Name and Purpose
- Shoulders is a progressive circle game where players build a shared set of rules together.
- Players practise memory, focus, creativity, and taking turns in a calm and funny setting.
a.k.a.
- (No alternate names added; none in common use that meet the filter criteria)
Age / Group / Time / Space
- Ages 8-16 | 8-20 players | 15-25 minutes | Seated circle, chairs or floor, indoors or outdoors
Materials
- No materials required
Quick-Run Card
- Sit in a circle; one player taps their right or left shoulder with a closed fist and says “1.”
- The shoulder tapped points direction: left shoulder tap = the player to the left goes next.
- At 7 and 17, use the crossing-arm rule to redirect play.
- Reaching 21 earns the right to add a new rule for a number pair.
- Mistakes restart the count from 1. No removal. Play until the time limit or all numbers have rules.
Setup and Boundaries
- Players sit close enough to see each other clearly
- Signal: one clap from staff = pause and restart from 1; two claps = stop and regroup
- Ensure the circle is tight enough that players can track the direction of play
How to Play
- Players sit in a circle. One player starts by tapping their own shoulder with a closed fist and saying “1.”
- The direction of play follows the shoulder tapped: right shoulder tap means the player to the right goes next; left shoulder means the player to the left goes next.
- Play continues clockwise or counter-clockwise based on shoulder direction, with each player tapping and calling the next number.
- Starting rule: at 7, the player extends both arms horizontally, one above the other. The top arm points to the next player; at 17, the bottom arm points to the next player. The player chooses which arm is on top.
- When the count reaches 21, that player earns the right to add a new rule. Rules are added in pairs (e.g., 2 and 12, 6 and 16). 21 is the only number without a pair.
- Some example rules: point at someone across the circle instead of tapping a shoulder; look in the opposite direction; say the number in a silly voice.
- If a player makes a mistake, the count restarts from 1. No one leaves the circle.
- Play continues until all numbers have rules or until the time limit is reached.
- The group celebrates the total number of rules they created together.
I-OPt Options
- A (Active): Compete in the main circle, tracking all rules and directing play
- S (Support): Keep a written list of current rules visible to the group; help new players
- Q (Quiet): Participate in the circle with a focus on accuracy rather than speed
- O (Observer): Watch from outside the circle and track how many rules have been added; join the next round
Inclusion Adaptations
- Players who struggle to remember multiple rules may have a written list of current rules visible to them during play
- Players with limited shoulder mobility may tap their knee instead; the left/right direction rule stays the same
Stewardship Moment
- No materials needed; the whole game runs on memory and creativity
- Reflection: “We built this whole game together, one rule at a time. What does that say about what your group can create?”
Consent
- Pre-brief: “This game involves being on the spot when it is your turn. For those not comfortable with being watched closely, keeping the rules list as a helper on the outside is another option.”
- Mid-game check: After the first time the count reaches 21, pause and check energy with a thumbs up or sideways.
- Opt-out/re-entry: Any player may step outside the circle for a break and re-enter at any point.
Risks and Mitigation
- Players frustrated by restarting from 1: frame restarts as part of the fun, not as punishment; keep energy light
- Rule overload making the game unplayable: staff can cap the number of rules at a manageable level for the group’s age
- One player adding confusing or unkind rules: staff has the right to gently redirect rule suggestions that don’t fit the group
Warm-Up Suggestions
- “Fizz Buzz”: count around the circle substituting “fizz” for multiples of 3; familiar number-game warm-up
- A quick shoulder tap practice round with no numbers to get everyone comfortable with the motion
Debrief Questions
- What? “What was the hardest rule to remember? What made it harder as more rules were added?”
- So What? “What helped you keep track? What made you lose track?”
- Now What? “When in life do you have to follow a set of rules that keeps growing?”
Cleanup and Reset
- No materials to collect
- Reset circle seating for the next group
- Staff may wish to write down any particularly fun rules for future rounds
