Blizzard
Teams launch small strips of paper into the air simultaneously and attempt to catch every strip before it touches the ground. Each successful attempt adds another strip to the next round.
Choose this exercise
Purpose: Test real-time physical coordination and iterative group strategy under progressive difficulty.
Use it when: Use when an in-person group needs an active reset that requires non-verbal signaling, spatial coordination, and quick tactical adjustments.
Skip it when: Skip in cramped or cluttered rooms, outdoors on breezy days, or when the group requires a seated or low-movement session.
Group arrangement: Single group for 4 to 12 participants, or parallel teams of 4 to 8 participants each for larger groups.
Timing: UWT suggested standard 15-minute format based on the open-ended rounds in Playmeo evidence.
Materials and tools
- 20 to 30 paper strips (approx. 4cm x 1cm) per team
- One pair of scissors (for prep)
- One small envelope, dish, or cup per team to store strips
Before participants arrive
- Before the clock starts, cut at least 25 paper strips (approx. 4cm x 1cm) per team.
- Clear an open floor space free of tables, chairs, bags, or other tripping hazards.
Say this to open
In this challenge, called Blizzard, our goal is to catch floating paper snowflakes before any touch the floor. In round one, we launch one snowflake. If caught cleanly, we add one more flake for the next round. If any flake touches the floor, we repeat the attempt with the same number. Let us see how many flakes we can manage at once.
How to run it
Introduce rules and setup 3 minutes
Explain the rules and safety expectations. Participants must catch flakes cleanly before they touch the floor or room furniture. No diving, sliding, or colliding. Clarify distribution: for each round, the team decides who holds and tosses each strip. One person may hold and toss only one strip until the number of strips exceeds the number of players, at which point players may hold more than one strip or double up tosses. Give the group one minute to establish initial positions.
Run progressive launch rounds 7 minutes
Start with Round 1 using one snowflake. On the facilitator signal, the designated thrower tosses the strip high overhead. If the group catches it before it touches the ground, add one strip for Round 2. Continue adding one strip after each successful catch. On each toss, all holders release their strips simultaneously on the count of three. If any strip hits the ground, reset the round with the same count. Allow 15 seconds between tosses for teams to adjust zones, callouts, and catcher pairings.
Execute final high-score attempt 2 minutes
Announce the final round. Have each team decide whether to attempt their next progressive number or secure a flawless run at their current best level. Run the final synchronized toss. Record the highest number of cleanly caught snowflakes.
Debrief coordination and strategy 3 minutes
Gather the group in a circle. Ask two debrief questions about spatial coverage and communication. Take 2 to 3 voluntary contributions from the room.
Debrief questions
- What tactical adjustments did you make once more than three flakes were floating at once?
- How did throwers and catchers communicate in flight to avoid collisions?
- Where did communication break down, and how did you resolve it on the retry?
Finished output: A recorded peak count of paper strips successfully caught in a single synchronized drop without any touching the floor.
Remote
This physical toss-and-catch activity relies on local physical airspace and cannot be run online. For a separate online activity that addresses rapid coordination without collision, run an elimination count-up where participants attempt to count consecutively from 1 to 20 without predetermined turn orders, resetting whenever two participants speak at once.
Hybrid
Hybrid delivery is not recommended because the defining mechanic is physical catching in shared air. If a hybrid setup is mandatory, have in-person participants form their own physical team while remote participants run individual solo rounds at home, tossing and catching their own increasing set of paper strips, with both cohorts reporting their highest cleared level.
Access and participation choices
- Participants with limited physical mobility may serve as designated launch callers, zone strategists, or tossers who launch from a stationary stance.
- Anyone may opt out of the physical catching scramble at any time without explanation by stepping to the side to manage strip counts.
If the session gets stuck
- Participants collide when lunging for the same falling paper strip.
- Pause the action. Require participants to audibly call their name or 'mine' before moving toward a falling strip, and divide the launch circle into distinct coverage quadrants.
- Strips are thrown horizontally or blown sideways by room ventilation.
- Remind throwers to toss strips vertically overhead using an upward wrist flick, and step away from direct air conditioning vents.
Terms used here
- Snowflake: A small strip of lightweight paper (approx. 4cm by 1cm) that flutters gently when tossed vertically overhead.
Run this exercise live
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What participants need now
Materials:
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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: 667432911d2e7bd422c4242d35278fc36ecd3d23601b6aee4eba53dca7b15d62 # Blizzard Teams launch small strips of paper into the air simultaneously and attempt to catch every strip before it touches the ground. Each successful attempt adds another strip to the next round. **Time:** 15 minutes. UWT suggested standard 15-minute format based on the open-ended rounds in Playmeo evidence. **People:** 4 to 24. Single group for 4 to 12 participants, or parallel teams of 4 to 8 participants each for larger groups. ## Choose this exercise **Purpose:** Test real-time physical coordination and iterative group strategy under progressive difficulty. **Use it when:** Use when an in-person group needs an active reset that requires non-verbal signaling, spatial coordination, and quick tactical adjustments. **Skip it when:** Skip in cramped or cluttered rooms, outdoors on breezy days, or when the group requires a seated or low-movement session. ## Materials and tools - 20 to 30 paper strips (approx. 4cm x 1cm) per team - One pair of scissors (for prep) - One small envelope, dish, or cup per team to store strips ## Before participants arrive 1. Before the clock starts, cut at least 25 paper strips (approx. 4cm x 1cm) per team. 2. Clear an open floor space free of tables, chairs, bags, or other tripping hazards. ## Say this to open In this challenge, called Blizzard, our goal is to catch floating paper snowflakes before any touch the floor. In round one, we launch one snowflake. If caught cleanly, we add one more flake for the next round. If any flake touches the floor, we repeat the attempt with the same number. Let us see how many flakes we can manage at once. ## How to run it ### 1. Introduce rules and setup (3 minutes) Explain the rules and safety expectations. Participants must catch flakes cleanly before they touch the floor or room furniture. No diving, sliding, or colliding. Clarify distribution: for each round, the team decides who holds and tosses each strip. One person may hold and toss only one strip until the number of strips exceeds the number of players, at which point players may hold more than one strip or double up tosses. Give the group one minute to establish initial positions. ### 2. Run progressive launch rounds (7 minutes) Start with Round 1 using one snowflake. On the facilitator signal, the designated thrower tosses the strip high overhead. If the group catches it before it touches the ground, add one strip for Round 2. Continue adding one strip after each successful catch. On each toss, all holders release their strips simultaneously on the count of three. If any strip hits the ground, reset the round with the same count. Allow 15 seconds between tosses for teams to adjust zones, callouts, and catcher pairings. ### 3. Execute final high-score attempt (2 minutes) Announce the final round. Have each team decide whether to attempt their next progressive number or secure a flawless run at their current best level. Run the final synchronized toss. Record the highest number of cleanly caught snowflakes. ### 4. Debrief coordination and strategy (3 minutes) Gather the group in a circle. Ask two debrief questions about spatial coverage and communication. Take 2 to 3 voluntary contributions from the room. ## Debrief questions - What tactical adjustments did you make once more than three flakes were floating at once? - How did throwers and catchers communicate in flight to avoid collisions? - Where did communication break down, and how did you resolve it on the retry? **Finished output:** A recorded peak count of paper strips successfully caught in a single synchronized drop without any touching the floor. ## Remote This physical toss-and-catch activity relies on local physical airspace and cannot be run online. For a separate online activity that addresses rapid coordination without collision, run an elimination count-up where participants attempt to count consecutively from 1 to 20 without predetermined turn orders, resetting whenever two participants speak at once. ## Hybrid Hybrid delivery is not recommended because the defining mechanic is physical catching in shared air. If a hybrid setup is mandatory, have in-person participants form their own physical team while remote participants run individual solo rounds at home, tossing and catching their own increasing set of paper strips, with both cohorts reporting their highest cleared level. ## Access and participation choices - Participants with limited physical mobility may serve as designated launch callers, zone strategists, or tossers who launch from a stationary stance. - Anyone may opt out of the physical catching scramble at any time without explanation by stepping to the side to manage strip counts. ## If the session gets stuck **Participants collide when lunging for the same falling paper strip.** Pause the action. Require participants to audibly call their name or 'mine' before moving toward a falling strip, and divide the launch circle into distinct coverage quadrants. **Strips are thrown horizontally or blown sideways by room ventilation.** Remind throwers to toss strips vertically overhead using an upward wrist flick, and step away from direct air conditioning vents. ## Terms used here - Snowflake: A small strip of lightweight paper (approx. 4cm by 1cm) that flutters gently when tossed vertically overhead. ## Sources and adaptation Observed in Playmeo collection, where it is attributed to Mark Collard. Retained the progressive paper-strip tossing and catching mechanic from the Playmeo source. UWT added explicit rules for strip distribution when counts exceed player totals, defined safety bounds to prevent sliding or tackling, structured step durations totaling 15 minutes, and replaced passive observation roles in hybrid and remote contexts with distinct, active alternatives. [Playmeo](https://www.playmeo.com/activities/team-building-problem-solving-activities/blizzard) [Playmeo](https://www.playmeo.com/activities/team-building-problem-solving-activities/blizzard/) Current run sheet: https://unitedwetransform.com/exercises/simple-team-challenge-builds-group-coordination-skills-blizzard/
Sources and adaptation
Observed in Playmeo collection, where it is attributed to Mark Collard.
Retained the progressive paper-strip tossing and catching mechanic from the Playmeo source. UWT added explicit rules for strip distribution when counts exceed player totals, defined safety bounds to prevent sliding or tackling, structured step durations totaling 15 minutes, and replaced passive observation roles in hybrid and remote contexts with distinct, active alternatives.
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