Search your space for inspiration and treasures
Exploration / adventure
Observation / Deduction
+ A roamable space with items that can be collected
+ Challenge prompt (see below)
Scavenger hunts are highly customizable, as players could be told to look for anything. The key to success is designing a prompt that will achieve the desired outcome.
First, explain the rules of the game through a projected/shared screen.
Next, offer 2 descriptive traits that an object could have (i.e. green, round, spelled with the letter R) and a bonus trait that is more personal or subjective (i.e. represents your superpower, is beautiful, reminds you of someone else)
Finally, set the timer. 1-2 minutes should suffice.
Include a presentation screen to share search prompts and show the timer.
Round 1: After the general game is explained, share the first challenge prompt and start the timer. Players must find and return with an object before the timer reaches 0. When everyone is back, have everyone display their objects. Scan the room and ask some players to share. Players have 30 seconds to respond, unless granted more time through questions or interest.
Round 2+: A new prompt is shared, along with any changes to the challenge (see variations). Repeat the show and tell format until you’re ready to stop.
Scoring: assign points to each trait. Your desired outcome should be worth the most amount of points to incentivize that type of object, but not too high that the other traits are deemed worthless. For example, green=1, round=2, spelled with T=3, represents your superpower=4. The max score is 10 points per object.
Search & Collaborate: There are a number of post-hunt challenges that will suddenly turn a competitive individual game into a collaborative task. For example, players not only have to find an object within the time, but they also must order themselves by a final object criterium (i.e. largest to smallest, cheapest to most expensive, oldest to newest, rainbow spectrum). You can add a little more time to the clock, but the objective is for players to balance individual score with team success. This is great for seeing how people measure risk and goals.
Remove Points: If you want something less competitive, lean toward more subjective/personal prompts that catalyze storytelling. This is great for building culture.
Collective Game or Story: If you want a different kind of post-hunt activity, have people return with their object, then challenge them to either draft a story or new game with all the collected objects. As the facilitator, you can scaffold as much or as little of the final deliverable as desired. This is great for addressing the creative process.
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?
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?
Position the reflection around the purpose of playing as a collective group:
Did certain players enjoy the game more than others? Why or why not?
Why did you engage the way you did? Would anything have helped increase your engagement?
Did the outcome surprise you? Why or why not?