Instigator
One guesser tries to spot which secret leader is initiating movement changes while the rest of the group mirrors them without giving it away. The group plays multiple quick rounds with rotating roles.
Choose this exercise
Purpose: Practice subtle non-verbal observation and group coordination during movement.
Use it when: Use as a light physical energizer to raise visual attention and focus during transitions.
Skip it when: Skip when the space cannot accommodate clear sightlines or when participants cannot comfortably stand or move together.
Group arrangement: Whole group standing in a loose circle or scattered with clear visual sightlines
Timing: UWT suggested allocation for an explanation, three rounds, and a brief reflection
Materials and tools
- No special materials.
Before participants arrive
- Clear a central space wide enough for participants to stand with clear view of one another.
Say this to open
In this game, one person is the Guesser and one secret person is the Instigator. The Instigator will start simple movements and change them every ten seconds or so. Everyone else copies the Instigator right away without looking directly at them. The Guesser has four tries to figure out who is starting the moves.
How to run it
Set roles and demonstrate 3 minutes
Explain the rules. Choose one volunteer to be the Guesser (the Bunny). Ask them to step out of the room or turn their back and close their eyes. Silently point to one participant to be the Instigator. Remind the group to copy movement changes smoothly using peripheral vision rather than staring at the leader.
Run round one 4 minutes
Invite the Instigator to start an initial movement, such as slow clapping, light hopping, or rolling shoulders. Signal the Guesser to turn around or re-enter. The Instigator changes the movement every ten seconds. The Guesser observes the group and gets up to four guesses to identify the Instigator. Stop when the Guesser identifies the Instigator or exhausts their four attempts.
Rotate and run rounds two and three 5 minutes
Pick a new Guesser and a new Instigator. Run two more rounds using the same rules, giving about two minutes per round. Ensure new volunteers take the lead roles.
Debrief observations 3 minutes
Gather the group and ask two brief questions about noticing cues and staying synchronized. Take three or four brief responses from the group to close.
Debrief questions
- What subtle clues gave away the Instigator, or what kept them hidden?
- How did you monitor the Instigator while trying not to look directly at them?
Finished output: Completion of three rounds of movement mimicry and role identification.
Remote
All participants turn on cameras in gallery view. The Guesser covers their eyes or enters a breakout room for ten seconds while the facilitator privately direct-messages the Instigator. The Instigator begins seated hand or upper-body movements. The Guesser returns to gallery view and types or speaks their guesses.
Hybrid
Keep remote participants on a visible gallery screen in the physical room. Assign the Guesser or Instigator role to either an in-person or remote participant. Everyone tracks both the screen and room for changes in movement.
Access and participation choices
- Participants may choose upper-body or seated gestures (such as tapping fingers, nodding, or adjusting posture) instead of full-body locomotion.
- Any participant may decline being the Guesser or Instigator and remain a follower in the circle without explanation.
If the session gets stuck
- Everyone stares directly at the Instigator, making the answer obvious immediately.
- Pause briefly and remind followers to use peripheral vision and copy neighbors rather than turning their heads toward the leader.
- The Instigator changes moves too rapidly or too infrequently.
- Prompt the room with a gentle reminder to shift movements every eight to ten seconds.
Terms used here
- Bunny: The role name used in the source for the designated guesser.
- Instigator: The secret movement leader who initiates each physical pattern.
Run this exercise live
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What participants need now
Materials:
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Help me prepare and run the exercise below. First ask for my participant count, time, setting, access needs and intended result. Check these against the stated limits. Use the supplied rules and materials. Explain any proposed changes before using them, and label them as adaptations. Do not invent source claims or require personal disclosure. Give me one step at a time when I say start. I manage the people, physical activity and clock; do not claim to observe the room. Ask me what happened before choosing a next step. Reference revision: c2456e2994ad76043f053ce287037ebb4e94f7440bd680b4724ce03a2d2cab25 # Instigator One guesser tries to spot which secret leader is initiating movement changes while the rest of the group mirrors them without giving it away. The group plays multiple quick rounds with rotating roles. **Time:** 15 minutes. UWT suggested allocation for an explanation, three rounds, and a brief reflection **People:** 7 to 24. Whole group standing in a loose circle or scattered with clear visual sightlines ## Choose this exercise **Purpose:** Practice subtle non-verbal observation and group coordination during movement. **Use it when:** Use as a light physical energizer to raise visual attention and focus during transitions. **Skip it when:** Skip when the space cannot accommodate clear sightlines or when participants cannot comfortably stand or move together. ## Materials and tools - No special materials. ## Before participants arrive 1. Clear a central space wide enough for participants to stand with clear view of one another. ## Say this to open In this game, one person is the Guesser and one secret person is the Instigator. The Instigator will start simple movements and change them every ten seconds or so. Everyone else copies the Instigator right away without looking directly at them. The Guesser has four tries to figure out who is starting the moves. ## How to run it ### 1. Set roles and demonstrate (3 minutes) Explain the rules. Choose one volunteer to be the Guesser (the Bunny). Ask them to step out of the room or turn their back and close their eyes. Silently point to one participant to be the Instigator. Remind the group to copy movement changes smoothly using peripheral vision rather than staring at the leader. ### 2. Run round one (4 minutes) Invite the Instigator to start an initial movement, such as slow clapping, light hopping, or rolling shoulders. Signal the Guesser to turn around or re-enter. The Instigator changes the movement every ten seconds. The Guesser observes the group and gets up to four guesses to identify the Instigator. Stop when the Guesser identifies the Instigator or exhausts their four attempts. ### 3. Rotate and run rounds two and three (5 minutes) Pick a new Guesser and a new Instigator. Run two more rounds using the same rules, giving about two minutes per round. Ensure new volunteers take the lead roles. ### 4. Debrief observations (3 minutes) Gather the group and ask two brief questions about noticing cues and staying synchronized. Take three or four brief responses from the group to close. ## Debrief questions - What subtle clues gave away the Instigator, or what kept them hidden? - How did you monitor the Instigator while trying not to look directly at them? **Finished output:** Completion of three rounds of movement mimicry and role identification. ## Remote All participants turn on cameras in gallery view. The Guesser covers their eyes or enters a breakout room for ten seconds while the facilitator privately direct-messages the Instigator. The Instigator begins seated hand or upper-body movements. The Guesser returns to gallery view and types or speaks their guesses. ## Hybrid Keep remote participants on a visible gallery screen in the physical room. Assign the Guesser or Instigator role to either an in-person or remote participant. Everyone tracks both the screen and room for changes in movement. ## Access and participation choices - Participants may choose upper-body or seated gestures (such as tapping fingers, nodding, or adjusting posture) instead of full-body locomotion. - Any participant may decline being the Guesser or Instigator and remain a follower in the circle without explanation. ## If the session gets stuck **Everyone stares directly at the Instigator, making the answer obvious immediately.** Pause briefly and remind followers to use peripheral vision and copy neighbors rather than turning their heads toward the leader. **The Instigator changes moves too rapidly or too infrequently.** Prompt the room with a gentle reminder to shift movements every eight to ten seconds. ## Terms used here - Bunny: The role name used in the source for the designated guesser. - Instigator: The secret movement leader who initiates each physical pattern. ## Sources and adaptation Observed on Playmeo, where the activity is attributed to Mark Collard. Retained the core mechanic, role titles (Instigator, Bunny/Guesser), and the four-attempt limit from Playmeo. UWT added structured round timings, explicit group boundaries, remote gallery adaptation, and non-movement access choices. [Playmeo](https://www.playmeo.com/activities/energizer-warm-up-games/instigator) [Playmeo](https://www.playmeo.com/activities/energizer-warm-up-games/instigator/) Current run sheet: https://unitedwetransform.com/exercises/fun-guessing-game-for-developing-observation-skills-instigator/
Sources and adaptation
Observed on Playmeo, where the activity is attributed to Mark Collard.
Retained the core mechanic, role titles (Instigator, Bunny/Guesser), and the four-attempt limit from Playmeo. UWT added structured round timings, explicit group boundaries, remote gallery adaptation, and non-movement access choices.
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