United We Transform | Facilitator run sheet
Tenzi Group Relay
Teams race through rounds one to six by rolling dice simultaneously until everyone in the circle hits the target number. After each matching round, the group performs a matching movement count before moving to the next digit.
10 minutes | 12 to 24 people
Choose this exercise
Purpose: Re-energize a room and prompt quick group coordination through fast-paced, low-stakes dice rolling.
Use it when: Use as a physical reset or energizer when participants need to get moving after prolonged sitting.
Skip it when: Skip during focused quiet work, in sound-sensitive venues, or when fast physical movement is unwelcome.
Group arrangement: Teams of exactly 6 people gathered in separate circles, with any extra participants serving as team coaches or cheer judges.
Timing: UWT suggested 10 minutes based on source sequence of rounds 1 through 6.
Materials and tools
- 1 standard six-sided die per participant (12 to 24 total)
- 1 flat rolling surface per team (table or designated floor zone)
- Digital countdown timer or stopwatch
Before participants arrive
- Arrange tables or clear open floor spaces so each circle of 6 has a central flat rolling area.
- Place one standard die at every participant seat.
- Ensure pathways between circles are clear of bags and cords to prevent tripping.
Say this to open
We are going to play a rapid dice relay called Tenzi. Each team is racing through numbers one to six. In round one, everyone repeatedly rolls their die until it lands on a one. Once your die shows one, leave it on the table and cheer on your group. When all six dice show one, the entire group stands and spins once. Then you immediately start rolling for twos; once all six show two, spin twice. Continue this pattern up through six. The first team to complete round six wins.
How to run it
Form circles and assign dice 2 minutes
Divide participants into teams of exactly 6. If numbers do not divide evenly into 6, assign extra participants as team coaches or cheer judges. Direct each circle to gather around their flat surface. Hand each player one die and demonstrate the roll and freeze rule before starting.
Race rounds one through three 3 minutes
Call start. All active players roll simultaneously into their group center. As soon as an individual rolls a 1, they leave the die face up and wait. When all 6 dice show 1, the entire team stands and spins once in place (or uses an agreed alternative). They immediately roll for 2, spinning twice upon full group completion, then roll for 3 and spin 3 times.
Complete rounds four through six 3 minutes
Teams continue rolling in parallel for 4, 5, and 6. For round 6, every player must roll a 6, and once all 6 dice match, the entire team completes 6 spins (or alternate movements). The first group to complete round 6 calls stop, which concludes the race for the room.
Debrief and reset 2 minutes
Gather attention back to the center. Invite 2 or 3 quick observations about pacing, frustration when waiting on the last die, and how teams encouraged one another.
Debrief questions
- How did the energy in your circle shift as you waited for the final die to match?
- What specific verbal cues or signals helped your team transition quickly between rounds?
Finished output: Completion of all six dice rounds across participating teams.
Remote
To run online, each participant needs their own die and camera. Place participants into breakout rooms of exactly 6 people. If numbers do not divide evenly into 6, assign remaining participants as coaches or timekeepers in the rooms. Players roll in front of their webcams. When a player hits the target number, they hold the die to the lens. Once all 6 cameras show the matching number, everyone claps the target number of times and advances. The first breakout room to finish round 6 returns to the main room and types 'Done' in chat.
Hybrid
Form separate in-person tables of 6 and online breakout rooms of 6. Extra participants on either side serve as coaches. Both settings play under identical rules, with in-person tables spinning and remote players clapping the round number on screen. The first group across either format to complete round 6 announces completion.
Access and participation choices
- Spinning can induce dizziness; offer clapping, hand-raising, or table-tapping the required number of times instead.
- Participants may choose non-rolling roles such as scorekeeper, coach, or cheer judge without needing to disclose a reason.
If the session gets stuck
- Dice bounce off the table and scatter across the floor.
- Designate a shallow box lid or tray in the center of each table, or play on carpeted floor space.
- One participant gets stuck on a number, leading to impatience or frustration.
- Remind teams that dice rolls are pure chance, and direct players to cheer rhythmically for the remaining roller.
Terms used here
- Die: A single six-sided cube marked with numbers one through six (singular form of dice).
Sources and adaptation
Observed on Playmeo, attributed to Mark Collard. The commercial boxed game Tenzi uses ten dice per person, whereas this entry reflects the distinct group circle energizer recorded in the Playmeo source.
Retained the progressive 1-to-6 rolling and movement mechanic from Playmeo. Standardized group size to exactly 6 participants per team to equalize probabilities across groups, adding designated roles for extra participants. Added low-impact movement alternatives (clapping/tapping) and aligned remote breakout rules to the same 6-person constraint.
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Current version: https://unitedwetransform.com/exercises/group-energiser-game-builds-team-spirit-laughter-fast-tenzi/
Revision: ebb506dd8504