The three exercises at a glance
All three are original, cooperative and seated. Tables of 3 to 6 people. Paper and pens only.
| Exercise | Minutes | What the table does | What it brings out | Materials per table |
|---|---|---|---|---|
| 1. The locker code | 5 | Six clue cards. Pool the clues aloud and find a four-digit code. | Everyone speaks once before anyone guesses | Six clue cards per table |
| 2. The desk plan | 20 | Six desk cards, each with one person’s need and one fact about the room. Seat six fictional colleagues so every need is met. | Asking for what you do not know; making needs visible | Six desk cards and one blank desk plan per table |
| 3. The welcome sheet | 25 | Twelve dated notes, four of them out of date. Plan, then write a welcome sheet with eight current facts. | Planning roles; checking which information is current | Twelve note cards and one blank welcome sheet per table |
Answer key: the locker code
The code is 4952. Read the steps aloud if a table asks how it works.
| Step | Reasoning |
|---|---|
| 1. Start with cards 3 and 6 | The first digit is twice the last, and there is no 0 or 1. So the first and last digits are 4 and 2, 6 and 3, or 8 and 4. |
| 2. Add card 4 | With 8 first, the second digit would have to be 9 and the third would be 20 − 8 − 9 − 4 = −1. So 8 and 4 is out. |
| 3. Add cards 2 and 5 | With 6 and 3, the middle two digits add up to 11 and the third is odd. The second must be bigger than 6, so the pair is 8 and 3. That repeats the 3, which card 1 rules out. |
| 4. Only 4 and 2 are left | The middle two digits add up to 14, the third is odd and the second is the largest: 9 and 5. |
| The code | 4952. Check: all different, 4 + 9 + 5 + 2 = 20, 4 is twice 2, 9 is the largest, 5 is odd, no 0 or 1. |
| Which cards are needed | Cards 1 to 5 are each needed for one answer. Card 6 is not strictly needed; it saves time. Say so in the debrief if a table asks. |
Answer key: the desk plan
One answer meets every need. Each of the six cards is needed to find it.
| Desk | Who sits here | Why |
|---|---|---|
| Desk 4 | Coordinator | Card 1 needs the desk beside the door; card 2 says that is desk 4. |
| Desk 5 | Analyst | Card 4: the coordinator’s row, so desk 5 or 6. Desk 6 fails on the next line. |
| Desk 2 | Team lead | Card 5: opposite the analyst. With the analyst at 6 and the team lead at 3, the trainer takes 1, the writer 2 and the designer is left with 5, away from the window. So the analyst is at 5 and the team lead at 2. |
| Desk 1 | Writer | Card 3 rules out 3, 5 and 6 (card 4 says where the printer and the queue are). Desk 4 and desk 2 are taken, so the writer is at 1. |
| Desk 3 | Designer | Card 2 needs a window desk (card 3 says 1, 2 and 3). Only desk 3 is left there. |
| Desk 6 | Trainer | Card 6 needs a locking drawer (card 1 says 1, 3 or 6). Desk 6 is the one left. |
Answer key: the welcome sheet
Eight topics. Four notes are out of date: 1, 4, 7 and 10. The first team meeting takes the day and time from note 11 and the room from note 10.
| Topic | The current fact | From | Out-of-date note it replaces |
|---|---|---|---|
| When to arrive | 10:00 on Monday 2 November | Note 2 | Note 1 (09:30) |
| Where to go | Main reception, ground floor | Note 3 | – |
| Who meets you | The senior trainer, at reception | Note 5 | Note 4 (team lead) |
| Your laptop | Brought to your desk at 11:00 | Note 8 | Note 7 (collect from the IT desk) |
| Building access | Bring photo ID to collect an access card | Note 9 | – |
| Lunch | Team lunch at 12:30, first-floor café, vegetarian and vegan choice, optional | Note 6 | – |
| Your buddy | The learning coordinator, coffee at 15:00 on day one | Note 12 | – |
| First team meeting | Wednesday 4 November at 09:30 in room 3B | Note 11 (day and time), note 10 (room) | Note 10 (Tuesday 10:00) |
Cards per person by table size
Every person holds at least one card in every exercise. With seven or more people, split into two tables.
| People at the table | Exercise 1: six code cards | Exercise 2: six desk cards | Exercise 3: twelve notes |
|---|---|---|---|
| 3 | 2 cards each | 2 cards each | 4 notes each |
| 4 | Two people hold 2 cards, two hold 1 | Two people hold 2 cards, two hold 1 | 3 notes each |
| 5 | One person holds 2 cards, four hold 1 | One person holds 2 cards, four hold 1 | Two people hold 3 notes, three hold 2 |
| 6 | 1 card each | 1 card each | 2 notes each |
Large groups: tables and facilitators
Tables of up to six, with as few tables as possible. Up to about 40 people play in parallel tables in one room; above that, run two rooms or two sessions.
| People | Tables | People per table | Facilitators |
|---|---|---|---|
| 3–6 | 1 | 3–6 | One |
| 7–12 | 2 | 3–6 | One |
| 13–18 | 3 | 4–6 | One |
| 19–24 | 4 | 4–6 | One |
| 25–30 | 5 | 5–6 | Two: a lead and a co-facilitator |
| 31–36 | 6 | 5–6 | Two: a lead and a co-facilitator |
| 37–40 | 7 | 5–6 | Two: a lead and a co-facilitator |
Running it with a large group
For 25 to 40 people. The timing of the 60-minute plan does not change.
| What | How |
|---|---|
| Table host | Ask one volunteer per table to open the envelopes on your signal, keep the table to time and count the table’s votes. The host plays too. Nobody has to accept the role. |
| Envelopes | Pack one envelope per exercise per table, plus one sealed key envelope per exercise. Write the table letter on each. You do not need to walk round with keys. |
| Time signals | Say the time aloud and show it on a slide or a large printed card: “Two minutes left.” Do not rely on a bell or a sound alone. |
| Report-back | After each exercise ask two or three tables, in turn, to read out their “what helped” line. The other tables keep theirs for the final debrief. With 40 people, every table speaks at least once in the hour. |
| Drafts and the vote | Join drafts that say the same thing and give each a letter on a flipchart or slide. Each person writes one letter on a slip of paper. Table hosts count their table and call out the numbers; the co-facilitator adds them up. Nobody needs to stand or raise a hand. |
| Co-facilitator | From 25 people, a second facilitator watches the time, adds up the votes and helps any table that is stuck. Agree before the session who opens the key envelopes. |
When a table gets stuck
Short moves for the facilitator. None of them needs anyone to stand up or leave the table.
| What you see | What to do |
|---|---|
| A table solves the code in one minute | Ask them to check each card against their answer aloud, then to write one line on who spoke first and why. |
| A table is stuck on the desk plan after eight minutes | Say: “Has everyone read their whole card aloud, including the fact about the room?” Most stuck tables have not heard one fact. |
| One person solves everything | In the next exercise, ask that person to be the writer or the checker, and ask the table to agree the plan before anyone writes. |
| Two drafts tie in the vote | Ask the two tables to merge the drafts into one sentence in one minute, or keep both and check both on the same date. |
Filled example: welcome sheet scores
Four fictional tables. Each topic is marked Correct, Outdated (a fact from a note that was replaced) or Missing. A sheet is ready to send when all eight topics are correct.
| Topic | Table A | Table B | Table C | Table D |
|---|---|---|---|---|
| When to arrive | Correct | Outdated | Correct | Correct |
| Where to go | Correct | Correct | Correct | Correct |
| Who meets you | Correct | Correct | Outdated | Correct |
| Your laptop | Correct | Correct | Correct | Correct |
| Building access | Correct | Correct | Correct | Correct |
| Lunch | Correct | Correct | Correct | Correct |
| Your buddy | Correct | Correct | Missing | Correct |
| First team meeting | Correct | Correct | Correct | Missing |
| Correct (of 8) | 8 | 7 | 6 | 7 |
| Outdated facts used | 0 | 1 | 1 | 0 |
| Missing | 0 | 0 | 1 | 1 |
| Ready to send | Yes | No | No | No |
Filled example: agreement vote
A fictional team of 22 people at four tables of 6, 6, 5 and 5. Table D’s draft said the same as Table A’s and was joined to it. Draft A was chosen with 12 of 22 votes.
| Letter | Draft agreement | Table A | Table B | Table C | Table D | Votes |
|---|---|---|---|---|---|---|
| A | When we start a shared task, we each say what we know before anyone proposes an answer. | 4 | 2 | 3 | 3 | 12 |
| B | When information changes, the newest note replaces the old one and we say so in the team channel. | 1 | 3 | 1 | 0 | 5 |
| C | Before we decide, the person chairing asks for anything not yet said, aloud or in writing. | 1 | 1 | 1 | 2 | 5 |
What you'll leave with
By the end of 60 minutes each table has solved three cooperative exercises and noted what helped after each, and the group has chosen one team agreement with a date to check it.
Before the session
- For trainers, team leads and facilitators running an in-person team session with adults at work: 3 to 40 people at tables of 3 to 6.
- Print one set per table: code cards, desk cards, desk plan, note cards, welcome sheet and debrief sheet. Cut the cards and put each exercise in its own envelope, with the answer keys sealed in another. Pens are the only other material.
- Set chairs round tables. Nobody stands, touches anyone or shares anything personal. If the group is one real team, decide where the final agreement will be kept, such as the team charter.
- Accessibility: send the cards as plain text a day early to anyone who asks, and offer large print (edit the Word file). A neighbour can read any card aloud. Writer, checker and timekeeper suit people who prefer not to talk much, and anyone can pass.
The run of show
Open and set the rules
Say: “In the next hour your table solves three short puzzles. Each of you holds part of what the table needs. Read your cards aloud; you do not need to show them. Nobody has to stand or share anything personal, and you can pass at any time. After each puzzle your table writes one line on what helped. At the end we turn those lines into one agreement for how we work.” Check that every table has its envelopes, one debrief sheet and pens. Name a table host for each table if the group is larger than 24.
Exercise 1: the locker code
One minute: deal the six code cards round the table, so that everyone holds at least one. Say: “Your team’s stationery cupboard has a four-digit lock. The note with the code was cut into six pieces. Find the code.” Three minutes: tables solve. One minute: give the answer, 4952, and ask each table to write one line on the debrief sheet: what helped, and what got in the way. If a table finishes early, ask them to check every card against their answer aloud.
Exercise 2: the desk plan
Two minutes: deal the six desk cards and place the blank desk plan in the middle of the table. Say: “Six colleagues are moving into this room. Each card holds one person’s need and one fact about the room. Seat all six so that every need is met. Read your card aloud; anyone can write on the plan.” Three minutes: each person reads their card silently, then aloud in turn. Ten minutes: tables solve. At minute eight, ask any stuck table: “Has everyone read the fact about the room on their card?” Two minutes: tables open the key envelope and check. Three minutes: each table writes its line on the debrief sheet, and two or three tables read theirs out.
Exercise 3: the welcome sheet
Say: “A new learning designer starts on Monday 2 November. Your table has twelve notes from the last three weeks. Some are out of date. Write a welcome sheet with eight facts the new colleague needs, and nothing that has changed.” Three minutes: deal the notes and agree roles: a writer, a date checker, a timekeeper and readers. Twelve minutes: build the sheet. Three minutes: the checker reads every line against the notes; the newest note on a topic wins. Four minutes: open the key and mark each topic Correct, Outdated or Missing. Three minutes: write the table’s line on the debrief sheet.
Debrief: from what helped to one team agreement
One minute: each person circles the one “what helped” line on the debrief sheet that would matter most in real work. Two minutes: each table writes one draft agreement: “When we…, we will…”. Two minutes: tables read their drafts aloud; join drafts that say the same thing and give each a letter. Two minutes: each person writes one letter on a slip; table hosts count and call out, and you add up. Read the agreement back and set a date to check it, such as the next team meeting. With a group that is not one team, each table keeps its own draft instead of voting.
Participant worksheet
Copy this table into a document, or print the worksheet from the bundle. Share only what you choose.
| Item | Detail |
|---|---|
| Exercise 1 | Six clue cards per table. Pool the clues aloud and find the four-digit code |
| Exercise 2 | Six desk cards and a blank desk plan. Seat six fictional colleagues so that every need is met |
| Exercise 3 | Twelve dated notes. Write a welcome sheet with eight current facts and nothing out of date |
| After each exercise | One line: what helped us, and what got in the way |
| Team agreement | “When we…, we will…”, chosen by a written vote, with a date to check it |
Debrief questions
- In which exercise did your table first hear every card, and what changed once it had?
- What did someone know that nobody else at the table could have guessed, and how did it come out?
- In the welcome sheet, how did your table decide which note was current, and where does that happen in real work?
- Which one habit from today would help most next week, and what would we see if we kept it?
Adapt it for your group
- For 3 to 5 people, use one table and deal so that everyone holds at least one card: in a group of three, each person holds two code cards, two desk cards and four notes. Skip the vote: the group agrees one sentence directly in the last two minutes.
- For a 30-minute version, run the locker code (5 minutes), the desk plan (20) and a 5-minute debrief to one agreement. Keep the welcome sheet for another session; it works on its own with 25 minutes and a 5-minute debrief.
- The online version of this idea is the online team building activities kit, which has its own three exercises. These cards also work in breakout rooms if each person receives their cards by private chat and the table shares one document, but the desk plan is easier on paper.
- Nobody needs to move, see colour or share anything personal. A person who prefers not to speak can be the writer or the date checker, or pass a card to a neighbour to read aloud. Send the cards as plain text in advance to anyone who uses a screen reader or wants time to read.
- If the team is in a tense period or has just had a conflict, run the exercises but skip the vote: ask each table for one draft and take the drafts to the next team meeting. A shared puzzle is not a way to settle a real dispute.
After the session
Within one working day, send the agreement and its check date to everyone, and add it to the team charter or the place the team keeps its working agreements. On the check date, spend five minutes at the team meeting on one question: “When did we keep this, and when did we not?” Keep, change or drop the agreement. If the group was a mix of teams, ask each person to take their table’s draft back to their own team and to propose it there. Keep the cards: they can be reused with a new group.
Questions people ask
What are good team building activities for work that need no equipment?
Short cooperative puzzles in which each person holds part of the information work well with paper and pens only. This kit has three: a locker code from six clue cards (5 minutes), a desk plan for six fictional colleagues (20 minutes) and a welcome sheet built from twelve dated notes, some out of date (25 minutes). The hour ends with one team agreement.
How is this different from the online team building activities kit?
The online kit is for a video call and a chat, with a line-up puzzle, a trip with hidden constraints and a skills swap. This kit is for one room with people at tables, with three different exercises on printed cards, a plan for up to 40 people at parallel tables and a written vote that ends in one team agreement.
Can I run it with a large group or a very small one?
Yes. From 3 people at one table up to about 40 at seven tables of five or six. From 25 people, use a co-facilitator, a table host at each table and sealed key envelopes, so that nobody needs to walk round. The workbook works out tables, table sizes and copies to print from the number of people.
Does anyone have to move, touch anyone or share something personal?
No. Everyone stays seated, nothing is physical, there are no blindfolds and no contact. The puzzles are about a fictional office, so nobody shares anything about themselves. Anyone can pass.
Will these activities improve how my team works?
A one-hour session does not change a team on its own, and this kit has not been independently evaluated. It gives you a shared experience, one agreement in plain words and a date to check whether it holds.
What is included in the free and editable files?
The open PDF has the locker code cards, the desk cards and desk plan, the twelve note cards, the welcome sheet, the debrief and team agreement sheet, two filled examples, the 60-minute facilitator plan and the three answer keys. Subscribers also receive the editable Word file, an Excel workbook with the session plan, a table planner for up to 40 people, a code checker, a desk plan checker, a welcome sheet score sheet and an agreement vote count, and a CSV of the session plan.
How to use the files
Print the PDF, edit the Word file in Word or Google Docs, or open the CSV or XLSX in a spreadsheet. Open files need no email.
Can I use this with paying clients?
Yes. Use and adapt this original Superglue kit in your own training, including paid client sessions. Please share this page rather than redistributing the unmodified kit. Read the full usage terms.