Name and Purpose
- Cross the Circle is an energetic mixer that helps players discover surprising things they have in common.
- Players practise listening, quick decision-making, and seeing each other in a new way.
a.k.a.
- Cross If You Have Ever, Circle Cross
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large open space; gym or outdoor field; enough room for a full standing circle
Materials
- Chairs or personal markers (backpacks, folded towels, cones) — one per player, minus one
- Optional: cones to mark the outer circle boundary for larger groups
Quick-Run Card
- Arrange chairs or markers in a circle with one fewer than the number of players.
- One volunteer starts in the centre.
- Centre player states something true about themselves that others might share (e.g., “Cross if you have ever seen a shooting star”).
- Everyone for whom the statement is true crosses the circle and finds a new seat. Centre player also moves for a seat.
- The player left without a seat becomes the next centre player.
Setup and Boundaries
- Check the floor or ground for hazards: loose mats, wet patches, debris
- Signal: one whistle = pause; two whistles = stop and gather at the edge
- Keep the circle large enough that players can move without colliding
- Coach the group: move at a brisk walk, not a full sprint, to keep it safe
How to Play
- One volunteer or staff member starts in the centre.
- They say: “Cross if you have ever [something true about you].”
- Everyone who relates to that statement stands up and moves to any open chair or marker that is at least two spots away from their current one.
- The centre player also moves for any open spot.
- The player left without a spot now stands in the centre and shares their own statement.
- Continue for as many rounds as you like. End with a round of applause.
I-OPt Options
- A (Active): Move quickly, be expressive, and think of creative statements when in the centre
- S (Support): Cheer and encourage the centre player; help quieter players find seats
- Q (Quiet): Move calmly at a walk; choose low-key statements when in the centre
- O (Observer): Sit just outside the circle for a round, then step in when ready
Inclusion Adaptations
- For players with mobility considerations, a walk-only rule applies for everyone, keeping the pace equal
- Players who prefer not to be in the centre can pass and swap with a willing volunteer; this is always okay
Stewardship Moment
- Use existing backpacks, water bottles, or cones as markers instead of buying anything new
- Reflection: “We discovered a lot of things we have in common today. Why do you think those connections matter?”
Consent
- Pre-brief: “This game involves moving across a circle to find a new spot. You share things that are true about you. For those not comfortable being in the centre, passing to a volunteer is always a fine choice.”
- Mid-game check: After 5-6 rounds, pause. “How is everyone doing? Give me a quick thumbs up, sideways, or down.”
- Opt-out/re-entry: Any player can step out by sitting at the edge of the circle. They can re-enter by claiming a seat at the start of a new round.
Risks and Mitigation
- Collisions when many players cross at once: establish a walk-only rule and check the space before play
- Centre player unable to think of a statement and feeling on the spot: offer a prompt card with starter phrases (“Cross if you have ever…”) for anyone who wants it
- A statement accidentally reveals something sensitive about a player: coach participants in advance to keep statements light and fun
Warm-Up Suggestions
- “Name Wave”: standing in the circle, each person says their name and does a big arm wave; the group mirrors it
- “Quick Walk”: everyone walks around the space for 30 seconds, then finds a spot in the circle
Debrief Questions
- What? “What was the most surprising statement someone made that you also related to?”
- So What? “How does discovering what we have in common help a group feel more like a team?”
- Now What? “Is there one connection you made today that you want to follow up on this week?”
Cleanup and Reset
- Return chairs to their original spots
- Collect any cones or markers used
