United We Transform | Facilitator run sheet

Zip Zap

Participants form a standing circle while a leader in the centre points at someone and calls 'ZIP'. The target ducks or crouches while the two immediate neighbours face each other and salute with wrist on forehead, rotating callers whenever someone hesitates or errs.

10 minutes | 8 to 24 people

Choose this exercise

Purpose: Practice rapid physical and verbal reaction in an informal circle warm-up.

Use it when: Use during an opening session or after a long seated presentation to increase physical alertness and laughter.

Skip it when: Skip when participants have mobility limitations preventing quick crouching, or when the group prefers low-arousal, analytical work.

Group arrangement: Whole-group standing circle with 1 person (later up to 2) in the center

Timing: UWT suggested duration (10 minutes) fits the typical 5 to 15 minute warm-up window.

Materials and tools

Before participants arrive

  1. Clear a central open space large enough for all participants to stand in a single open ring with room to move their arms safely.

Say this to open

We are going to play a rapid reaction game called Zip Zap. I will start in the center. Everyone else stands facing inward. When I point directly at you and say 'ZIP', you must crouch down immediately. The moment you crouch, your two neighbours must turn toward each other and touch the back of their wrist to their forehead with fingers pointing at the opposite person. Let us walk through a practice round first.

How to run it

  1. Introduce rules and walk through slow demonstration 3 minutes

    Explain the three complementary actions: the central caller points both hands together at a target and shouts 'ZIP'; the target instantly ducks down; the immediate left and right neighbours face each other, placing the back of one wrist on their forehead with fingers extended toward each other. Demonstrate the action slowly with one target and their two neighbours so everyone observes correct hand placement.

  2. Run practice rounds at half speed 2 minutes

    Call out 'ZIP' to two or three participants sequentially without penalties. Ensure the target crouches cleanly and both neighbours execute the forehead salute toward each other before the target stands back up.

  3. Conduct full-speed active rounds with caller rotation 4 minutes

    Run the game at full tempo. If the targeted person fails to crouch promptly, or if either neighbour forgets to salute or targets the wrong person, the person who made the slip or reacted slowest swaps places with the caller in the middle. If a group exceeds 16 people, add a second caller to the center after two minutes to double the action.

  4. Conclude and brief reflection 1 minutes

    Bring the circle to a resting halt. Ask two quick observational questions and collect two to three volunteer answers before transitioning to the next agenda item.

Debrief questions

Finished output: Completion of 5 to 7 minutes of active physical rounds with participants rotating through the centre role.

Remote

This game relies on physical proximity and direct left-and-right neighbour sightlines in a circle. In video gallery view, individual screen positions differ for every participant, so direct neighbour mechanics do not function naturally. Use a named vocal pass game instead: person A calls person B with 'Zip', person B ducks on camera while typing the name of person C in chat.

Hybrid

Hybrid delivery is not recommended because remote attendees cannot share the physical left-and-right adjacency of the room ring. If hybrid is mandatory, pair remote participants in dedicated two-person virtual breakout reaction pairs on their own screens while the physical room plays in the circle.

Access and participation choices

If the session gets stuck

Neighbours hesitate about which way to turn or what hand motion to make.
Pause the clock for 15 seconds, demonstrate the wrist-to-forehead salute again, and emphasize that neighbours always turn toward each other across the crouching target.
A participant feels singled out or embarrassed after making an error.
Emphasize before play begins that going into the center is an active reward and the engine of the game, not a penalty. Model a lighthearted swap yourself.

Terms used here

Sources and adaptation

Observed on Playmeo, where it is described by Mark Collard as a group reaction game.

The core mechanic (pointing with 'ZIP', target ducking, adjacent neighbours turning to salute with wrist on forehead, caller swapping on error) is drawn directly from the Playmeo documentation. UWT structured the 10-minute timing, provided accessible ducking alternatives for seated participants, and added caller rotation pacing.

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