What is Cone?
Cone splits the group into pairs, each stationed across a single cone (or bottle). One director calls out body parts in random order — players touch whatever's named while holding their squat — and when the director finally calls "cone," partners race to grab it first. A false start hands the point straight to the other player.
It works because the whole game rides on one unpredictable word buried inside a stream of decoys. Players can't drift for even a beat, so the room stays locked into the director's voice, call after call — and the format needs almost nothing beyond a few cones and space to squat.
It's built for people who can squat and move quickly, so it's not the move for a seated meeting, a tight room, or a group with mobility limits — reach for a lower-energy activity instead. For a video call, skip it entirely: Cone needs everyone in the same physical space.
The rules
- One director, everyone else in pairs — odd headcounts work best, since the extra person becomes the director.
- Line up one cone (or bottle) per pair, with enough space that no pair bumps the one next to it.
- Mark a line on each side of every cone where players have to stay until it's time to grab.
- Partners squat across from each other at their cone, ready to move.
- The director calls out body parts in random order; players touch whatever's named while staying in their squat.
- When the director calls "cone," partners race to grab it first — a false start hands the point to the other player.
Before you start
- Group size: 4–20 players. Odd headcounts work best — the extra person runs the game as director while everyone else pairs off.
- Materials: a cone (or bottle) for every pair. Small pylon cones work well, or empty bottles if that's what's on hand. Tape is optional, only needed to mark the side lines.
- Room enough to line up every pair. Set the cones in a row with real space between them, so no pair's reach crosses into the pair next door.
- Pick a director with a loud, clear voice. Someone outgoing works best — the whole game runs on everyone hearing the calls, including the one that matters.
- Dress to move. Squatting and lunging for a cone works better in workout clothes and shoes than in anything stiff.
How to run it
- Choose a director and pair up 1–2 min
Pick someone with an outgoing, clear voice to run the game. Everyone else finds a partner — odd numbers work out perfectly, since the extra person becomes the director.
- Set out the cones 2–3 min
Line up one cone (or bottle) per pair with space between them, and mark a line on each side if you're using tape.
- Partners take their spots 30 sec
Each pair heads to its cone and gets into a squat, facing their partner, ready to move.
- Call out body parts 10–20 min
As director, call out body parts in any order. Players touch whatever you name while holding their squat.
- Call "cone" 5 sec each
Shout "cone" to start the grab. First player to the cone wins the point — anyone who moves before "cone" hands the point straight to their partner.
← squat, listen, grab. the cone doesn't wait.
Facilitator tips
Why it works
Reflection questions
For classrooms and teams that want the debrief — these turn the game into a conversation.
- What did you enjoy most about playing Cone?A quick read on what landed, and useful feedback for the next time you run it.
- How did it feel to grab the cone before your partner?Gets at the rush of the win, and the sting of coming up just short.
- What strategies did you use to improve your reaction speed?Surfaces whatever players figured out on their own — watching the hands, reading a rhythm, anything that gave them an edge.
- How did you communicate and coordinate with your partner during the game?A teamwork and communication question that carries straight over into work settings.
- What challenges did you face, and how did you overcome them?A resilience question, useful any time a group hits an unexpected snag.
- How did Cone compare to other icebreakers or group activities you've played?Helps you gauge whether this one earns a repeat booking.