United We Transform | Facilitator run sheet

Five Card Sets

Small groups review workshop content by competing to collect one card from each of five category decks: Compare-Contrast, Beat the Clock, Charades, Draw It Out, and Roleplay.

45 minutes | 4 to 24 people

Choose this exercise

Purpose: Demonstrate comprehension and application of recent training material across analytical, verbal, gestural, visual, and interpersonal modes.

Use it when: Use at the end of a content-heavy training unit or workshop module when participants need an active, multi-modal review before testing or implementation.

Skip it when: Skip when participants have not yet covered foundational subject matter or when the room lacks psychological safety for impromptu drawing, gesture, or roleplay.

Group arrangement: Table groups of 4 to 7 participants working in parallel. Divide total headcount into balanced tables (for example: 8 splits into two tables of 4; 9 splits into 5 and 4; 13 splits into 7 and 6; 24 splits into four tables of 6). Any single spare participant may serve as table timekeeper and reader.

Timing: Source specifies 30 to 60 minutes. 45 minutes provides 10 minutes for comprehensive briefing, 25 minutes of table play, and 10 minutes for whole-room debrief.

Materials and tools

Before participants arrive

  1. Write or print 50 prompt cards tailored to the session subject matter (10 cards each across 5 color-coded card stocks). Example prompts: Compare-Contrast pairs two concepts (such as Behavior vs. Performance); Beat the Clock lists a category (such as Analysis Strategies); Charades names a term to act (such as Subject-Matter Expert); Draw It Out names a term to draw (such as Change Agent); Roleplay gives two roles and a conflict situation (such as Consultant and Manager negotiating scope).
  2. Arrange room with tables of 4 to 7 chairs each, spaced so groups do not distract each other.
  3. Place one shuffled 50-card deck, timer, unlined paper pad, markers, pens, and category rules handout at the center of each table.

Say this to open

We are going to review what we covered today using a game called Five Card Sets. Your table has five piles of cards, each asking for a different type of demonstration: comparing concepts, listing items against the clock, acting without speaking, drawing without words, or acting out a workplace scenario. Your goal is to be the first person at your table to win a five-card set with one card of each color. Take a look at your category instruction sheet as we walk through how each card type works.

How to run it

  1. Brief rules and categories 10 minutes

    Deliver opening script. Direct participants to examine the five color-coded card piles and the category reference sheet on their tables. Walk through the rules for each category: Compare-Contrast, Beat the Clock, Charades, Draw It Out, and Roleplay. Explain that turns move clockwise, that in Charades and Draw It Out both the presenter and the correct guesser earn a card, and that players may use the optional duplicate-card trade rule. Answer procedural questions.

  2. Initiate first round 5 minutes

    The tallest player at each table takes the first turn. That player selects the top card from any of the five category piles and runs the procedure on the reference sheet. Table members follow along, enforce the timer, and vote or guess according to the card rules. The winner keeps the card face up; unwon cards go to a waste pile.

  3. Run rotating gameplay 20 minutes

    Play moves clockwise around each table. Each player draws the top card from any category pile they choose. Remind participants that a player holding duplicates may trade two matching cards for one card from the waste pile during their turn. Play continues until a participant collects one card of each of the five colors or until time is called.

  4. Debrief learning and application 10 minutes

    Call time. Gather whole-room attention. Ask two or three volunteers across different tables to share which category challenged their understanding most and what nuances surfaced during acting, drawing, or voting.

Debrief questions

Finished output: Each participant produces multiple written lists, sketches, or roleplay interactions demonstrating topic knowledge, resulting in at least one participant per table earning a complete five-card set.

Remote

Set up breakout rooms of 4 to 6 people. Provide a shared slide deck or virtual whiteboard with five digital card stacks hidden face down. One player per turn reveals a card. For Compare-Contrast and Beat the Clock, participants submit answers via private direct message to an assigned reader or in an anonymous form, then vote using poll reactions. For Draw It Out, the presenter uses the whiteboard drawing tool with chat disabled. For Charades, the presenter turns on video and acts while others type guesses into chat. For Roleplay, two players act on camera while peers vote using thumbs-up emoji.

Hybrid

Keep remote and in-person participants in separate groups whenever possible. If mixed, pair each in-person table with an open video portal on a shared screen, and use an online digital card board so all players draw from the same visual interface. Ensure remote participants receive anonymous text submissions through chat direct messages during voting rounds.

Access and participation choices

If the session gets stuck

A table experiences deadlock because players vote against an opponent who needs only one final card to win.
Remind participants to evaluate the response objectively against the criteria. Also remind them of the standard trade rule: a player holding duplicate cards may trade two duplicates to pick an unearned card directly from the waste pile.
Players dispute whether a charade gesture or sketch guess was exact enough to count.
Remind tables that the active cardholder has sole authority to accept or reject a shouted guess.

Terms used here

Five Card Sets Table Reference Sheet

COMPARE-CONTRAST (1 min write, then vote):Read the two concepts aloud. All players (including you) write similarities and differences for 1 minute. Fold papers. Collect and shuffle yours with one random opponent's paper. Give both to a third player to read aloud anonymously. Remaining players vote by pointing to the better list. The writer of the winning list keeps the card. In case of a tie, the active player who drew the card wins it. BEAT THE CLOCK (2 min write, then vote):Read category aloud. All players list items fitting the category for 2 minutes. Fold papers. Shuffle yours with one random opponent's list and have a third player read both aloud. Group votes on the stronger list. The writer of the winning list keeps the card. In case of a tie, the active player who drew the card wins it. CHARADES (1 min):Read card silently. Set 1-minute timer. Use physical gestures without speaking or mouthing words. Other players shout guesses. If someone guesses correctly before time expires, say 'Done!' You keep the card, and the correct guesser draws an extra card of this color from the deck. DRAW IT OUT (1 min):Read card silently. Set 1-minute timer. Draw pictures on blank paper without letters, numbers, or spoken words. If someone guesses correctly before time expires, say 'Done!' You keep the card, and the guesser takes an extra card of this color. ROLEPLAY (2 min):Read the role card aloud. Select a partner at the table to play the counterpart. Act out the scenario for up to 2 minutes. At the end, the table votes thumbs up or thumbs down. If at least half give thumbs up, you win the card. OPTIONAL TRADE RULE:If you hold duplicate cards of the same color, you may trade two duplicate cards to draw one unearned card from the waste pile during your active turn.

Sources and adaptation

Observed in Play for Performance (August 2003), published by Workshops by Thiagi, Inc., edited by Sivasailam Thiagarajan.

Retained the exact five card game mechanics, card types, time limits, and voting structures documented in Thiagi's August 2003 Play for Performance newsletter. Standardized timing to 45 minutes for workshop application. Grouping arithmetic is expanded to handle all participant counts from 4 to 24 cleanly. UWT added explicit card creation examples in setup, clarified ties go to the active player who drew the card, integrated briefing of the duplicate-card trade rule into Step 1, and ensured all required materials like unlined paper and thick markers are explicitly listed.

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