Name and Purpose
- Do You Love Your Neighbour? is a spot-swap game that builds quick thinking, connection, and inclusive conversation.
- Players practise listening, fast movement, and learning small things about each other.
a.k.a.
- Spot Swap, Chair Rush, Neighbour Dash
Age / Group / Time / Space
- Ages 8-16 | 10-35 players | 15-25 minutes | Large open space or indoor gym with chairs or marked spots
Materials
- One seat marker per player (chairs, hoops, carpet squares, or backpacks work well)
- One fewer marker than players total (creates the one open spot)
Quick-Run Card
- Arrange markers in a circle with one fewer than the number of players.
- One player stands in the middle without a spot.
- Middle player walks to anyone and asks: “Do you love your neighbour?”
- “No” answer: both people beside the answerer swap spots; middle player tries to claim one.
- “Yes, but I don’t love people who…” answer: everyone fitting the description swaps spots; middle player tries to claim one. Person left without a spot becomes the next middle player.
Setup and Boundaries
- Arrange markers in a circle wide enough that moving between spots requires a few steps.
- No player may take the spot directly next to their current one.
- Signal: two short whistles = full stop, everyone freeze.
- Check the floor for tripping hazards before starting.
How to Play
- One volunteer is the Connector and stands in the middle.
- The Connector walks up to any seated player and asks: “Do you love your neighbour?”
- If the answer is “No”: the two players directly beside the answerer must swap spots. The Connector tries to claim one of those two spots. The player left without a spot becomes the new Connector.
- If the answer is “Yes, but I don’t love people who [description]”: everyone in the circle who fits that description must leave their spot and find a new one. No one may take the spot immediately to their left or right. The Connector tries to claim a spot. The player left without a spot becomes the new Connector.
- Descriptions should be observable and kind: clothing colours, shared experiences, favourite things.
- If someone is Connector for three rounds in a row, the group gives them an automatic pass and the next volunteer steps in.
I-OPt Options
- A (Active): Race to claim spots during every swap; volunteer to be the Connector.
- S (Support): Encourage players nearby and help the Connector brainstorm inclusive descriptions.
- Q (Quiet): Move calmly to a new spot without rushing; choose simple observable descriptions.
- O (Observer): Sit just outside the circle and watch; offer to step in as Connector when ready.
Inclusion Adaptations
- Players with mobility differences can use a chair marker and move at their own pace; the rule is that spots are available to all.
- For players who find speaking to the group challenging, allow written or whispered descriptions passed through a helper.
Stewardship Moment
- If using chairs or borrowed equipment, return everything neatly after play.
- Reflection: “We learned a lot of small things about each other. What surprised you?”
Consent
- Pre-brief: “This game involves sharing small things about yourself like what you are wearing or something you enjoy. You never have to share anything personal. For those not comfortable with quick movement, staying seated and swapping at a walking pace is another option.”
- Mid-game check: After 4-5 rounds, a quick thumbs check.
- Re-entry: Anyone who stepped out can re-enter by taking an open spot at any point between rounds.
Risks and Mitigation
- Collisions when multiple players rush the same spot: remind players to move at a jog, not a sprint; counsellor enforces this in the first round.
- Descriptions that become exclusionary or embarrassing: counsellor models kind, observable examples before play begins and redirects immediately if needed.
- Same person stuck as Connector repeatedly: use the three-round automatic pass rule.
Warm-Up Suggestions
- “Two Truths”: everyone shares two true things about themselves; the group listens for shared ones.
- Light jog around the circle markers once to activate the space.
Debrief Questions
- What? “What kinds of descriptions caused the biggest swaps?”
- So What? “What did you notice about how many things you have in common with people you don’t usually talk to?”
- Now What? “What is one small thing you learned about someone today that you didn’t know before?”
Cleanup and Reset
- Return chairs or markers to their original location.
- One sweep of the space to check for left items.
