United We Transform | Facilitator run sheet
All Catch
A group stands in a circle and attempts to toss and catch an increasing number of soft balls simultaneously on a signal. Any drop resets the count to one ball.
15 minutes | 4 to 16 people
Choose this exercise
Purpose: Coordinate group timing and spatial positioning to maximize the number of objects caught at the same time.
Use it when: Use during an in-person team session when people need physical movement and a concrete problem focused on iterative improvement.
Skip it when: Skip when physical tossing risks injury or discomfort, when the room has low ceilings or fragile fixtures, or when running a remote meeting.
Group arrangement: Single circle of 4 to 16 people, or two parallel circles of 6 to 8 people if space permits.
Timing: 15 minutes total; Playmeo lists this as a 15 to 30 minute exercise, and 15 minutes provides ample time for multiple attempts and debrief.
Materials and tools
- 15 to 20 soft tossable balls (such as foam balls, fleece balls, or beanbags) per circle
- 1 storage bin or basket per circle to hold extra balls
Before participants arrive
- Select a room with high ceilings and clear tripping hazards.
- Place the bin of soft balls within arm's reach of the facilitator near the circle.
- Mark a clear standing perimeter if needed to ensure adequate space between people.
Say this to open
We are going to test our coordination as a whole group. We will start with one ball. Every time I call 'GO', anyone holding a ball must toss it at least 30 centimeters above the head of the tallest person here. You cannot catch your own ball; someone else must catch it. If every ball is caught successfully, we add another ball to the round. If any ball hits the floor, we reset back to one ball.
How to run it
Explain rules and safety 3 minutes
Form a circle facing inward. State the opening script. Demonstrate the minimum toss height (at least 30 centimeters above the tallest person). Clarify that players may not pass to themselves and must call out or coordinate visually to avoid collisions.
Initial attempts and reset 4 minutes
Hand one ball to a participant. Call 'GO'. When caught successfully, hand an additional ball to another player so two balls are now in play. Call 'GO' again. Continue adding one ball after each successful simultaneous catch. If any ball drops, retrieve all balls and reset immediately to round one with a single ball.
Tactical planning and high score run 5 minutes
Pause for 60 seconds to allow the group to discuss strategy, such as assigning toss pairs, calling names, or adjusting circle diameter. Resume the challenge. Continue the cycles of tossing, catching, and resetting until time is called, tracking the highest number of balls caught simultaneously.
Debrief 3 minutes
Gather the group to reflect on communication, adjustments under pressure, and how planning changed their success rate. Take 2 to 3 observations from the room.
Debrief questions
- What adjustment produced the biggest leap in the number of balls caught?
- How did communication shift as the number of balls in the air increased?
- What signals did you rely on to prevent two people from diving for the same toss?
Finished output: The group establishes a recorded high score of balls tossed and caught simultaneously.
Remote
Not runnable remotely. The mechanic requires physical co-location and simultaneous real-world catching. For an online team coordination exercise, use a digital word-chain or numbered-order coordination task instead.
Hybrid
Not suitable for hybrid participation. Remote participants cannot share in real-time physical catching without severe lag and physical separation. Run this exclusively in-person.
Access and participation choices
- Participants who prefer not to toss or catch can serve as the ball supplier, official scorekeeper, or toss-height spotter.
- Anyone can step out of the circle at any point without explanation by taking on a tracking role.
If the session gets stuck
- Participants throw low, quick passes directly to each other's chests instead of high arcs.
- Remind the group of the height rule: every ball must peak at least 30 cm above the tallest participant before being caught.
- Two participants collide while trying to catch the same ball.
- Pause the activity immediately. Remind players to call out their names when claiming a ball and expand the circle by two steps.
Terms used here
- Simultaneous toss: All balls in play are launched into the air at the exact moment the facilitator calls the command.
Sources and adaptation
Observed in Playmeo as 'All Catch', attributed on the page to Mark Collard.
Retained the core Playmeo rules: toss height above tallest person, catch by a different person, add one ball on success, reset to one ball on drop. Added exact time distribution, safe role substitutions, explicit group size caps, and a structured debrief.
See our editorial policy for AI use, sourcing and corrections.
Current version: https://unitedwetransform.com/exercises/group-juggling-challenge-for-team-building-programs-all-catch/
Revision: ba0b4e226df5