Name and Purpose
- Wink Wink! is a social attention game that builds observation, subtlety, and group dynamics.
- Players practise reading subtle signals, staying present, and keeping a gentle secret together.
a.k.a.
- Wink Tag, Sleeping Lions (wink variation)
Age / Group / Time / Space
- Ages 8-16 | 8-30 players | 10-20 minutes | Indoor or outdoor circle space; chairs optional
Materials
- None required
- Optional: chairs arranged in a circle for seated play
Quick-Run Card
- Group stands or sits in a circle; one player (‘It’) steps just outside the space or turns away.
- Group quietly chooses the Winker.
- ‘It’ returns to the centre.
- The Winker winks at players one by one; each winked player slowly sits or steps back.
- ‘It’ tries to name the Winker before all players have stepped back.
Setup and Boundaries
- Circle boundary is the game space. Players stay in the circle.
- Signal: one clap = pause everything; two claps = round over.
- Ensure the player who steps out can wait comfortably nearby and hear when they are called back.
How to Play
- The group stands or sits in a circle.
- One player volunteers to be ‘It’ and steps just outside the circle or turns away with eyes closed.
- Quietly, the group (or a staff member) selects the Winker by passing a silent thumbs-up around the circle.
- ‘It’ returns to the centre and begins watching the group.
- The Winker winks at players one at a time. Winked players slowly sit down or step back, after a count of three so the reaction isn’t immediate and obvious.
- ‘It’ has three guesses to name the Winker. Correct guess: ‘It’ scores a point and a new round begins. Incorrect after three guesses: the Winker reveals themselves and takes a turn as ‘It.’
- Players who have sat down are still in the circle, watching and enjoying the round. They stand back up when the next round begins.
I-OPt Options
- Start: A (Active) , volunteer to be the first ‘It’ | S (Support) , help keep the group quiet during selection | Q (Quiet) , join the circle and settle in | O (Observer) , watch the first round from just outside
- Mid: A (Active) , be the most convincing Winker you can | S (Support) , help keep a straight face to protect the Winker | Q (Quiet) , sit in the circle and react subtly when winked at | O (Observer) , watch for the winking pattern before choosing to join
- Late: A (Active) , take another turn as ‘It’ | S (Support) , coach a shy player into volunteering | Q (Quiet) , enjoy the slow-building tension from the circle | O (Observer) , track how many rounds each Winker survives
- End: A (Active) , lead the debrief | S (Support) , settle the group for reflection | Q (Quiet) , share one word | O (Observer) , listen in
Inclusion Adaptations
- Players with visual differences can play as ‘It’ with a modified goal: listen for unusual pauses or sounds rather than watching for winks. Staff adjusts the mechanic accordingly.
- Players who don’t want to be in the centre can take on the Winker role (still in the circle) without ever being ‘It.’
Stewardship Moment
- No materials means no cleanup needed.
- Reflect: ‘We just held a secret together as a group. How does it feel to trust a whole group with something small?’
Consent
- Pre-brief: ‘This game involves one person standing in the centre while the group holds a secret. For those not comfortable being in the centre, there are plenty of exciting roles in the circle, and you can step into the centre role whenever you feel like it.’
- Mid-game check: After two rounds, pause. ‘How is everyone doing? Any adjustments needed?’
- Opt-out/re-entry: Any player can pass on being ‘It.’ They stay in the circle as a Winker candidate and can volunteer for the centre role in a later round.
Risks and Mitigation
- ‘It’ feels targeted or embarrassed by failing to guess: normalise it in the pre-brief , ‘the Winker is supposed to be tricky, so not guessing is totally normal.’
- Winker winks too obviously: remind the Winker that subtlety is the fun.
- Group gives away the Winker by staring: coach the group to look naturally around the circle.
Warm-Up Suggestions
- ‘Secret Keeper’: pairs share a one-word secret. The game is simply to hold it without telling.
- ‘Slow Motion Mirror’: pairs mirror each other’s movements as slowly and subtly as possible.
Debrief Questions
- What? ‘What did you notice about the way the Winker gave their signal?’
- So What? ‘What made it hard or easy to keep the secret as a group?’
- Now What? ‘Where in life do small signals matter more than words?’
Cleanup and Reset
- Nothing to collect.
- Check that ‘It’ finishes feeling good before moving on to the next activity.
