Name and Purpose
- Defuse It! is a cooperative word-guessing game wrapped around a playful bomb prop.
- Builds vocabulary, teamwork, and the fun of solving a puzzle together against a time limit.
a.k.a.
- Word Bomb, Alphabet Pass, Boom!
Age / Group / Time / Space
- Ages 8-16 | 10-20 players | 10-15 minutes | Seated circle, indoor or outdoor
Materials
- 1 foam or soft rubber ball (the “bomb”)
- Optional: white or light-coloured marker to add decorations to the ball (reusable)
- Optional: small whiteboard or paper sheet to track guessed letters
- Optional: a timer visible to players
Quick-Run Card
- Sit in a circle. The leader holds the “bomb” (a foam ball).
- Think of a 6-9 letter word. Announce the number of letters and the first letter.
- Players call out letters in turn. The leader confirms correct ones. Pass the ball after each guess.
- Keep going until the word is solved or a set number of wrong guesses is reached.
- If time or guesses run out, the leader calls “Boom!” and reveals the word with a dramatic drop.
Setup and Boundaries
- Signal: one clap = pause; two claps = round over
- Seat players in a circle close enough to pass the ball comfortably
- Have the word chosen and written down (privately) before the round starts so there is no confusion
How to Play
- Players sit in a circle. The leader holds the foam ball (the “bomb”).
- The leader chooses a word of 6-9 letters and announces: the number of letters and the first letter. (Example: “7 letters, starts with S.”)
- Players call out letters, one at a time. After each guess, the ball is passed to someone new in the circle.
- The leader confirms each correct letter and places it in the word. Wrong guesses are tracked (on paper or a whiteboard).
- Set a wrong-guess limit before the round starts (suggested: 6-8 wrong guesses). When the limit is reached, the leader calls “Boom!” with a dramatic drop of the ball, and the word is revealed.
- If the group solves the word before the limit, everyone cheers.
- The player whose letter completed the word gets to choose the next word (or can pass that choice to any player they name).
- No one is ever eliminated. Every player guesses in turn regardless of outcome.
I-OPt Options
- Start
- A (Active): Jump in and call out a letter on your first turn
- S (Support): Help track guessed letters on paper so the group does not repeat them
- Q (Quiet): Listen and think before your turn rather than calling out between turns
- O (Observer): Watch the first round to understand the pattern, then join the circle
- Mid
- A (Active): Call letters confidently and cheer for each correct guess
- S (Support): Encourage players who guess wrong (“Good try, that gets us closer to the answer!”)
- Q (Quiet): Focus on the letter tracking sheet and advise the group on what has not been tried
- O (Observer): Step back for a round and return at the next word
- Late
- A (Active): Try to be the one who solves the final letter
- S (Support): Suggest harder or easier words for future rounds based on group energy
- Q (Quiet): Reflect on the pattern of letters guessed in this round
- O (Observer): Keep score of how many words the group solved across all rounds
- End
- A (Active): Suggest a speed round with a shorter word
- S (Support): Help settle the group for the debrief
- Q (Quiet): Share one word about the game (other than the bomb word)
- O (Observer): Name the most creative guess they heard today
Inclusion Adaptations
- Players who find spelling or vocabulary challenging can partner with a neighbour and guess together as a pair on their turn
- The ball-passing motion can be replaced with a point gesture for players with limited arm mobility
Stewardship Moment
- The foam ball is reusable; store it with program supplies after play
- If using a decorated ball, use a washable marker so it can be refreshed between sessions
- Reflection: “We worked together to crack the code. What helped the team most?”
Consent
- Pre-brief: “This is a cooperative word game. There is no pressure to guess correctly. Every guess, right or wrong, helps the team.”
- For those not comfortable with any part of this activity, sitting out or joining as an observer is another option.
- Mid-game check: After one round, do a thumbs up/sideways/down check-in
- Opt-out/re-entry: Any player can pass on their turn by handing the ball directly to the next player. They are back in on the following round
Risks and Mitigation
- Players feeling embarrassed about wrong guesses: normalise wrong guesses as progress (“Each wrong letter tells us something”)
- Word too hard or too easy: staff pre-select words appropriate to the group’s age and have two or three ready
Warm-Up Suggestions
- “First Letter”: the leader calls a category (e.g., animals) and players go around the circle naming one thing per turn, starting with the same letter as the person before them
- “Hot Potato Pass”: toss the ball quickly around the circle three times to warm up the passing motion
Debrief Questions
- What? “What strategy did the group use? Did it change as the game went on?”
- So What? “What happened when someone guessed wrong? How did the group handle it?”
- Now What? “What does it feel like when the whole group works together on one problem?”
Cleanup and Reset
- Store the foam ball with program supplies
- Collect any paper used for letter tracking (recycle if done, or save for next session)
- 60-second tidy of the seated area
