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EnergiserIntermediate

Geared Up

Geared Up is a call-and-response energiser for partners standing in two concentric circles, in which each number the facilitator calls triggers a specific action. The group learns five numbered commands and then has to carry out longer and faster strings of them from memory. One of the commands moves everyone to a new partner, so the activity also mixes the group. It is published by Mark Collard on playmeo.

Duration
15m–20m
Group size
10–30 people
Materials
Open space large enough for two concentric circles

Facilitation script

  1. 1

    Form pairs and set up the two concentric circles with partners facing each other. Check that everyone has a partner.

    2 min
  2. 2

    Teach commands one and two, practise them in random order, then add three, four and five one at a time.

    6 min
  3. 3

    Call strings of six or seven numbers at a steady pace. Pause briefly after each string so pairs can reset.

    5 min
  4. 4

    Lengthen and speed up the strings towards fifteen or twenty numbers, with short breathers in between.

    4 min
  5. 5

    End on a round the group manages well and ask everyone to thank their current partner.

    1 min

Tips

  • Build up in layers and do not add a command until the previous ones run smoothly, because the fun comes from fluency under speed and not from confusion about the rules.

  • Call the numbers in a clear rhythm so pairs can keep up.

  • Check for an even number before you start and step in yourself if someone is left without a partner.

Common pitfalls

  • Teaching all five commands at once, so people are still unsure of the basics when the fast strings begin and the circles fall apart

  • Calling numbers too quickly for the group's level, which turns a memory challenge into random movement

  • Forgetting that the rotation command only works if everyone steps to their own left, so that the two circles turn in opposite directions, which needs a clear demonstration

  • Running it in a tight space, where spins and place swaps lead to bumps and people start to hold back

  • Overlooking participants who are uncomfortable with hand contact or fast turns, who then either opt out visibly or take part against their wishes. Offer alternatives before starting

Variations

Replace any command with a no-contact action, such as a wave, a bow or mirroring a pose, for groups where touching hands is unwelcome. Let the group invent a sixth command of its own once the five are fluent. For a calmer version, drop the spin and the place swap and keep only the greeting and rotation commands. With more than 30 people, run two sets of circles side by side. The activity depends on physical proximity and does not transfer to video calls.

Where it fits

Re-energising after long sittingMixing partners quicklySharpening listening and quick reactionsWarm-up before paired exercisesActivator at an offsite or team day

When to use it

  • A group of 10 to 30, ideally 15 or more, has been sitting for a long time and you have open floor space

  • You want people to make brief, playful contact with several others before paired or small-group work

  • The group is already warmed up to each other and ready for something fast and physical

  • You have a full 15 to 20 minutes for an activator, for example to open an afternoon

  • You want a concentric-circle set-up in place anyway, because a paired conversation round follows

When not to use it

  • Participants cannot move freely, turn quickly or stand for 15 minutes. Choose a seated energiser or Count To Six in its seated form

  • Hand contact is unwelcome for cultural, health or personal reasons. Substitute no-contact commands or use Sync Claps

  • The room has fixed seating or too little space for two circles. Use Shake Down, which works on the spot

  • You have less than ten minutes. Teaching five commands takes most of that time, so pick Rock, Paper, Scissors (Tournament)

  • The group has only just met and is formal. Start with a conversation-based opener and bring this in later

Related methods

Frequently asked questions

What is Geared Up?▾

Geared Up is a partner energiser played in two concentric circles. The facilitator teaches five numbered commands, each with its own action, and then calls strings of numbers that the pairs have to carry out in order and at speed.

What are the five commands in Geared Up?▾

In the published version they are a double high five with the backs of the hands, swapping places between the inner and outer circle, stepping two places to the left to meet a new partner, a full spin on the spot, and a combined high and low five. Any of them can be replaced to suit the group.

How many people do you need for Geared Up?▾

It is designed for roughly 15 to 30 people and needs an even number so that everyone has a partner. It can run with as few as ten, and larger groups can form two sets of circles.

How long does Geared Up take?▾

Plan 15 to 20 minutes. About half of that goes on teaching and practising the commands, and the rest on calling longer and faster sequences with short breaks in between.

Can Geared Up be played without physical contact?▾

Yes. Replace the hand-contact commands with gestures made at a distance, such as a wave, a bow or copying a pose. The structure of numbered commands and growing sequences stays the same.

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Method descriptions on Workshop Weaver are original content written by our team, based on established facilitation practices. This method was inspired by work from playmeo (Mark Collard).