Offsite and outdoors
These need a place, a clock, and a plan for anyone who will not or cannot do the physical part. Say that role before you leave the building.
11. Walk with a handoff
40 minutes · pairs · Setup: Medium
What it takes. A route you have walked, 20 to 30 minutes, and a place to talk at the end. Weather and mobility matter. Offer the same questions seated, for anyone who will not do the walk.
How to run it. Pairs walk. The prompt is a real handoff: what the other person needs to know before they pick up your work. At the end, each pair writes one sentence the team should change. You collect the sentences in the room.
Leave this when the only point is steps. A walk with no work question is a break, and you can call it a break.
On Monday. Change one handoff the way a pair described.
12. Neighborhood photo missions
90 minutes · 20 to 80 people · Setup: Medium
What it takes. A neighborhood you have checked, teams of four to six, and a hard stop. PlayTours can hold the photo tasks, the questions, and the locations in the browser. Tell people the turn-back time before they leave.
How to run it. Plan five to eight stops. Each one is a photo the whole team is in, plus a question they can answer by looking. Shuffle the middle stops if more than a few teams are out. You watch the map and the photos from a laptop at the finish.
Leave this when you have not walked it, or when heat, rain, or a road makes the route a bad idea that day.
On Monday. The follow-through is whatever you agreed at the finish, written in one sentence. The photos can sit in the gallery.
13. Relay with a non-running role
45 minutes · 12 to 40 people · Setup: Medium
What it takes. A flat space, a task that can be done standing still, and roles you assign so running is optional. Navigator, recorder, and mover is enough.
How to run it. The recorder cannot finish without the navigator’s instruction, and the mover cannot finish without the recorder. Score the team. In the debrief, ask who got left with the hard role, and whether that happens at work too.
Leave this when the only way to join is to run, climb, or be lifted. Publish the seated role before you start, so nobody has to ask.
On Monday. Look at who is always the mover on real projects, and rotate one task that week.
14. Escape room
60 minutes · 6 to 10 people per room · Setup: High
What it takes. A booking, travel, a per-person fee, and a room that can take your whole group, or several rooms at once. People who cannot do the physical puzzles need a role the venue actually supports. Ask before you pay.
How to run it. Book this when the team already trusts each other and wants a hard puzzle. Tell them the time box. The venue runs the room. You run the ten minutes after: what you assumed, who you listened to, and one meeting habit you will change. If the slot ends at the door, you have bought an outing.
Leave this for a brand-new team, a team in conflict, or a group that needs a cheaper hour inside the office. The decision cards will do more for them.
On Monday. One meeting habit from the debrief, named and owned.
15. Venue hunt you walked yesterday
90 minutes · 40 to 200 people · Setup: Medium
What it takes. A site visit the day before, a QR or a link, and a finish line with shade, seats, and a clock. Tasks a stranger could complete without calling you.
How to run it. Walk the venue and cut any stop that depends on a door being unlocked. Teams of four to six. Photo, quiz, and location tasks in the browser. End the game from the dashboard before the next session, and say the end time out loud at the start.
Leave this when you are arriving with the group and seeing the venue for the first time.
On Monday. Note which stop failed because of the building, and delete it before anyone reuses the game.