Name and Purpose
- Guess Who is a team deduction game where players use yes/no questions to identify a mystery person from the other group.
- It builds listening, logical thinking, and inclusive curiosity about one another.
a.k.a.
- 20 Questions (person edition), Mystery Player
Age / Group / Time / Space
- Ages 8-16 | 10-30 players | 15-25 minutes | Indoor room with chairs in two rows, or outdoor seating area
Materials
- Chairs (one per player)
- Paper and pen for the judge to write the mystery name as proof
- Optional: whiteboard to track questions asked
Quick-Run Card
- Arrange two rows of chairs facing each other, one row per team. Judge stands at the front.
- Judge silently writes the name of one Team B player on paper (kept hidden as proof).
- Team A’s guesser asks yes/no questions about the mystery person.
- Team B players who no longer match (based on answers) sit down quietly.
- Guesser names the mystery player. Correct = point for Team A. Teams swap roles.
Setup and Boundaries
- Arrange chairs in two clearly defined rows facing each other
- Judge stands or sits at the front with paper and pen
- Signal: raised hand = pause; two claps = stop and gather
- Agree before the game that questions about physical appearance must be respectful and observable (e.g., “Are they wearing a hat?” rather than personal comments)
How to Play
- Divide into two teams. Each team sits in their row facing the other.
- Teams choose a guesser for the round. The judge confirms the mystery person by writing their name on paper.
- The guesser from Team A asks yes/no questions about the mystery person from Team B (e.g., “Is this person wearing glasses?” “Does this person have a hat on?”).
- Team B players who no longer match the profile quietly sit down. Those still matching the description stay seated upright.
- The guesser makes their best guess. If correct, Team A earns a point. The written name is revealed as confirmation.
- Teams swap: Team B sends a guesser; Team A becomes the mystery group.
- Rotate guessers each round so everyone gets a turn. Play to a set number of points or a set number of rounds.
I-OPt Options
- A (Active): Serve as the guesser; sit up and engage as a mystery player in the row
- S (Support): Help your guesser by quietly signalling which questions to try next
- Q (Quiet): Be a thoughtful mystery player; enjoy the process of watching others reason through clues
- O (Observer): Sit near the group and watch; track which questions narrow the field fastest; choose when to join
Inclusion Adaptations
- Questions must focus on observable, current features (clothing, accessories, what someone is doing) rather than fixed physical traits; brief this clearly to the group before play
- A player who does not want to be the mystery person may opt out quietly; the judge skips them and picks another name
Stewardship Moment
- Chairs and paper are the only materials; store in 60 seconds
- Ask: “We paid close attention to each other. What did you notice about someone that you hadn’t noticed before?”
Consent
- Pre-brief: “In this game, you might be the mystery person being described. Questions will only be about things you can observe right now, like clothing or accessories. For anyone not comfortable being the mystery person, just let me know quietly and I’ll make sure you’re not chosen.”
- Mid-game check: After the first full round, pause. “Everyone good? Anyone want to adjust their role?”
- Opt-out/re-entry: Any player may quietly tell staff they prefer not to be chosen as the mystery person. They can still participate as a guesser or support role.
Risks and Mitigation
- Questions that focus on body features or personal characteristics in a way that feels uncomfortable: brief guessers clearly before the game; staff redirect any question that crosses the line
- One team always guessing incorrectly: limit questions to 10 per round to keep rounds short and the score moving
- Quiet players feeling overlooked: rotate guessers deliberately so everyone gets a turn across the session
Warm-Up Suggestions
- “Name and One Fact”: each player shares their name and one observable thing about themselves right now (e.g., “I’m wearing a green lanyard”)
- “Two Truths”: each player shares two things that are true about them right now; group guesses which is harder to spot
Debrief Questions
- What? “What question worked best to narrow down the mystery person quickly?”
- So What? “What did you learn about paying attention to others in your group?”
- Now What? “How might that kind of careful attention help you in your cabin or team this week?”
Cleanup and Reset
- Return chairs to their original positions
- Dispose of paper or file it if notes were kept
- Check the room for left-behind items
