Name and Purpose
- Wink ’em is a reaction and strategy circle game where quick observation and fast movement work together.
- Great for building alertness, trust between partners, and group laughter.
a.k.a.
- Eye Spy Circle, Wink and Switch
Age / Group / Time / Space
- Ages 8-16 | 12-30 players (even number needed) | 10-20 minutes | Seated circle with chairs, indoor or outdoor
Materials
- One chair per player
- Optional: cones to mark the outer edge of the circle
Quick-Run Card
- Set chairs in a circle. Players pair up: one sits, one stands behind.
- One chair is left empty. The player behind the empty chair is the Winker.
- Winker winks at a seated player. That player tries to slide to the empty chair.
- The standing partner behind the targeted player tries to tap their shoulders before they leave.
- Success or not, partners swap roles after each attempt. Rotate Winker regularly.
Setup and Boundaries
- Signal: one clap = pause; two claps = rotate and reset
- Arrange chairs so seated players face inward and standing partners have clear access to tap shoulders from behind
- Check that the floor between chairs is clear for sliding/stepping
- Standing partners may only move their arms to tap, not step forward or chase
How to Play
- Set up one chair per player in a circle, all facing inward.
- Players pair up. One partner sits in the chair; the other stands directly behind it with hands at their sides.
- One chair is left empty. The player standing behind the empty chair is the Winker.
- The Winker makes eye contact with any seated player and winks at them.
- The winked-at player tries to quietly slide out of their chair and move to the empty chair before their standing partner notices and gently taps their shoulders.
- If the seated player reaches the empty chair: the Winker is no longer the Winker (the standing player behind the now-empty chair becomes the new Winker). The two partners who switched swap roles (the one who slid away is now standing; their partner sits down).
- If the standing partner taps the seated player’s shoulders before they leave: the winked-at player stays seated, and the Winker tries again with someone else.
- Standing partners may only use a light shoulder tap, not a grab or block.
- Rotate the Winker role regularly so no one holds it for more than 2-3 minutes. Staff can call “Rotate!” to pass the role to a new player.
I-OPt Options
- Start
- A (Active): Jump in as a Winker or seated player in the first round
- S (Support): Help arrange chairs and explain the rules to late arrivals
- Q (Quiet): Start as a standing partner, which involves less pressure than sitting or winking
- O (Observer): Watch one full round to understand the pattern before joining
- Mid
- A (Active): Play aggressively as the Winker, trying to sneak winks past alert partners
- S (Support): Cheer for both the slider and the tapper
- Q (Quiet): Focus on the observation part as a standing partner
- O (Observer): Step back for one round; re-enter at the next “Rotate!” call
- Late
- A (Active): Try to hold the Winker role as long as possible without getting caught
- S (Support): Encourage players who are finding the winking difficult
- Q (Quiet): Slow down the Winker pace by choosing seated players farther away
- O (Observer): Track the pattern of who gets winked at most
- End
- A (Active): Challenge the group to a speed round
- S (Support): Help reset chairs after the game
- Q (Quiet): Share one word about the game
- O (Observer): Name their favourite moment from the game
Inclusion Adaptations
- Players who are not comfortable with eye contact can use a small nod or point instead of a wink
- Players with limited lower-body mobility can participate as the standing partner role; a teammate can take the seated role on their behalf and they direct the wink strategy
Stewardship Moment
- Return chairs to their normal arrangement after play
- Reflection: “What did you have to pay attention to in this game that you usually ignore?”
Consent
- Pre-brief: “This game involves quick shoulder taps from behind. For those not comfortable with shoulder contact, standing partners can hold a foam noodle or pool noodle and tap the back of the chair instead.”
- Mid-game check: After a few rounds, do a quick thumbs up/sideways/down
- Opt-out/re-entry: Any player can swap with their partner at any time. Standing players who want to sit can ask their partner to swap. Players can step fully out and back in at any “Rotate!” call
Risks and Mitigation
- Standing partners grabbing or blocking instead of tapping: emphasise light shoulder tap rule in the pre-brief and reinforce during play
- Seated player being startled by tap: frame it as a light touch and model it clearly before play begins
- Winker feeling stuck or embarrassed if no winks succeed: staff rotate the role proactively after 2-3 attempts
Warm-Up Suggestions
- “Wink Practice”: stand in a circle and everyone practices winking at each other for 30 seconds
- “Reaction Clap”: staff clap once and players must react by touching their own shoulders; 3 rounds to calibrate speed
Debrief Questions
- What? “What did you have to notice to succeed in your role?”
- So What? “How did the game change when you trusted your partner vs. when you were unsure of them?”
- Now What? “What does it mean to stay alert and aware of the people around you?”
Cleanup and Reset
- Return all chairs to their normal positions
- Collect any cones used
- Quick visual sweep of the space
