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Exercises/Divergent Ideation/Invent a Game
Name Learning ยท Divergent Ideation

Invent a Game

Small teams receive an assortment of sports equipment and design a short playable game with defined boundaries and three clear rules. Teams then teach and test their games with partner teams.

30 minutesTIME
6 to 24 peopleGROUP SIZE
In personSETTING
3 materialsMATERIALS
Planning pillar: Participation Architecture UWT groups this divergent ideation activity under Participation Architecture in its Gathering Effectiveness planning framework.

Choose this exercise

Purpose: Design, document, and test a simple collaborative rule set within defined physical constraints.

Use it when: Use when groups need to practice group decision making, negotiate rules, or test how clearly their verbal instructions translate into physical action.

Skip it when: Skip when large open physical space is unavailable, or when participants cannot take part in physical activity even with stationary non-running roles.

Group arrangement: 2, 4, or 6 teams of 3 to 6 participants. Always form an even number of teams so every team has a partner: 6 to 11 participants form 2 teams; 12 to 17 form 4 teams; 18 to 24 form 4 or 6 teams.

Timing: UWT suggested duration. Playworks does not state a run time; 30 minutes allows sufficient time to build, playtest, and debrief.

Materials and tools

Before participants arrive

  1. Clear a large open room or outdoor field into distinct playing zones with ample space between them.
  2. Assemble equipment kits into separate piles, placing one pile per zone.
  3. Place one index card and one pen beside each equipment pile.

Say this to open

Your team has one pile of equipment and a marked boundary. Your task is to invent a simple game that uses every item in your pile. On your index card, write your game name, boundary lines, and three rules: how to start, how to score or end, and what is not allowed. Everyone must have a role. You have 10 minutes to invent and test it inside your team before teaching it to a partner team.

How to run it

  1. Group teams and assign partners 3 minutes

    Divide participants into an even number of teams of 3 to 6 people (2, 4, or 6 teams). Assign each team an adjacent partner team right away (Team 1 with 2, Team 3 with 4, Team 5 with 6). Direct each team to their zone and equipment pile. Read the opening script aloud. Teams inspect their equipment kits.

  2. Invent and playtest rules 10 minutes

    Teams create their game using all items in their pile. They decide on a game name, boundaries, and three specific rules: how to start, how to score or win, and what is prohibited. Teams test the actions themselves and record the rules on their index card.

  3. Peer playtest round 1 6 minutes

    Within each pair, Team A explains their rules to Team B in 1 minute. Team B plays Team A's game for 5 minutes while Team A referees, keeps time, and answers questions.

  4. Peer playtest round 2 6 minutes

    Teams swap roles within their pair. Team B explains their rules to Team A in 1 minute. Team A plays Team B's game for 5 minutes while Team B referees, tracks score, and monitors boundaries.

  5. Reflect and debrief 5 minutes

    Gather the full room. Facilitator asks debrief questions. Collect 2 or 3 responses from volunteers across different teams. Collect each team's rule card at the close.

Debrief questions

Finished output: A written index card from each team recording the game name, boundaries, and three specific rules (start, score or end, forbidden action).

Remote

This active physical game requires open space and movement props. It cannot run directly online without becoming a fundamentally different activity. If an online game design activity is needed, run a tabletop digital board game rule design session instead.

Hybrid

Hybrid delivery is not recommended because open physical play cannot be mirrored fairly for online participants. Run as an exclusively in-person session.

Access and participation choices

If the session gets stuck

Teams spend all their design time debating ideas without testing anything physically.
Intervene at the 5-minute mark. Direct teams to test one physical movement with their items immediately before deciding on any further rules.
A team creates overly complicated rules that visiting players cannot understand.
Remind the team of the 3-rule limit: state only how to start, how to score or end, and what is not allowed.

Terms used here

Live facilitator

Run this exercise live

The facilitator console stays in this browser. Its QR handoff is a short-lived participant snapshot containing only public exercise instructions, phase, prompt, and timer state.

Run this with your AI assistant +

Works with Claude, ChatGPT, Gemini, or your own local model: paste this prompt and your AI will co-facilitate this exercise with you.

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: a593d45c478147930bae8909518f6f3cb95a53f51019407451a774f74e2cc954

# Invent a Game

Small teams receive an assortment of sports equipment and design a short playable game with defined boundaries and three clear rules. Teams then teach and test their games with partner teams.

**Time:** 30 minutes. UWT suggested duration. Playworks does not state a run time; 30 minutes allows sufficient time to build, playtest, and debrief.
**People:** 6 to 24. 2, 4, or 6 teams of 3 to 6 participants. Always form an even number of teams so every team has a partner: 6 to 11 participants form 2 teams; 12 to 17 form 4 teams; 18 to 24 form 4 or 6 teams.

## Choose this exercise

**Purpose:** Design, document, and test a simple collaborative rule set within defined physical constraints.
**Use it when:** Use when groups need to practice group decision making, negotiate rules, or test how clearly their verbal instructions translate into physical action.
**Skip it when:** Skip when large open physical space is unavailable, or when participants cannot take part in physical activity even with stationary non-running roles.

## Materials and tools

- Assorted sports and movement props grouped into equal kits (for example: 2 cones, 1 soft ball, 1 jump rope, 1 hula hoop per team)
- 1 index card and 1 pen per team
- Countdown timer visible to the room

## Before participants arrive

1. Clear a large open room or outdoor field into distinct playing zones with ample space between them.
2. Assemble equipment kits into separate piles, placing one pile per zone.
3. Place one index card and one pen beside each equipment pile.

## Say this to open

Your team has one pile of equipment and a marked boundary. Your task is to invent a simple game that uses every item in your pile. On your index card, write your game name, boundary lines, and three rules: how to start, how to score or end, and what is not allowed. Everyone must have a role. You have 10 minutes to invent and test it inside your team before teaching it to a partner team.

## How to run it

### 1. Group teams and assign partners (3 minutes)

Divide participants into an even number of teams of 3 to 6 people (2, 4, or 6 teams). Assign each team an adjacent partner team right away (Team 1 with 2, Team 3 with 4, Team 5 with 6). Direct each team to their zone and equipment pile. Read the opening script aloud. Teams inspect their equipment kits.

### 2. Invent and playtest rules (10 minutes)

Teams create their game using all items in their pile. They decide on a game name, boundaries, and three specific rules: how to start, how to score or win, and what is prohibited. Teams test the actions themselves and record the rules on their index card.

### 3. Peer playtest round 1 (6 minutes)

Within each pair, Team A explains their rules to Team B in 1 minute. Team B plays Team A's game for 5 minutes while Team A referees, keeps time, and answers questions.

### 4. Peer playtest round 2 (6 minutes)

Teams swap roles within their pair. Team B explains their rules to Team A in 1 minute. Team A plays Team B's game for 5 minutes while Team B referees, tracks score, and monitors boundaries.

### 5. Reflect and debrief (5 minutes)

Gather the full room. Facilitator asks debrief questions. Collect 2 or 3 responses from volunteers across different teams. Collect each team's rule card at the close.


## Debrief questions

- Which rule was easiest for your visiting players to understand, and which rule caused confusion?
- What adjustments did your team have to make once another group started playing your game?
- How did having constrained equipment shape the game you designed?

**Finished output:** A written index card from each team recording the game name, boundaries, and three specific rules (start, score or end, forbidden action).

## Remote

This active physical game requires open space and movement props. It cannot run directly online without becoming a fundamentally different activity. If an online game design activity is needed, run a tabletop digital board game rule design session instead.

## Hybrid

Hybrid delivery is not recommended because open physical play cannot be mirrored fairly for online participants. Run as an exclusively in-person session.

## Access and participation choices

- Participants may choose non-running roles such as scorekeeper, referee, boundary judge, or rule scribe.
- Anyone may opt out of physical trials and serve as group recorder or timer without disclosure.

## If the session gets stuck

**Teams spend all their design time debating ideas without testing anything physically.**

Intervene at the 5-minute mark. Direct teams to test one physical movement with their items immediately before deciding on any further rules.

**A team creates overly complicated rules that visiting players cannot understand.**

Remind the team of the 3-rule limit: state only how to start, how to score or end, and what is not allowed.


## Terms used here

- Playtest: A trial run of a game to observe whether the rules function as intended.

## Sources and adaptation

Observed in the Playworks Game Library under 'Invent a Game'. Playworks lists this activity for autonomous play and grades 3 through 5.

Retained the core Playworks mechanic of using a designated pile of sports equipment to invent boundaries, rules, and equipment use, followed by teaching and playing. UWT added explicit timing, an even-team pairing structure with team sizes adjusted to 3 to 6 to absorb any participant count from 6 to 24, a 3-rule card structure (start, score, forbidden action), non-physical participant roles, and structured debrief questions.

[Playworks](https://www.playworks.org/game-library/invent-a-game/)

Current run sheet: https://unitedwetransform.com/exercises/invent-a-game/

Sources and adaptation

Observed in the Playworks Game Library under 'Invent a Game'. Playworks lists this activity for autonomous play and grades 3 through 5.

Retained the core Playworks mechanic of using a designated pile of sports equipment to invent boundaries, rules, and equipment use, followed by teaching and playing. UWT added explicit timing, an even-team pairing structure with team sizes adjusted to 3 to 6 to absorb any participant count from 6 to 24, a 3-rule card structure (start, score, forbidden action), non-physical participant roles, and structured debrief questions.

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

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