EVOKE EQ GAMES

Where Emotional Intelligence training meets fun!

MOTIVATE CARd GAME

3 ways to play

3 ways to manifest communicatioN

The card game the takes your internal motivations and makes them external

This game supports us in simulating the breakdown in communication that occurs between a team member and a team leader  when we assume that people know what we want. 

3 ways to play MOTIVE

communication

Objective:

In Motive: Communication, teams compete to guess the primary desires of individuals without using specific words. Through effective communication and deduction, teams aim to accumulate the most points by correctly identifying the intrinsic desires listed on the cards.

Setup:

1. Divide players into teams of 4-6 members each.

2. If playing with one deck and multiple teams, distribute the Motive cards among the teams, ensuring each team has a few more cards than they have clue-givers. Place the cards face down in a pile.

3. Designate roles within each team: one Leader, one Timekeeper, and one Scorekeeper.

Gameplay:

1. Turns: Everyone except the Leader takes turns being the clue-giver.

2. Clue-Giving: The clue-giver selects a card from the pile and prompts the Leader to guess the primary desire listed at the top of the card. The clue-giver must not utter the primary desire word or any of the four "forbidden" words listed on the card.

3. Guessing + Points:

  • Only the Leader can guess the intrinsic desire.

  • Correct guesses earn one point for the team.

  • If the Leader guesses a forbidden word, the team receives half a point.


Values

Objective:

In Values, players explore their personal motives and reflect on how these motives influence their lives and interactions. By identifying their top three motives and discussing them with their team, players gain insights into their own values and needs, fostering understanding and support within the workplace.

Setup:

1. Each player receives a set of Values cards.

2. Players are provided with writing materials to record their answers to the questions posed.

Gameplay:

1. Choosing Top 3 Motives: Players examine their Values cards and choose the top three motives that resonate most with them.

2. Answering Reflection Questions: Players individually answer the following questions for each of their chosen motives:

  • Why are these your top 3 motives?

  • Where are you getting them in your life and where you are not getting them in your life?

  • When does the pursuit of these motives work for you? Against you?

  • How do you think these motives show up for your team? Your friends? Your family? Your leader? Community?


feedback

Objective:

In Feedback, players engage in giving and receiving constructive feedback that aligns with their values. By reflecting on what's working and what's not working within their team dynamics, players gain insights into their own behaviors and perceptions. Through the use of Johari's Window and personal reflection, players explore possibilities for growth and development, fostering a culture of open communication and self-awareness.

Setup:

1. Prepare multiple decks of Feedback cards containing prompts related to what's working and what's not working.

2. Each player receives two cards from the deck: one indicating what's working and one indicating what's not working.

Gameplay:

1. Division of Cards:

  • Players look at their team and divide the cards from their deck, giving each team member one card indicating what's working and one card indicating what's not working.

2. Johari's Window:

  • Players reflect on the feedback they've received and where it places them in Johari's Window, considering what is known to themselves and others, and what remains hidden.

  • Players place their feedback cards in the appropriate quadrant of Johari's Window.

3. Anonymous or Non-Anonymous Feedback:

  • Players decide whether to share feedback anonymously or openly.

  • If anonymous, players do not reveal who provided the feedback.

4. Passing:

  • Both the clue-giver and the Leader have the option to pass on a card. However, each pass results in a deduction of one point from the team's score.

5. Forbidden Words:

  • If the clue-giver uses a forbidden word, the turn ends immediately, and one point is deducted from the team's score.

Winning:

1. The game concludes when each team member has had a turn as a clue-giver (excluding the Leader).

2. The team with the highest accumulated points wins.

3. In the event of a tie, the Leader becomes the clue-giver, and the first team to correctly guess the Leader's Motive wins.

Note: Effective communication, careful deduction, and strategic use of passes are key to success in Motive. Encourage teamwork and creativity to maximize points and secure victory!

3. Sharing with Team:

  • Players present their top three motives to their team.

  • They share their answers to the reflection questions, providing insights into their values and needs.

4. Explaining Workplace Support Needs:

  • Players explain what they need from their team and workplace environment in order to feel supported in fulfilling their motives.

  • This may include specific actions, behaviors, or changes in the workplace culture.

Note: Values encourages open communication and empathy within the workplace, promoting a supportive environment where individuals' motives are understood and respected. By sharing insights into their values and needs, players strengthen team dynamics and foster a culture of support and collaboration.

4. Acknowledging Unrecognized Aspects:

  • Players identify a card from their own deck that represents a trait or behavior they believe they possess but that others have not acknowledged.

  • Each player shares their self-perceived trait or behavior with the group.

5. Reflecting on Possibilities:

  • Players consider what is possible and what they are capable of based on the feedback received and personal reflection.

  • Utilizing insights from the Enneagram assessment, players explore potential areas for growth and development.

6. Expressing Desired Motives:

  • Players reflect on how they express the motives they want others to feel and identify areas for improvement.

  • Players consider what is currently not available to them but can be developed through habitual practices, focusing on personal growth.

NOTE: Feedback encourages open dialogue and self-awareness within the team. By providing and receiving feedback aligned with values, players foster mutual understanding and create opportunities for personal and collective growth. Through reflection and exploration, players enhance communication, collaboration, and effectiveness within the team dynamic.