Classroom Game: Save The World

Classroom Game: Save The World


Save the World Here is a fast paced, high energy and fun learning game that you can play in your class.

Download PDFDownload the activity handout here.

When to Use

Use this game when your learning objective is any of the following:

  • Experience how careful observation, optimization and practice can lead to error reduction and performance improvement.
  • Appreciate the importance of team work in the success of an organization.
  • Appreciate the importance of listening and focus in improving performance.


Minimum: 5
Maximum: 30 (though it can be done in larger groups by creating several teams)


20 to 30 minutes (depends on the number of runs you play)


  • Chair/rope to mark the boundary of the play area.
  • A4 size sheets clearly marked with a single number; these will be the mines. Prepare 30 such sheets numbered 1-30. Laminate them for reuse. Differentiate between 6 and 9.
  • A digital stop watch to keep time.


  • Create an enclosed play area using chairs or a rope. Keep a small opening for entry and exit.
  • Place the mines randomly inside the play area. Start with 1-10 and then as the game proceeds increase the number of mines to 30.
  • Create a leader board using a chart paper or on the whiteboard.


  1. Divide participants into teams of 5-7 people.
  2. Explain the rules as provided below.
  3. Allow teams to create a strategy and allow some practice runs to each team.
  4. Re-arrange the mines.
  5. Ask each team to take their turn. Monitor score and display it on the leader-board.
  6. Stop and ask players to discuss what’s going on and what can be bettered.
  7. Increase the number of mines if teams are able to complete less number of mines without errors.
  8. Debrief by asking questions like – what worked for your team? What did not work? How did you reduce time? How did you reduce errors?


  • The entire team must enter the play area whether or not they diffuse mines.
  • Mines must be diffused by –stepping on them, calling out the number and stepping off the mine immediately.
  • Failure in removing feet from the mine after calling out the number is counted as a foul.
  • Mines must be diffused sequentially.
  • Once the team enters the play area they can’t communicate or point out. Doing so counts as a foul.
  • There shouldn’t be more than a spilt second difference between calling out the numbers.
  • Fumbling, repeating numbers, talking, pointing out and calling out without stepping on a mine all count as fouls.
  • In case of a foul, the entire team loses turn.
  • Timer starts the moment first person enters the play area and stops when the last person leaves the play area.
  • Team with least time wins the game.
Download PDF Download the activity handout here.

Ajay Dasgupta

Ajay Dasgupta is the co-founder and VP, Global Sales at Epiphany Learning. In a career spanning over 18 years he has worked with several large organisations and implemented learning strategy and learning programs. While he focuses on learning strategy, technology and marketing, he his still an instructional designer at heart. He can be reached at -

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