Name & Purpose: Trust Walk is the foundational trust activity. One partner guides another through obstacles using voice only β no touch. It builds listening, clear communication, and trust.
a.k.a.: Blind Guide, Voice Walk, Guided Walk
Age Band / Group Size / Time / Space: 8β16 years / 8β30 players in pairs / 10β20 minutes / Outdoor area with natural or constructed obstacles
Materials: Blindfolds (1 per pair). Optional: cones for a constructed course.
Quick-Run Card: 1. Pairs: one blindfolded, one guide. 2. Guide uses voice only β no touching. 3. Guide directs partner through an obstacle course. 4. Switch roles halfway. 5. Advanced: whole group guides one person, taking turns.
Setup & Boundaries: Set up or identify an obstacle course β natural (paths, trees, slight hills) or constructed (cones, chairs, ropes). Walk the course first to remove hazards. Brief guides: voice only, no touching. Clear, specific directions (“Take two steps forward, then turn right”).
How to Play: The blindfolded partner stands at the start. The guide stands nearby and directs using voice only. The blindfolded partner navigates the course based on the guide’s instructions. After completing the course, switch roles. For an advanced version, one person is blindfolded and the entire group takes turns giving one direction each.
I-OPt Roles: Walker β blindfolded, listens and trusts. Guide β gives clear verbal directions. Course Designer β helps set up and adjust the course between rounds.
Inclusion Supports: Players who do not want a blindfold can close their eyes or look at the ground. Players with hearing differences can receive directions through a partner tapping a code on their hand (pre-agreed). Adjust the course difficulty for mobility needs. The Course Designer role is active without requiring blindfolding.
Stewardship: Dismantle the course and return all materials. Reflection prompt: “Your guide could see what you could not. What made their directions helpful β or confusing?”
Consent: Pre-brief: “This activity involves being blindfolded and walking through obstacles with a partner guiding you by voice. If blindfolds are not comfortable, close your eyes. If you prefer not to walk the course, the Course Designer role is active and valuable. You can stop at any time.” Mid-game check-in: After the first pair completes, ask “Guides β what worked? Walkers β did you feel safe?” Opt-out/re-entry: Course Designer; rejoin as walker or guide any time.
Risks & Mitigation:
| Risk | Likelihood | Mitigation |
|---|---|---|
| Walker trips on obstacle | Medium | Pre-walk the course; remove sharp or dangerous obstacles |
| Guide gives unclear directions | Medium | Brief on clear, specific language before play |
| Walker walks outside the course | Low | Guide redirects; counsellor watches from the side |
| Multiple guides confuse the walker (group version) | Medium | One direction at a time; take turns |
Warm-Up Suggestions: Direction Drill β in pairs, one closes eyes and the other gives 5 directions while stationary (“reach your right hand up, touch your left knee”). Builds the voice-direction skill.
Debrief: What? “What directions were clearest? What confused you?” So what? “What is the difference between trusting your own eyes and trusting someone else’s voice?” Now what? “When do you rely on someone else to guide you through something you cannot see?”
Cleanup & Reset: Collect blindfolds and course materials.
