Somewhere in the world. Your team has to work out where.
Each team lands in a mystery location and reads the scene for clues: street signs, road markings, the language on a shop front, the plants, the buildings. Then they agree on one guess before the time runs out.
Four players, four jobs, and the jobs rotate
Teams play in fours and everyone has a role. One explores, one tracks the clues, one leads the discussion, one locks in the guess. After every location the roles move round, so nobody spends the game watching someone else drive.
That is what makes it a team game rather than one person with a map and three spectators.
It gets better as the team does
In the first rounds people point at the obvious. A few locations in, they start spotting patterns and building on each other's observations. By the end the team is talking differently from how it started, which is why it suits a team day better than most quizzes.
Who it's for
Company events, team building, internal workshops, and leadership or communication sessions. It works especially well for international teams and mixed departments, where people bring different eyes to the same picture.
Plan the room in fours
The game is built around teams of four, so it is worth counting heads before the day. Thirty people is seven teams with two left over.
What you can change
Choose locations by region, theme or difficulty, or pick places that mean something to your company. Keep rounds short and sharp, or give them longer for more discussion.
