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Acrosstown Connections

1/29/2026

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As an initial introduction to problem solving, I often use the activity, Across:

Create a nice big circle of (12 to 30) players with everyone standing on a game spot. The objective is for each player to go “across” the circle and stand on a different. The activity will be timed, so the group wants to be quick and SAFE. Let the group attempt several rounds with planning time between each round to see how fast (safely) they can make it. The biggest challenge most groups face is deciding upon, “What is ACROSS?” (Crossing the diameter or is it something else other than ‘next to’?) But we don't tell them about this, we hope they make the discovery. 


There it is. That’s it. First and foremost, I’m observing safety behaviors and pausing to clarify expectations. (As often as I can, I like to play something, so we have examples of behaviors to build expectations/norms around.) There is problem solving, pre-activity and post-activity and maybe some mid-activity. The group will need to communicate for understanding – what does that look like and sound like. Participation will be important when a product oriented goal (time) is expected. With a ‘basic’ activity like this, we can observe our groups and start norming together.

Buried in a pile of notes, I found this extension to Across: Acrosstown Connections. I’m going to guess this was an idea I had to make ‘Across’ more challenging. When I use Across again, I can add Acrosstown later into a program to discuss adaptability, complex thinking tasks and community dynamics. Here's the idea: 


Acrosstown Connections

The Objective: Everyone is required to move to a new place across the circle while never losing connection to a spot anchor.
 
Needs & Numbers:
  • One game spot for each person in the group.
  • If hand-to-hand connections need to be avoided, provide a bandana or short buddy rope to hold onto for each participant.
  • Play with 12 to 30 participants.

Time: 15 to 20 minutes.

Set Up:
  • Form a circle of games spots. Provide about three feet of space between spots. Setting out the spots can be done prior to the groups arrival or have the participants help to create the circle.

Instructions:
  • Have each participant stand, with both feet, on a game spot.
  • Game spots in this activity may not be moved.
  • The objective of the challenge is to have everyone relocate to a new spot (destination) across the circle from where they start (origin).
  • The expectation is for each person to choose a destination spot that is across the diameter – a straight line passing from side to side through (close to) the center of the circle – from where they are standing. (The word ‘across’ is not defined by the group in this activity. This expectation is set by the facilitator.)
  • During the challenge each person is only allowed to touch their origin game spot and their destination game spot.
  • When moving, participants need to be anchored to a spot. (Think of a lifeline emanating from a spaceship.) This is done by creating a chain of participants connected together. Connections can be holding hands or holding bandanas (or ropes) between the people in the chain. One person is standing on their origin spots (the anchor) while others link together to ultimately move another person to their destination spot.
  • If the anchor person of a chain loses contact with their origin spot, or a link in the chain is broken, the challenge attempt is a failure. A full group restart is required.
  • At this basic level, this activity is a ‘completion’ experience. There are no time constraints. (See the Variation for a more challenging version.) 
 
Variation:
  • Changing Ships (Advanced Challenge) Each game spot is a ship in space docked at a space port. Run the challenge as described above with one change. If any participant is not on their origin ship or destination ship, they must have their eyes closed. Because it’s really dark in space. 
Let us know how this plays out for you. Leave us a Comment! 

All the best, 

Chris Cavert, Ed.D. 

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Phraseology Cards, Set 2 (Print-N-Play)

1/15/2026

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First and Foremost, Happy New Year! I hope your 2026 adventures are memorable. 

Back in 2019 Phraseology Cards were introduced. I use them regualrly to spark thinking, meaning, and creativey. And I've heard from other team builders who love them just as much as I do. If you are new to Phraseology Cards please head over to the ORIGINAL POST for the main details about leading the activity and to download Set 1. (FYI: The original download, and the download included here, are almost the same – other than the phrases themselves.)

You can now use either Set, or combine the two for additional talking points. Here's what I share in this second download: 


Using Both Sets Together When setting up the activity and counting out your card/phrase needs, include an equal number of phrases from both Sets – with the understanding that each Set of cards is a different color (e.g., Set 1 is yellow, Set 2 is green). During ‘phrasing’ ask participants to only pair up with card colors that are the same (‘sameness’). Share meanings when matches are found. Then, during Re-Phrasing, ask participants to pair up with a different colored card and share meanings when discovered. One talking point can be about diversity – stepping out of sameness can be beneficial, providing opportunities that are not possible if we don’t. 

​Your new Set:


Phraseology Cards, Set 2 (Thers is a preview first before you choose to download.)
phraseologycards_set2.pdf
File Size: 516 kb
File Type: pdf
Download File

Please let us know how this second Set influences your Phraseology Experience. Leave us a Comment. 

All the best, 

Chris Cavert, Ed.D. 

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    Dr. Chris Cavert is an internationally known author, speaker, and trainer in the area of adventure-based activity programming and its relation to community and pro-social behavior development.

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