The 1960s classic, on one screen. Five players each try to build a complete square — but the pieces are scattered, the room is silent, and the only legal move is to give. The game ends only when all five squares are complete. Individual success means nothing.
One tablet or laptop flat on a table, five players around it. Each player owns one tray on screen. Read the three rules aloud, then start the timer and say nothing more.
Someone completes their square early and stops participating — arms folded, done. Watch how long it takes them to realise the table cannot finish unless they break their own square and give.
One player can build a square from two large triangles. It looks finished — the screen will even say so — but it locks the whole table. The moment someone breaks a “finished” square to free the group is the emotional centre of the exercise.
Someone starts giving pieces away with no guarantee of return. Note who, and when — generosity usually starts with one person and becomes contagious.
Eye contact, meaningful stares, hovering fingers. Don’t police small leakage — name it warmly in the debrief instead.