---
title: "Communications 101 Matrix Game"
description: "Trios compete across a five-by-five grid matching audience types with communication purposes. Players write practical tactics for chosen grid squares while a rotating judge awards the square to the stronger contribution."
last_updated: "2026-09-07"
canonical: "https://unitedwetransform.com/exercises/tgl-november-2011/"
---

# Communications 101 Matrix Game

Trios compete across a five-by-five grid matching audience types with communication purposes. Players write practical tactics for chosen grid squares while a rotating judge awards the square to the stronger contribution.

**Time:** 25 minutes. UWT suggested 25-minute structure based on the 15-minute to 45-minute timed variation in source evidence.
**People:** 3 to 24. Trios with three rotating roles: Selector, Challenger, and Judge. Any group of 4 forms two pairs or assigns a dedicated timekeeper/recorder. For any odd count not divisible by 3, form one or two quartets (e.g., 5 is not recommended; 7 = one trio + one quartet; 8 = two quartets; 17 = three trios + two quartets).

## Choose this exercise

**Purpose:** Draft and compare targeted communication approaches for specific audiences and communication goals.
**Use it when:** Use when training staff, project managers, or team members to adapt message delivery across varied workplace roles and goals.
**Skip it when:** Skip when the group needs to resolve an active interpersonal conflict or lacks shared workplace context.

## Materials and tools

- One printed Communications Matrix Sheet per table
- 60 game counters per table (20 each of 3 distinct colors)
- One pen or pencil per participant
- Pad of blank index cards (approx. 25 to 30 cards per table)
- One countdown timer or chime for the facilitator

## Before participants arrive

1. Arrange room into tables seating 3 people each (or small tables of 4 where needed).
2. Place one Communications Matrix Sheet, a stack of index cards, pens, and three sets of distinct colored counters on each table.

## Say this to open

Effective communication requires adjusting your message to fit who you are talking to and what you want to achieve. Today we are playing Communications 101. In trios, you will compete to claim squares on a grid matching five workplace audiences with five communication purposes. In each round, one person selects an open box, two people draft competing practical tactics, and a rotating judge decides which idea claims that square.

## How to run it

### 1. Set trios and review roles (3 minutes)

Divide participants into trios. If anyone is extra, form a quartet where two people partner as a single role or act as table timekeeper. Assign starting roles: Selector, Challenger, and Judge. Review the matrix columns and rows. Provide an explicit example tip before starting: for Customer and Collect Information, an effective tip is to state the purpose of the inquiry and ask permission before asking questions. Announce that the forced choice rule forbids ties.

### 2. Draft and judge round one (4 minutes)

The Selector places a colored counter on an unclaimed matrix box. Both the Selector and Challenger write a practical communication tip for that audience and purpose on separate index cards within 60 seconds. The Judge collects both cards, reads them, and picks the stronger, more actionable tip. If the Selector wins, their counter remains. If the Challenger wins, the Selector removes their counter and the Challenger places their own counter in the box.

### 3. Run rotating matrix rounds (13 minutes)

Rotate roles clockwise: Selector becomes Judge, Judge becomes Challenger, and Challenger becomes Selector. Run successive rounds every two minutes. Players target open squares each round. The facilitator rings a chime every two minutes to signal the next round. If the Challenger wins a contested box, the Selector takes back their counter and the Challenger marks the square. Continue play until the timer sounds.

### 4. Debrief and extract tactics (5 minutes)

Call time and ask participants to count their claimed squares. Bring attention back to the full room. Ask each table to share one standout communication tactic that won a contested box. Hear three contributions from across the room, ensuring different tables speak.


## Debrief questions

- Which audience and purpose combination proved the hardest to write an effective tip for, and why?
- What criteria made a tip persuasive or winning to the judge during fast reviews?
- How did adjusting for audience change the way you approached an otherwise standard message like informing or instructing?

**Finished output:** A matrix grid at each table with claimed squares and written cards containing practical communication tactics.

## Remote

Use breakout rooms of 3. Display the 5x5 matrix on a shared digital whiteboard with colored digital tokens. The Selector claims an empty cell with a token, both writers direct message their tip in chat to the Judge, and the Judge pastes the winning tip into the whiteboard cell.

## Hybrid

Form separate all-remote and all-present trios. Do not mix remote and present players in the same trio. Remote trios use breakout rooms with a digital matrix board; in-person trios use printed sheets and tokens.

## Access and participation choices

- Participants may dictate their tip to a partner or use typed notes instead of handwritten index cards.
- Any participant may choose to act strictly as the timekeeper or judge across rounds rather than drafting competitive suggestions.

## If the session gets stuck

**Judges struggle to choose a winner and attempt to declare a tie.**

Remind judges that forced choice is an intentional constraint. Direct them to select the tip that is more immediately usable tomorrow.

**One participant dominates the writing quality, discouraging others.**

Remind groups that the judge rotates every round, meaning evaluation criteria shifts constantly with each person's individual perspective.


## Terms used here

- Matrix Game: A structured simulation where options are plotted along two intersecting axes of variables.
- Forced Choice: A decision rule where the evaluator must select exactly one option without allowing draws or ties.

## Participant material: Communications Matrix Sheet

COMMUNICATIONS 101 MATRIX

Columns (Audiences):
1. Co-Worker
2. Customer
3. Manager
4. Subordinate
5. Stranger

Rows (Purposes):
1. Inform
2. Collect Information
3. Persuade
4. Entertain
5. Instruct

Instructions: Selector picks an empty box and places a counter. Selector and Challenger each write a practical tip for that Audience x Purpose. Judge picks the winning tip without ties. If Selector wins, their counter stays; if Challenger wins, Selector removes their counter and Challenger places theirs. Roles rotate clockwise every round.

## Sources and adaptation

Observed in THIAGI GAMELETTER: November 2011 ('Matrix Game: Communications 101'), published by The Thiagi Group.

The source document (Thiagi GameLetter, November 2011) describes multiple activities including Communications 101, Meeting Management, and Number Series. This run sheet standardizes the Communications 101 matrix game into a 25-minute workshop session using the source trio mechanic, 5x5 grid, and timed variation, adding facilitator timing, digital adaptations, and debrief prompts.

[The Thiagi Group](http://thiagi.net/archive/www/pfp/IE4H/november2011.html)

[The Thiagi Group](https://thiagi.net/archive/www/pfp/IE4H/november2011.html)

Current run sheet: https://unitedwetransform.com/exercises/tgl-november-2011/
