Chameleon
Blend in to stand out: Can you spot the imposter?
PLAYERS
Minimum:
3
Maximum:
8
Ideal:
5
EXPERIENCE
Duration:
Short
Physical:
Yes
Virtual:
Yes
CLASSIFICATION
Genre:
Party
Dynamic 1:
Dynamic 2:
Communication
Betting / Bluffing
COMPLEXITY
To Play:
Simple
To Setup:
Simple
To Custom:
Simple
MATRIX
Instinct:
Feel
Intent:
How
BONDING
Materials
VIRTUAL SETUP
+ Topic cards
+ Secret word identifier cards (includes chameleon)
+ Dice (for identifying word)
You can buy the physical game here.
Physical Setup
First, players gather around the deck of topic cards (4x4 grids of words that share a similar category, columns A-D, rows 1-4).
Next, shuffle the chameleon card into a deck with the same number of identifier cards as players (i.e. 4 player game = 4 identifier cards + 1 chameleon), then deal one card to each player. Place the remaining card aside for this round.
Finally, roll the dice to identify the secret word (i.e. 2 dice indicate a letter-number coordinate on the topic grid). Give players a moment to strategize. The chameleon card does not have any information on it, meaning they do not know the secret word as the round begins.
Virtual Setup
There is a light online version. Follow the host instructions and share a game code/link: https://the-chameleon.herokuapp.com/
Gameplay
Giving Clues: The player left of the dealer gives a 1-word clue. Their objective is to say something related enough to the secret word that other players won’t suspect them of being the chameleon. Play continues clockwise with 1-word clues until everyone has done so.
Voting and Results: It’s time to guess the chameleon. Players may talk and theorize together. When ready, votes are cast by pointing a finger at the suspected chameleon. Whoever gets the most votes identifies their card. If they aren’t the chameleon, the chameleon has escaped and scores 2 points. Anyone who voted for them gets 1 point. If they are the chameleon, they have the opportunity to guess the secret word. By correctly identifying it, they escape and score 1 point, along with everyone who voted for the chameleon.
Next Round: Identifier cards are shuffled and redealt. A new topic card is revealed. Repeat the steps above. Play until the group wants to end.
Variations
Custom Topics: Typical game cards include things like famous monuments or rock bands. For more team-relevant fun, create your our grids based on office culture, work projects, team jokes, etc.
Different Grids and Reference Cards: If you play the game enough, some player may begin to pick up on patterns of how the secret word is chosen based on the dice roll. To maintain the game’s integrity, create a new reference card and/or change the size of the grid to spice it up.
Pulse Check
Q. Does everyone seem open to keep playing? Are the disengaged able to be more engaged?
Q. Are people having fun — smiling, laughing, in deep thought?
Q. Do you hear productive strategizing about how to improve round-to-round?
BUILDING
Feel
Position the reflection around sensory and emotional responses to certain options or ideas:
Were you satisfied with the level of engagement from your team members?
What made you feel respected and valued during the game?
When did the game have the most energy? The most tension?
How
Position the reflection around pathways and resources for accomplishing goals and future growth:
How did the team organize itself around the rules and objectives?
Did conflict or miscommunication affect the game? How might you address that for next time?
Would more time, people, or resources have shifted the team's approach? How so?