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Energizer · A great activity for everyone

Copycat

One player makes a movement, the next copies it and adds one of their own, and the sequence keeps growing until someone forgets a step. It works because the challenge builds itself — nobody has to make the game harder, the game does that on its own.

What is Copycat?

Copycat — also called Shadow — starts with one player making a single random movement. The next player copies it exactly, then adds a movement of their own. Every turn after that means repeating the whole sequence built so far, in order, before tacking on one more.

It works because the challenge escalates on its own — nobody has to invent difficulty, the game does it for you. In a larger group, that means players get eliminated one at a time as the sequence grows, until a single person is left holding the entire thing in their head.

It's built for a group that can actually move — a classroom, a family room, a cleared floor at an offsite. For a call where half the room can't stand up, or a space too tight to swing an arm, skip this one for a seated icebreaker instead; the memory challenge still works, but the movement is the whole point.

The rules

  1. Pair up first — even in a big group, the game grows out of twos.
  2. One player starts with a single random movement.
  3. The next player repeats it exactly, then adds a new movement of their own.
  4. Each player after that copies the whole sequence so far, then adds one more.
  5. Forget a movement and you're out — in a pair, that just ends the round.
  6. In a bigger group, everyone who's out stays out until one player remains.

Before you start

  • Group size: 2 or more. Works from a single pair up to a full classroom — a bigger group just means more turns before there's a winner.
  • Clear a space to move. Enough room that nobody's bumping into a chair, a table, or each other. An indoor room works fine.
  • Pair people up. Odd number in the room? One person sits out as judge, or joins a pair to make a trio.
  • Agree the ground rules first. Set limits on rough or complicated movements before you start, especially with young kids or anyone with mobility limits.

How to run it

  1. Explain the rules 1 min

    Say it in one breath: each turn copies the whole sequence built so far, then adds one new movement. Forget a step and you're out.

  2. Pair up and pick a leader 1 min

    Two players face off, or the whole group splits into pairs. Decide who moves first.

  3. First movement 10 sec

    The leader makes one random movement — a wave, a jump, anything. The other player copies it exactly.

  4. Copy and add, copy and add 8–10 min

    Each turn, a player repeats every movement made so far, in order, then adds one more. The sequence gets longer and stranger with every pass.

  5. Track who's out 2–3 min

    Miss a movement and you're out. In a pair, the round ends there; in a bigger group, keep going until one player is left.

← the sequence is the whole game.

Facilitator tips

Go first, and go simpleModel an easy opening movement yourself — a wave, a stomp — so the sequence starts accessible instead of already tricky.
Bring in both halves of the bodyOnce the sequence is rolling, movements that use arms and legs together get harder to fake-copy, which is where the game gets interesting to watch.
Rotate who leadsGive different people a turn starting the sequence so the same player isn't always the one everyone's watching.
Adjust rather than eliminateSome movements are harder for some bodies. If a movement isn't accessible to someone, swap it out instead of counting them out on a technicality.

Why it works

Memory, under mild pressureEvery new turn means recalling a longer sequence exactly, in order — a working-memory workout that sneaks in disguised as a party game.
One-move creativity, no blank pageEach player only has to invent a single movement, not a whole routine. That low bar means even the quietest player contributes something the whole group ends up repeating.
A built-in reason to watch each otherCopying correctly means actually watching the person before you, closely. The attention the game demands is the same attention that makes a room feel connected.
Exercise that sneaks up on youCopying the whole sequence each round means physically repeating every earlier movement again — light exercise, disguised as a memory game.
HELLO, MY NAME ISJon

"This one needs zero setup and scales from two people to a full classroom without changing a single rule. I like watching the sequence get too long for anyone to fake — that's when the real laughing starts."

Jon Zajac · Founder & Chief Icebreaker

Reflection questions

For classrooms and teams that want the debrief afterward — a couple of these turn the game into a short conversation about memory and mistakes.

  1. What did you enjoy most about playing the Copycat game?Tells you what to repeat next time — worth asking before everyone scatters.
  2. How difficult was it to remember and copy the movements of your friends?Names the real challenge out loud: memory, not choreography.
  3. Did you find it easier to add simple or complex movements to the sequence? Why?Gets people talking strategy — the answer usually says something about how they take risks.
  4. How did you feel when you failed to remember the exact order of movements?A quick, low-stakes rep of handling a mistake in front of the group.
  5. What strategies did you use to help you remember the sequence of movements?Turns private tricks into shared ones — someone always has a system worth borrowing.
  6. How did playing the Copycat game help you get to know your friends or family members better?Names the actual point of the game, in case anyone missed it.

Jon Zajac

Founder & Chief Icebreaker

I started IcebreakerSpot because I believe strong connections are the foundation of successful teams. This site exists to make it easy to find and share the icebreakers and team-building activities that build trust, spark collaboration, and help groups do great things together.