Minefield

Minefield

15-30 Minutes

Create an obstacle course using random objects (cones, balls, boxes, cups) scattered across the floor. One person is blindfolded while their partner must verbally guide them through the "minefield" without touching any objects. If they touch an obstacle, they must start over. You can increase difficulty by adding time limits, requiring specific paths, or having multiple pairs navigate simultaneously (creating voice confusion). This game builds trust, tests communication clarity, and often reveals how people give and receive instructions differently. Some navigators say "left" meaning the walker's left, others mean their own left - causing amusing confusion. Excellent for new teams building trust or established teams improving communication skills.

Categories

Team BuildingFor Large GroupsIn-Person

Tags

Team BuildingSpecific PropsActive GameHigh

How to Play

Setup

  1. Space: Clear an open area (gym, conference room, field) with a defined start and finish line. Use tape, cones, or chairs to mark boundaries.
  2. Materials: Gather a variety of safe obstacles such as cones, balls, boxes, cups, water bottles, or paper plates. Avoid sharp or slippery items.
  3. Build the minefield: Scatter obstacles unevenly to create narrow passages and open zones. Ensure there is at least one viable route.
  4. Form pairs: Each pair has a Walker (blindfolded) and a Navigator (eyes open). Provide blindfolds (or ask Walkers to keep eyes closed and cover with a scarf for integrity).
  5. Safety briefing: Establish a universal emergency word like “Freeze!” that stops all movement immediately. Remind Walkers to move slowly and keep hands in front of their body.
  6. Language agreement: Decide on direction conventions before starting (e.g., always use the Walker’s left/right, or a clock-face/degree system). Calibrate a “step” length (e.g., one normal step ≈ 60–75 cm) to reduce guesswork.

How to Play

  1. Positioning: Walkers stand at the start line, blindfolded. Navigators stand outside the course or along a designated sideline and may not touch the Walker.
  2. Go signal: On the facilitator’s cue, Navigators guide their Walkers using only verbal instructions (e.g., “Take two small steps forward… turn slightly left… stop”).
  3. Touch penalty: If the Walker touches or displaces any obstacle with any part of the body, they return to the start and try again. Navigators can refine instructions each attempt.
  4. Completion: The round ends when the Walker crosses the finish line without contacting an obstacle. Partners then switch roles so both experience guiding and following.
  5. Scoring options: Time each pair and rank by fastest clean run; or count total touches to determine the most precise team. For added challenge, launch multiple pairs simultaneously to create cross-talk.
  6. Debrief: After both roles, hold a quick reflection on what instructions worked best, how left/right conventions helped, and how trust and tone affected performance.

Rules

  1. No physical contact—navigators may not touch the Walker or move obstacles during a run.
  2. Walk, don’t run. Use small, controlled steps.
  3. Navigators must stay in their designated area and keep instructions concise and consistent.
  4. Use the agreed direction system (Walker’s perspective, clock-face, or degrees) and do not switch mid-round.
  5. On “Freeze!”, all Walkers stop immediately; only resume on the facilitator’s signal.
  6. A touch or knock of any obstacle results in an immediate reset to the start.

Tips

  • Use measurable cues: “Three small steps,” “Turn 45 degrees,” “Heel-to-toe shuffle.”
  • Establish simple code words: “Pause,” “Back one step,” “Hard left/right.”
  • Calibrate: Have the Walker practice one “standard step” before blindfolding.
  • Keep tone calm and steady; avoid overtalking. Pause between commands so the Walker can execute safely.
  • To reduce confusion with multiple pairs, instruct Navigators to begin each command with their Walker’s name.
  • Debrief with prompts: What phrasing reduced errors? How did trust build? What will you change next time?

Variations

  • Timed Relay: Teams run one at a time; after finishing, they tag the next pair.
  • Limited Vocabulary: Navigators can use only a set list of words (e.g., forward, back, left, right, stop, step), emphasizing clarity.
  • Prescribed Path: Require teams to hit checkpoints in order, or collect specific objects, before finishing.
  • Voice Chaos Mode: Start multiple pairs simultaneously to simulate noisy workplaces and test focus.
  • Reverse Midway: At a midpoint marker, switch roles without leaving the course for an extra trust challenge.