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Exercises/Relationship Mapping/Heads Up
Applied Improv ยท Relationship Mapping

Heads Up

Small teams play a rapid guessing game where one person holds a hidden word against their forehead while teammates give spoken clues or physical gestures without saying the word.

15 minutesTIME
4 to 24 peopleGROUP SIZE
In person, Remote, HybridSETTING
3 materialsMATERIALS
Planning pillar: Network Design UWT groups this relationship mapping activity under Network Design in its Gathering Effectiveness planning framework.

Choose this exercise

Purpose: Practice quick verbal clue-giving and listening under a gentle, shared time limit.

Use it when: Use as a high-energy warm-up, energizer transition, or review of shared concepts during a team session.

Skip it when: Skip when the session calls for quiet analytical focus, when participants share no common vocabulary, or when rapid verbal performance causes discomfort.

Group arrangement: Teams of 3 to 6 people. Form two groups of 3 for 6 participants; one group of 4 and one of 3 for 7. Any remaining participant joins an existing group up to 6, or serves as room timekeeper.

Timing: Relationship Makers Handbook suggests 5 to 15 minutes. This 15-minute plan provides 10 minutes of active play, allowing one 60-second turn per person in groups of 5 to 6, or two turns in groups of 3 to 4.

Materials and tools

Before participants arrive

  1. Divide room into team clusters of 3 to 6 participants.
  2. Distribute one phone running the app or one deck of face-down cards to each team.
  3. Designate one person per group as the starting scorekeeper.

Say this to open

We are playing Heads Up. One person holds a card or phone against their forehead without looking at the word. Everyone else gives clues, describes the concept, or acts it out without saying any part of the target word. You have sixty seconds per turn to guess as many as you can.

How to run it

  1. Explain rules and demonstrate 3 minutes

    Deliver the opening script and demonstrate one 30-second example with a volunteer. Clarify clues: no rhyming, no spelling out letters, and no using root words from the target term. For example, if the card says 'Coffee Machine', clue-givers cannot say 'coffee' or 'machine'.

  2. Run first guessing turns 5 minutes

    Teams choose their first guesser. Start the synchronized 60-second timer. Teammates call out clues while the guesser guesses. The scorekeeper tracks correct answers. When the timer chimes, pass the role clockwise to the next person. Run three consecutive 60-second turns.

  3. Run second guessing turns 5 minutes

    Continue passing the guesser role clockwise for three more 60-second turns so every member who wants to guess takes a turn. If time remains in groups of 3 or 4, take a second turn.

  4. Debrief and close 2 minutes

    Call the room back together. Hear two or three observations using the debrief questions, acknowledge group efforts, and close the activity.

Debrief questions

Finished output: Completed guessing rounds with recorded point tallies per team.

Remote

Use breakout rooms of 3 to 6 people. The guesser turns their back to the screen or closes their eyes. Another participant pastes the target word into the breakout chat so all clue-givers see it. Clue-givers describe it aloud for 60 seconds while the guesser guesses.

Hybrid

Run parallel setups. Group remote participants together in a dedicated video breakout room using chat prompts. Group in-person participants in room clusters using physical cards or phones. Bring all groups together in the shared room for the final debrief.

Access and participation choices

If the session gets stuck

Teammates all talk at once, creating unintelligible noise for the guesser.
Pause the group and instruct clue-givers to let one person speak per card or take rapid alternating turns.
A guesser is stuck on a difficult word and burning their entire turn.
Remind teams that passing is free. The guesser says 'Pass' to draw the next card or skip the screen.

Terms used here

Starter Printable Card Prompts

Cut into individual cards:1. Coffee Machine2. Video Conference3. Whiteboard4. Brainstorming5. Sticky Note6. Laptop Charger7. Lunch Break8. Wi-Fi Router9. Deadline10. Keynote Speaker11. Paper Airplane12. Elevator Pitch
Live facilitator

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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: ed3ac4b291201b9eb9976be808b98efeba4252cfae4d178ec0da5116afe7a331

# Heads Up

Small teams play a rapid guessing game where one person holds a hidden word against their forehead while teammates give spoken clues or physical gestures without saying the word.

**Time:** 15 minutes. Relationship Makers Handbook suggests 5 to 15 minutes. This 15-minute plan provides 10 minutes of active play, allowing one 60-second turn per person in groups of 5 to 6, or two turns in groups of 3 to 4.
**People:** 4 to 24. Teams of 3 to 6 people. Form two groups of 3 for 6 participants; one group of 4 and one of 3 for 7. Any remaining participant joins an existing group up to 6, or serves as room timekeeper.

## Choose this exercise

**Purpose:** Practice quick verbal clue-giving and listening under a gentle, shared time limit.
**Use it when:** Use as a high-energy warm-up, energizer transition, or review of shared concepts during a team session.
**Skip it when:** Skip when the session calls for quiet analytical focus, when participants share no common vocabulary, or when rapid verbal performance causes discomfort.

## Materials and tools

- One smartphone per team with a guessing app installed, or one pre-cut deck of index cards with target words written on them
- One countdown timer per team or a single facilitator display timer
- One score sheet or scratch paper per group with one pen

## Before participants arrive

1. Divide room into team clusters of 3 to 6 participants.
2. Distribute one phone running the app or one deck of face-down cards to each team.
3. Designate one person per group as the starting scorekeeper.

## Say this to open

We are playing Heads Up. One person holds a card or phone against their forehead without looking at the word. Everyone else gives clues, describes the concept, or acts it out without saying any part of the target word. You have sixty seconds per turn to guess as many as you can.

## How to run it

### 1. Explain rules and demonstrate (3 minutes)

Deliver the opening script and demonstrate one 30-second example with a volunteer. Clarify clues: no rhyming, no spelling out letters, and no using root words from the target term. For example, if the card says 'Coffee Machine', clue-givers cannot say 'coffee' or 'machine'.

### 2. Run first guessing turns (5 minutes)

Teams choose their first guesser. Start the synchronized 60-second timer. Teammates call out clues while the guesser guesses. The scorekeeper tracks correct answers. When the timer chimes, pass the role clockwise to the next person. Run three consecutive 60-second turns.

### 3. Run second guessing turns (5 minutes)

Continue passing the guesser role clockwise for three more 60-second turns so every member who wants to guess takes a turn. If time remains in groups of 3 or 4, take a second turn.

### 4. Debrief and close (2 minutes)

Call the room back together. Hear two or three observations using the debrief questions, acknowledge group efforts, and close the activity.


## Debrief questions

- Which clue styles helped the guesser identify terms fastest?
- What happened when multiple teammates spoke at the exact same time?
- What adjustment did your team make after the first turn?

**Finished output:** Completed guessing rounds with recorded point tallies per team.

## Remote

Use breakout rooms of 3 to 6 people. The guesser turns their back to the screen or closes their eyes. Another participant pastes the target word into the breakout chat so all clue-givers see it. Clue-givers describe it aloud for 60 seconds while the guesser guesses.

## Hybrid

Run parallel setups. Group remote participants together in a dedicated video breakout room using chat prompts. Group in-person participants in room clusters using physical cards or phones. Bring all groups together in the shared room for the final debrief.

## Access and participation choices

- Participants may choose to be scorekeeper, timer, or clue-giver instead of being the guesser.
- Clue-givers may type clues in chat or write them on small whiteboards if speaking rapidly is uncomfortable.
- Teams can skip point tracking entirely upon request.

## If the session gets stuck

**Teammates all talk at once, creating unintelligible noise for the guesser.**

Pause the group and instruct clue-givers to let one person speak per card or take rapid alternating turns.

**A guesser is stuck on a difficult word and burning their entire turn.**

Remind teams that passing is free. The guesser says 'Pass' to draw the next card or skip the screen.


## Terms used here

- Heads Up: A party game mechanic where a player displays a hidden word on their forehead for teammates to describe without speaking the word itself.

## Participant material: Starter Printable Card Prompts

Cut into individual cards:
1. Coffee Machine
2. Video Conference
3. Whiteboard
4. Brainstorming
5. Sticky Note
6. Laptop Charger
7. Lunch Break
8. Wi-Fi Router
9. Deadline
10. Keynote Speaker
11. Paper Airplane
12. Elevator Pitch

## Sources and adaptation

Observed in Relationship Makers Handbook (pages 194-195), referencing the party guessing game Heads Up.

Relationship Makers Handbook suggests using a preloaded mobile app or having content experts create custom cards. UWT standardized the printable card deck so groups can run the game without commercial app dependencies, defined explicit group arithmetic for odd counts, clarified rotation turns, and added standard remote and hybrid protocols.

Current run sheet: https://unitedwetransform.com/exercises/heads-up/

Sources and adaptation

Observed in Relationship Makers Handbook (pages 194-195), referencing the party guessing game Heads Up.

Relationship Makers Handbook suggests using a preloaded mobile app or having content experts create custom cards. UWT standardized the printable card deck so groups can run the game without commercial app dependencies, defined explicit group arithmetic for odd counts, clarified rotation turns, and added standard remote and hybrid protocols.

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

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