# Gotcha

Participants stand in a circle with one index finger resting in a neighbor's palm. On a spoken signal, everyone simultaneously tries to catch the finger in their palm while pulling their own finger away to safety.

**Time:** 5 minutes. Playmeo lists 1 to 2 minutes; UWT allocates 5 minutes to cover initial positioning, practice rounds, hand reversal, and brief reflection.
**People:** 4 to 24. Single inward-facing circle

## Choose this exercise

**Purpose:** Practice dual-task reaction speed and reset group focus through a low-stakes physical drill.
**Use it when:** Use during post-lunch energy drops or between heavy thinking blocks to reset attention quickly.
**Skip it when:** Skip when participants cannot comfortably stand in close proximity or when hand contact creates unease.

## Materials and tools

- Clear floor space sufficient for an unbroken circle
- Video conferencing platform with webcam and microphone access (remote/hybrid only)

## Before participants arrive

1. Clear chairs and tables to leave open floor space for participants to stand comfortably side by side in a ring.

## Say this to open

Let us do a five-minute physical reset called Gotcha. We will form one circle facing inward. Hold your right hand out flat, palm up, toward your neighbor on the right. Then place the tip of your left index finger onto the palm of your neighbor on the left. When I shout 'GO!', try to close your right hand to catch the finger resting there, while quickly lifting your left finger so it does not get caught. Let us set our hands now.

## How to run it

### 1. Form circle and position hands (1 minutes)

Deliver the opening script. Ensure everyone forms a single circle facing inward. Each person extends their right palm flat toward their right-hand neighbor and places their left index finger lightly onto their left neighbor's palm. Check that fingers rest lightly without pressing hard.

### 2. Run trigger rounds (2 minutes)

Remind participants of the catch signal. When you call 'GO!', players instantly snap their right palm closed while pulling their left finger straight up. Anyone who catches a finger shouts 'Gotcha!' Reset hand positions and repeat three to four times, varying pauses between rounds to challenge reaction times.

### 3. Reverse hands and test cues (1 minutes)

Instruct everyone to swap hand roles: hold left palms flat facing up and place right index fingers onto the left neighbor's palm. Run two fast rounds. Add a false trigger word such as 'Gold!' or 'Gone!' before calling 'GO!' to test impulse control.

### 4. Debrief and transition (1 minutes)

Ask participants to lower their hands and take half a step back. Pose one debrief question to the room and collect two quick vocal responses. Conclude the exercise and move into the next agenda item.


## Debrief questions

- Which instinct took over first: grabbing your neighbor's finger or pulling your own away?
- What difference did you notice between anticipating the call and reacting strictly when you heard it?
- For remote clap-and-drop players: did your visual response lag or lead compared to listening for the audio cue?

**Finished output:** The group completes multiple reaction rounds and transitions back to focused work.

## Remote

Gotcha requires physical touch and cannot run unchanged online. Instead, run a camera-based reaction drill: all participants bring both hands into camera view, palms open toward the lens. On the vocal cue 'Catch!', participants clap once. On 'Drop!', they drop both hands completely below camera frame. Run four rounds, varying your pace.

## Hybrid

Physical contact cannot bridge room boundaries. Have in-person participants form their physical circle in the room. Remote participants remain on screen and follow the 'Catch!' (clap) and 'Drop!' (hands off camera) drill described in the remote section on the same audio cues. Both cohorts debrief together.

## Access and participation choices

- Hovering finger option: participants may hover their finger one inch above the palm instead of touching skin directly.
- Seated option: participants can remain seated if the circle adjusts chair spacing, or they can serve as caller calling 'GO!'.
- Opting out: participants may step back and observe without giving an explanation.

## If the session gets stuck

**Participants pull fingers away early before the cue word.**

Pause the round. Remind everyone that fingers must rest in place until the exact cue sounds. Reset and call again.

**Participants grab too hard and pinch fingers.**

Remind players that a light hand closure counts as a catch. Emphasize light taps and relaxed palms.


## Sources and adaptation

Observed in the Playmeo activity database, credited to Mark Collard.

Retained the circular formation, finger-in-palm setup, trigger call, and 'Gotcha!' exclamation from Playmeo. UWT structured the 5-minute schedule, added the hand reversal variation, established safety and touch-free access alternatives, and designed the separate camera clap-and-drop drill for remote and hybrid settings.

[Playmeo](https://www.playmeo.com/activities/energizer-warm-up-games/gotcha)

[Playmeo](https://www.playmeo.com/activities/energizer-warm-up-games/gotcha/)

Current run sheet: https://unitedwetransform.com/exercises/quick-group-energiser-for-sparking-fun-laughter-gotcha/
