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Fishbowl

Quickly communicate to your team to catch the most fish over three rounds

PLAYERS

Minimum:

4

Maximum:

16

Ideal:

8

EXPERIENCE

Duration:

Medium

Physical:

Yes

Virtual:

Yes

CLASSIFICATION

Genre:

Party

Dynamic 1:

Dynamic 2:

Communication

Adaptability

COMPLEXITY

To Play:

Simple

To Setup:

Simple

To Custom:

Simple

MATRIX

Instinct:

Feel

Intent:

How

BONDING

Materials

VIRTUAL SETUP

+ Writing utensils

+ Paper strips that can fit a couple of words

+ A container to hold the paper (a fishbowl is ideal!)

+ A timer

Physical Setup

First, divide into at least two equal teams.

Next, each player contributes 3-6 words into the container ("the fishbowl"). Players will have to guess the words or phrases later on, so they shouldn’t be too obscure.

Finally, after all of the words are contributed, mix them up in a container.

Virtual Setup

Use this online link and follow the instructions as the host, then share the unique game link with participants: https://fishbowl-game.com

Gameplay

The goal of any round is to have your team guess as many words or phrases as possible within one minute. After time has elapsed, the next team goes. Repeat this cycle until all of the pieces of paper have been removed from the fishbowl. At that time, pause the clock. Each team counts the pieces of paper they have gathered. Each piece of paper is worth one point. Once scores for the round are tallied, refill the fishbowl with the pieces of paper.

Round 1 (Taboo): Select a team and clue giver to go first. As soon as a player looks at a piece of paper from the fishbowl, the timer begins. The clue giver describes the word or phrase that's on the paper in the hopes of getting their teammates to guess it. They cannot use hand gestures and or say any of the words on the paper. They may skip a word/phrase once per turn. If the team successfully guesses the word, they get to keep the piece of paper. 

Round 2 (Charades): Starting with the remaining time from Round 1, that team continues to guess as many words or phrases as possible. But now, the clue giver cannot speak -- they may only act.

Round 3 (Password): Continuing with the last team in Round 2, the clue giver can only use one word to describe what's written. They may say that word multiple times and in different ways, but there is no gesturing and still only 1 skip per turn.

Tiebreaker (Ghost): Refill the fishbowl and play like a 4th Round. Get a bedsheet from the cupboard and drape it over the player who is reading the pieces of paper. The team will then have to guess the word while the player makes movements beneath the sheet.

Variations

For the contributed words, determine a category to guide outcome:

+ Phrases/words that have to do with the company (projects, roles, past events, tasks, functions) in some way
+ Words that are relevant about a topic of interest
+ Positive words that describe a particular person

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?

DEVELOPMENT

Please reach out to us for support around positioning this game for deeper learning programs and longer engagements. We often find that lighter game sessions can help set up team assessments and heavier reflections that lead to growth.

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