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Guessing game · A great activity for everyone

Invention Botticelli

Each player writes down an invention, the slips go into one shared pile, and the room draws them one at a time — working out what's written using nothing but yes-or-no questions. It rewards a specific, testable question over a lucky guess, so an obscure pick makes for a sharper round than an obvious one.

What is Invention Botticelli?

Invention Botticelli hands each player a slip of paper and asks for one invention — something the room would recognize, but not the first thing that comes to mind. Once every slip is written, they go into a bowl or hat together and get mixed up. From there, the room draws them one at a time and works out what's on each slip by asking nothing but yes-or-no questions about what the thing is or does, until somebody lands the guess and the next slip gets drawn.

It works because a boring invention makes for a boring round. "Light bulb" or "telephone" gets guessed in one question; the game only gets good once someone reaches for something more obscure, and the questions have to work harder to pin it down. Writing a good slip is a small creative dare before the guessing even starts.

It's not the game for a room in a hurry — shuffling and re-drawing slips between rounds takes real time that a faster icebreaker wouldn't need. And it leans on everyone knowing enough about how things work to ask a decent yes-or-no question; a group with very different technical backgrounds may find some slips guessable by only a few people in the room.

The rules

  1. Everyone gets one slip of paper and a pen.
  2. Each player writes down one invention — well known, but not the first thing that comes to mind.
  3. Every slip goes into a shared bowl or hat and gets mixed together.
  4. One slip gets drawn per round. The room works out what's on it using nothing but yes-or-no questions about what it is or does.
  5. Whoever lands the correct guess draws the next slip.
  6. Play continues until every invention in the bowl has been guessed.

Before you start

  • Group size: 4–30 players. Works with as few as four — any fewer and there's no one left to ask questions. Scales up easily, since every round only needs one slip and one guesser at a time.
  • Paper slips, a bowl or hat, and pens. Everyone needs a slip and something to write with; the bowl holds every invention until it's drawn for a round.
  • Set a round length before you start. A stopwatch or phone timer keeps rounds from dragging — pick a length that fits your group and hold everyone to it.
  • Optional: name tags for a bigger room. Worth adding once the group is large enough that people don't already know each other's names.

How to run it

  1. Gather your group 1–2 min

    Best with at least four people — the game needs enough of a room for the questions to keep coming, but it scales past that easily.

  2. Write down an invention 2–3 min

    Each player writes one invention on their slip — something widely known, but not the obvious pick. "Light bulb" or "telephone" is too easy; push toward something more obscure.

  3. Collect and shuffle 1 min

    Gather every slip into the bowl or hat and mix them together before the first draw.

  4. Draw and question 3–5 min each

    Draw one slip. The room works out what's on it using nothing but yes-or-no questions about what it is or does.

  5. Guess, then rotate 30 sec

    Whoever lands the guess draws the next slip, and the questions start again.

  6. Play through the bowl 20–40 min

    Keep going until every invention's been guessed — as long or short as your group has time for.

← boring inventions lose the round before it starts.

Why it works

Every question earns or wastes a turnA vague question burns time without narrowing anything down — the room has to actually track what's already been ruled out, not just take shots in the dark.
The write-down is its own small dareNaming an invention that's known but not obvious takes a real beat of thought before the guessing even starts — the game rewards a good pick as much as a good question.

Reflection questions

For teams that want the debrief — these turn a guessing round into an actual conversation.

  1. What did you enjoy most about Invention Botticelli?Points at what to keep or tweak the next time you run it.
  2. How well do you feel the activity helped you get to know your team members?A direct read on whether the format actually built connection, not just guesses.
  3. Did you find any part of the game challenging or uncomfortable — and if so, why?Surfaces what to adjust so everyone stays included next round.
  4. What did this activity teach you about your own creative process?A short, low-stakes moment of self-reflection before the debrief moves on.
  5. How might you use what you learned here in your work or your life?Ties the game back to something the group will actually carry out the door.
  6. How did working with others shape your guesses?Names the teamwork most guessing rounds bury under the guessing itself.
  7. If you ran this again with a different group, what would you change?Turns a few players into future facilitators before they leave the room.

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.