Best Settings
- Large meeting openings
- Training energy breaks
- Team-building activities
- New hire onboarding
- Classroom warm-ups
- Company team events
- After-lunch or after-break refocus moments
A high-energy icebreaker where losers become cheer squads for the winners until the room builds toward one loud final match.

Rock, Paper, Scissors Tournament turns the familiar hand game into a large-group icebreaker.
The twist is simple: when someone loses, they do not drop out. They become part of the winner’s cheer squad and follow that player into the next round.
As the rounds continue, the room naturally turns into two huge cheering camps. By the final match, everyone is involved, even people who lost in the first round.
It is a fast way to raise energy, break silence, and move a group from sitting and listening into standing, moving, laughing, and participating.
5-10 minutes is usually enough.
Keep it short, fast, and explosive. If it drags, the energy drops.
10+ people can play.
The game is strongest when the cheer squads have room to grow.
It is less suitable for very formal business meetings, quiet events, rooms too small for movement, or spaces where noise would disturb nearby meetings.
People need to stand, move, and find opponents. If you are in a meeting room, push chairs back or have people stand around the outside of the tables.
This game will get loud. You can say upfront: “We are going to be loud for five minutes, then we will come right back.”
Use one-and-done rounds and keep the tournament short. After 15 minutes, the excitement usually starts to fade.
Cheering can be simple. Do not require dancing, chants, or exaggerated gestures. Clapping behind the winner is enough.
The more dramatic the title, the funnier the ending feels.
When someone loses, they chant the winner’s name. This helps people remember names and works especially well for new teams and onboarding.
Keep regular rounds one-and-done, but make the final best of three to add ceremony and suspense.
Rename the gestures to fit the event theme.
Online is weaker, but possible for small groups. Have everyone turn on cameras, assign two people to play, and ask the losing side to cheer in chat.
If you use this for team building or training, ask a few light questions afterward.
Keep the debrief short. The main value of the game is energy.
“This game is simple, but it will get louder every round. Losing is not failure. Losing means you become someone’s fan. By the end, we will have the biggest fan club in the room.”
“We are now in the final. Cheer squads, get ready. There is only one champion, but the joy belongs to everyone.”
“Big applause for our champion. Now bring that energy back to your seats and we will move into the next part.”
This game loses energy when the facilitator keeps explaining. Get people standing and playing quickly.
A little exaggeration helps. You can say: “You are not just a player now. You represent your whole fan club.”
Bring the last two players to the middle, gather the group in a semicircle, and count down together.
After the champion is crowned, quickly reconnect the energy to the next part of the meeting or training.
One person can act as a first-round referee, join any pair, or wait to enter in the next round. The facilitator can also fill in.
Replay immediately. Do not discuss it or pause. The faster the rhythm, the better.
Let them clap instead. The goal is light participation, not making people feel awkward.
Yes, especially as an energy break. Add one quick bridge at the end: “We just saw how support can make an ordinary task more energetic. Let’s bring that support into the next topic.”
Almost everyone knows rock, paper, scissors. There are no props and no complicated rules to explain.
In many elimination games, losers stand aside and watch. Here, they become more active by joining the cheer squad.
The facilitator does not have to force excitement. The rules create it: every round makes the teams bigger and the cheering louder.
People only need to find someone, make eye contact, play a quick round, cheer, and move with the group.
A room full of adults seriously cheering for rock, paper, scissors is funny enough on its own.
Use it when the room needs a quick lift.
Everyone has something to do from the first round to the final, even after losing.
This is part of the fun, but it also means the facilitator should check whether the room is appropriate.
Many icebreakers become harder with more people. This one often gets better because the growing cheer squads are the whole point.
Rock, Paper, Scissors Tournament turns a simple hand game into a high-energy cheering tournament.
It has simple rules, high participation, and a fast energy spike, making it especially useful for large teams, training breaks, classroom warm-ups, and meeting openers.

Two Truths and a Lie is the classic guessing icebreaker where each person shares two true statements and one lie, with facilitation that keeps the activity light instead of performative.

Two Truths and a Lie: Low-Pressure Group Vote is a team-friendly version of the classic format that keeps the guessing but shifts the pressure from one person to the whole group.

Speed Dating is a fast rotation activity for singles events where people have short, low-pressure conversations before moving to the next person.
Scenario
Party Games, Training Openers, Event Social Mixers, Corporate Team Building, Team Building, Onboarding, Classroom, Meeting Starters
Audience
Adults, Teens, Kids, Strangers
Place
Indoor, Outdoor, Virtual
Style
Funny, Competitive, Quick
Time
5-15 Mins
Group Size
10 - 200 People
Prep
None
Did You Know?
Rock, Paper, Scissors Tournament works because losing gives people a bigger role instead of removing them from the game.