Name and Purpose
- Have You Ever? is a high-energy circle mixer that reveals surprising things players have in common.
- Players practise quick listening, decision-making, and discovering connections with their group.
a.k.a.
- Postman, Common Ground
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 10-20 minutes | Large circle in a gym or on a field; enough room to move safely
Materials
- Chairs or personal place markers (backpacks, cones, folded towels) — one per player, minus one
- Optional: cones to mark the outer circle edge for larger groups
Quick-Run Card
- Set up a circle of markers with one fewer than the number of players.
- One volunteer starts in the centre without a marker.
- Caller says: “Have you ever [something true about me]?” (e.g., “Have you ever been camping in the rain?”)
- Anyone who can say yes moves to a new marker at least two spots away. The caller also moves for a spot.
- The player left without a marker becomes the next caller.
Setup and Boundaries
- Check the floor or ground for hazards before play
- Signal: one whistle = pause; two whistles = stop and step back
- Remind the group: move at a brisk walk, not a run, to keep everyone safe
How to Play
- Everyone finds a marker in the circle. One volunteer steps to the centre.
- Centre player says: “Have you ever [something that is true about me]?”
- Everyone who answers yes stands, moves across the circle, and claims a new marker at least two spots from their starting point.
- The centre player also moves for any open spot.
- The player left without a marker is now the caller.
- Play continues for as many rounds as the group is enjoying it. End with applause.
I-OPt Options
- A (Active): Move quickly; think of creative and surprising statements when in the centre
- S (Support): Cheer the caller; help players who look uncertain find an open spot
- Q (Quiet): Move calmly; choose a low-key statement when in the centre
- O (Observer): Sit at the edge of the circle for a round, then step in when ready
Inclusion Adaptations
- Walk-only movement rule applies to everyone, levelling the pace for all players
- Players who prefer not to be in the centre can pass and ask a willing volunteer to take their turn
Stewardship Moment
- Use existing backpacks or water bottles as markers so nothing new is needed
- Reflection: “We just found a lot of things we have in common. What surprised you the most?”
Consent
- Pre-brief: “In this game you move around the circle and occasionally end up in the centre to share something about yourself. For those not comfortable being in the centre, swapping with a volunteer is always fine.”
- Mid-game check: After 5-6 rounds, pause. “Thumbs up, sideways, or down — how is everyone feeling?”
- Opt-out/re-entry: Any player can sit at the edge of the circle for a round. They re-enter by claiming an open spot at the start of the next round.
Risks and Mitigation
- Collisions when many players cross at once: walk-only rule; staff models it at the start
- Caller stuck in the centre for multiple rounds (others not relating to their statements): coach callers to choose broad, relatable topics; offer a prompt card with starter ideas
- A sensitive statement accidentally made: coach participants ahead of time to keep statements fun and light
Warm-Up Suggestions
- “Quick Lap”: everyone walks a slow lap around the outside of the circle, greeting each person they pass
- “Name and One Word”: each person says their name and one word for how they are feeling right now
Debrief Questions
- What? “What was a statement that surprised you — either because you shared it or because someone else did?”
- So What? “What does it feel like when you realise you have something in common with someone you did not know?”
- Now What? “How could you use what you learned today to build a stronger connection with someone in this group?”
Cleanup and Reset
- Return chairs to their original position
- Collect any cones or borrowed markers
