  4. Debrief tactical decisions 3 minutes

    Gather the whole room at the center. Ask two participants from winning teams and two from runner-up teams to share how they balanced running speed against board observation.

Debrief questions

Finished output: Completion of multiple competitive relay rounds with clear winners determined across all active grids.

Remote

This physical running relay cannot run identically online without losing its defining physical mechanic. For a remote team alternative, run Digital Grid Sprint: Open a shared digital whiteboard with a 3x3 grid. Teams take turns sending one designated typist to move their team's colored shape into an open cell while on a 5-second turn timer.

Hybrid

In-person participants form running squads at the physical arena. Remote participants serve as tactical navigators on live video audio, calling out coordinates (such as top-left or center) to guide their in-person running partner.

Access and participation choices

If the session gets stuck

Runners slide or drop markers carelessly outside the squares while rushing.
Enforce a clear penalty: if a marker is touching any boundary line, the runner must stop and adjust it completely inside the square before running back.
One team gets stuck in an infinite loop sliding pieces back and forth with no winner.
Call a 60-second sudden death countdown; if no three-in-a-row occurs when the timer sounds, declare the round a draw and reset.

Terms used here

Sources and adaptation

Observed in Playmeo, where the activity is attributed to Mark Collard.

Retained the relay race structure, 15-20 meter distance, four markers per team, and piece-moving endgame rule from Playmeo (Mark Collard). Added explicit lane setup, UWT time allotments, hybrid/remote adaptations, and safety boundaries.

See our editorial policy for AI use, sourcing and corrections.