Games
Game - team Czechia
First, we divided participants into six different groups at random. Their task was to find 5
different questions distributed over the SEK area and estimate the correct answer.
The questions were:
How many metro lines are there in Prague?
How tall is the highest mountain in the Czech Republic?
How many litres of beer does the average Czech person drink in a year?
What was the year of gaining independence in the Czech Republic?
For how many years is the Czech president in office?
The team with the closest answer received a maximum of 5 points, the others had 1 point
less and so on. We summed up the points and the 5 best teams got a candy reward.
Gameplay day
The night before was wild and full of party. After the morning energizer - with a scale of weird
sounds - each national team prepared a game for everyone. The purpose was to create a
fun alternative to gambling. The only rule was to involve every participant. That's why every
country came up with something unique.
First came Italians with a guessing words game. The 30 participants were divided into two
groups while the other one was being managed by Kyriakos, who prepared a movie-guesser
with nonverbal hints. The main group was composed of teams of 3 where one brave person
guessed the word by association and when they knew, they rang the bell.
The Spanish team came up with a game, where a group of people describing a word by
similar terms was sabotaged by an Impostor. These mindgames have been met with great
interest.
After the lunchbreak, when some of the brave swimmers of mixed nations were enjoying
waves of the Paralimni Bay, several late comers caused their teams losing the ability of
attending the Top 10 list game for sweet rewards.
The fatigue was visible but the brave players remained in lively manner.
Next the Czechs divided participants into six different groups at random. Their task was to
find 5 different questions distributed over the SEK area and estimate the correct answer. The
first five places were rewarded with tooth-decaying candy.
The Romanians thought up another impostor game with numbers on the back. The great
number of participants made it a little confusing but the impostor was revealed eventually.
Bulgarians brought roleplay to the table and each of their team members has been the
narrator of a detective story of a sleepy town.
After evaluation and dinner came the highlight of the day - a cultural evening. Today's
programme was directed by Italians and Macedonians. The first mentioned finally revealed
to the world the true meaning of their hand signs and the Macedonians ignited the place with
music, rakija and loud singing. The traditional food and dance weren't missing. Marco's
guitar play and singing lured the audience to the next day's talent show.
Gambling Prevention & Responsible Game Campaign
1. Campaign Basics
-
What is the title of your campaign?
Not every ticket wins - But every choice matters
-
What is the key message you want people to remember?
Remember that the key of gambling is always “maybe next time”, but maybe next time will ruin your life.
-
Who is your target audience? (e.g students, tourists, workers, general public)
Locals, tourists, and students in Nicosia (18-34)
2. Objectives & Activity
-
What are the main goals of your campaign?
· Increase awareness about the risks of gambling.
· Help people understand emotional triggers (hope, disappointment, chasing losses).
· Promote responsible gambling habits.
-
What activity will you implement? (Describe it briefly)
We will distribute fake losing lottery tickets to people as a quick interactive game.
After they scratch and lose, we use that moment to start a conversation about gambling risks, responsible play, and where to get help.
-
What steps will you follow during the 2 hours?
-
Approach people politely and explain the activity.
-
Invite them to try the lottery-style ticket.
-
Once they lose, ask brief reflective questions.
-
Share simple facts about gambling risks.
-
Give them a candy and the motto card.
-
Record participation numbers and key insights.
-
How will you measure success?
Number of people approached and number of people who participate.
-
Quality of the conversations and reflections shared.
-
Their reactions and interest in the topic.
3. Team & Roles
-
What is each person’s role?
-
Alina – engager
-
Marko – facilitator
-
Mary – documentar
-
Ivo – speaker
-
Claudia – logistics manager
4. Materials & Logistics
9. What materials or props do you need?
-
Printed lottery-style tickets
-
Candies
-
Small cards with the campaign motto
-
Clipboards or notebooks for notes
-
Pens
-
Where will your activity take place, and why?
In a central area of the city with high pedestrian flow (e.g. squares, main streets). This ensures we can reach many young people and keeps the activity visible and engaging.
5. Public Interaction & Safety
11. How will you approach and engage the public respectfully?
-
Open, friendly greeting (“Would you like to try your luck for a candy?”)
-
No pressure—people can say no.
-
Keep distance and personal space.
-
Avoid approaching minors directly.
-
Do not film without asking for consent.
-
How will you handle sensitive reactions or emotional responses?
· Stay calm and empathetic.
· Offer to stop the conversation immediately if needed.
· Avoid judgmental language (“It’s understandable, gambling affects many people”).
· Provide information about support services if the person asks for help.
-
How will you ensure everyone’s safety?
-
Stay in a visible, public area.
-
Avoid blocking entrances or sidewalks.
-
Keep the team together, with a meeting point.
-
Carry water and avoid heat exposure.
-
Documenter ensures no filming of minors or uninformed bystanders.
6. Evaluation & Backup Plan
14. What challenges do you expect, and what is your backup plan?
Possible challenges:
-
Low engagement / people are in a hurry
-
Weather (too hot, windy)
-
Sensitive emotional reactions
-
Noise interfering with conversations
Backup plan:
-
Move to a nearby shaded/calm area.
-
Switch to handing flyers + short interactions.
-
Approach groups instead of individuals.
-
Adjust roles and rotate to keep energy high.
N. Macedonia’s game against gambling
Breaking the Language Barrier
Participants are divided in three groups consisting of two national teams each. They are given a set of cards and on each one is a simple, common word. The objective of the game is to describe the word on the card to the other group. While describing the word, you are allowed to use only your native language and a certain amount of English words. The amount of English words is given each round by throwing a dice. (This part can be omitted, making for a more difficult game using only the native languages)
For a better game we suggest pairing national teams whose languages have a similar origin.
Gambling Prevention & Responsible Game Campaign
1. Campaign Basics
1. What is the title of your campaign? "Think Before You Bet"
2. What is the key message you want people to remember? "Gambling consumes more than just money; it eats your time. Don't let chance dictate your future—press pause and think before you bet."
3. Who is your target audience? The general public, specifically targeting young adults and commuters passing through busy city centers who may be unaware of how quickly gambling can spiral out of control.
2. Objectives & Activity
4. What are the main goals of your campaign?
-
Visual Impact: To create a physical "pause" in a busy environment that symbolizes the moment of reflection needed before making a bet.
-
Engagement: To drive traffic to the anonymous self-assessment check-up via the QR code on the flyers.
-
Data Collection: To gather real-world opinions on gambling habits through audio interviews.
5. What activity will you implement? We will conduct a "Freeze Flashmob."
-
The Action: Participants will blend into the crowd. At a specific signal, one person shouts "STOP!", and the entire team freezes in place like statues for exactly 10 seconds. This stillness represents the act of stopping to think.
-
The Climax: After the 10 seconds, the group unfreezes and shouts in unison: "Think before you bet!" before dispersing.
-
The Follow-up: Immediately after dispersing, team members will distribute flyers with QR codes and conduct brief 3-question audio interviews with bystanders who witnessed the event.
6. What steps will you follow during the 1 hour and 30 minutes?
-
00:00 – 00:10 (Briefing): Meet at the location, assign specific spots, test audio recorders, and practice the "Freeze" synchronization.
-
00:10 – 00:25 (Flashmob Round 1): Execute the first flashmob. Immediately follow up by handing out flyers to the surprised crowd.
-
00:25 – 00:50 (Interviews): The "Interviewer" sub-team approaches people for the 3-question survey while others distribute flyers.
-
00:50 – 01:00 (Regroup & Relocate): Move to a slightly different spot in the same square/street to reach a new crowd.
-
01:00 – 01:15 (Flashmob Round 2): Execute the second flashmob.
-
01:15 – 01:25 (Final Push): Final distribution of flyers and last few interviews.
-
01:25 – 01:30 (Debrief): Team gathers to ensure all audio files are saved and leftover materials are collected.
7. How will you measure success?
-
Quantitative: Number of flyers distributed and number of scans on the QR code (tracked via analytics).
-
Qualitative: The number of recorded interviews captured and the emotional reaction of the crowd during the "Freeze."
3. Team & Roles
8. What is each person’s role?
-
The Signal: One person responsible for checking the time, shouting "STOP!", and initiating the unison chant.
-
The Statues (General Team): Responsible for blending in, performing the freeze (representing "Thinking"), and distributing flyers immediately after.
-
The Interviewers (2-3 people): Dedicated members who step out of the "statue" role quickly to approach curious bystanders with smartphones/recorders for the interviews.
-
The Safety/Observer: One person who does not freeze, but watches the crowd to ensure nobody interferes with the statues and handles any security inquiries.
4. Materials & Logistics
9. What materials or props do you need?
-
Smartphones: For recording audio interviews and taking photos/videos of the campaign for social media.
-
Flyers: Premade handouts using the "Traffic Light" layout (Risk, Prevention, Solution) and containing the QR code for the check-up.
-
Everyday Clothing: To ensure the flashmob comes as a surprise (no uniforms).
10. Where will your activity take place, and why?
-
Location: The city center of Nicosia, Cyprus (specifically high-traffic areas like Ledra Street or Eleftheria Square).
-
Why: It is the busiest hub in the capital, providing a mix of university students, locals, and tourists, which ensures high visibility and a diverse range of interview responses.
5. Public Interaction & Safety
11. How will you approach and engage the public respectfully?
-
We will use a soft approach: "Hi, did you see our action? We are students promoting responsible decision-making. Do you have 30 seconds to answer three quick questions?"
-
We will never block someone’s path physically. If they say no, we smile and say, "Have a nice day."
12. How will you handle sensitive reactions or emotional responses?
-
If someone reveals they are struggling with gambling, we will stop the interview/recording immediately.
-
We will listen empathetically and point out the helpline number printed clearly on the flyer. We are there to raise awareness, not to provide therapy.
13. How will you ensure everyone’s safety?
-
We will use the "Buddy System" (no one works alone during interviews).
-
The "Safety/Observer" role ensures that if a bystander tries to touch or mess with a "frozen" participant, they can intervene verbally.
-
We will carry ID cards/student permits in case police or security ask for identification.
6. Evaluation & Backup Plan
14. What challenges do you expect, and what is your backup plan?
-
Challenge 1: Security/Police interference.
-
Backup: We will explain we are doing a student project. If the flashmob is forbidden, we will switch to simply walking in pairs and politely distributing flyers.
-
-
Challenge 2: Bad Weather (Rain).
-
Backup: We will move the activity to the nearest covered porticoes or the entrance of the train station/shopping mall (standing outside, under cover).
-
-
Challenge 3: Low Engagement (People ignoring us).
-
Backup: We will switch from the passive "Freeze" to a more active approach, where the group forms a line and simply holds up the flyers in silence to create a "wall of information."
-
GAME 1: SILENT VOICES
Theme: Human Rights – Freedom of Speech
Participants: Minimum 5
Duration: 20 minutes
Materials: Pens, paper
Objective:. To help the audience experience and reflect on the importance of freedom of
speech by placing them in a scenario where only some voices are allowed to be heard.
SCENARIO
1. Game Introduction and setting the scene (2 minutes)
The trainer welcomes the group and explains that they will take part in a simulation game. The
facilitator enters the room acting as the Mayor of a fictional city. The facilitator enters “in
character” as the Mayor of a fictional city. The room becomes the City Council Hall, and all
participants become citizens.
The Mayor announces that he has received 50 000 euros from the government. These funds
must be used for improvements in the school or community. The Mayor needs ideas and wants
the citizens’ help.
The Mayor announces:
“Citizens, I have exciting news! Our city has just received 50,000 euros from the national
government. This money must be used to improve our school or community.
I want YOUR ideas. You will help shape our future!”
Participants are divided into small groups (or stay as individuals depending on numbers), and
the Mayor asks them to create a proposal.
2. Preparing the Proposals (5 minutes)
Each group or individual has 5 minutes to prepare their idea.
Instructions they receive:
● The idea must be creative and engaging.
● They may use drawings, role-plays, symbols, or short explanations.
● The Mayor/facilitator can provide paper, pens
● The presentation must be no longer than 2 minutes.
● Students begin preparing, unaware that a twist is coming.3. The Twist – Drawing Cards (2 minutes)
When the preparation time ends, the Mayor hands each participant a card marked 1, 2, 3, or 4.
After everyone receives a card, the Mayor reveals:
“I have decided that only citizens holding number X (choose the number; for your project: only 3
students) will be allowed to speak and present their ideas today.
All others must remain silent during the presentations.”
Some students now lose their voice.
They must sit quietly, no matter how good or prepared their idea is.
This creates an imbalance of power, mirroring restrictions on freedom of speech.
5. Presentations (6 minutes)
Only the selected students present their proposals (max 2 minutes each).
The non-selected participants must remain silent observers. After hearing the presentations, the
Mayor chooses the “winning” proposal and congratulates the winners with chocolate medals.
6. Debrief and Reflection (3-4 minutes)
The Mayor steps out of character and returns to the role of facilitator.
The facilitator leads a dialogue using questions like:
● How did you feel when you were not allowed to speak?
● Was it fair? Why or why not?
● What message does this game send about freedom of speech?
● How does limiting speech impact fairness and democracy?
The facilitator concludes with a clear message:
“Freedom of speech ensures that every person has the right to express their ideas.
When only a few voices are allowed to speak, decisions become unfair and unbalanced.
A democratic society depends on equal participation and the protection of every voice.”
Learning Outcomes
Participants will understand:
● Why freedom of speech is a fundamental human right.● That everyone deserves the chance to express ideas and influence decisions.
● How restricting speech affects fairness and democracy.
● The importance of diverse voices in a community.
➡ Group Stepan, Julia, Alessia
1. CAMPAIGN BASICS
" TITLE: If you HAVE to lie, you HAVE to talk
" KEY MESSAGE: Talking about gambling problems is the first step to change.
" TARGET AUDIENCE: General public
2. GOALS and ACTIVITIES
" Campaign goal: raise awarness about gambling harm, encourage personal reflection and
provide clear resources for support, all in an anonymous safe and empathetic setting.
" Activites
1. Message Box Activity
Participants will be invited to write an anonymous message answering the question without
commitment:
“What would you do if a family member had a gambling problem?”
They will place their message into a collection box.
2. Awareness Display
A large poster will be placed with the key message:
“Gambling: If you have to lie, you HAVE to talk.”
3. Information Time
After asking people opinion through the box, we’ll provide people with some official information
about Cyprus system for gambling prevention:
✔ Flyers about gambling addiction
✔ Helpline numbers
✔ Free support resources
4. Reporting data
At the end, we’ll read what people wrote down in order to get to know how the awarness is about
gambling prevention and knowledge of the helplines in Cyprus. See if answers have a pattern or are
similars.
" RESULTS
How We Will Measure Success
1. Participation in the Message Box
Number of anonymous messages collected
Quality of responses (e.g., thoughtful, engaged, personal)
This shows whether people felt safe and willing to reflect on the topic.
2. Engagement With Materials
Count how many flyers, brochures, or cards were taken
Track how many people visited the information table
Higher engagement = higher awareness.
The Impostor Game (with Two Impostors)
This is a social deduction game played in rounds: most players share the same secret
information (for example, a word), while one or more impostors have different or incomplete
information. Players debate and vote to eliminate suspects at the end of each round.
---
Objective and Roles
• Innocents: Identify and eliminate the impostors through clues, questions, and voting.
• Impostors: Blend in with the group, give plausible clues without revealing their ignorance,
and survive the votes.
• New twist: Now there are 2 impostors, which means silent cooperation between them,
coordinated voting, and greater pressure on the group to detect inconsistencies.
---
How It Works, Step by Step
1. Set up the game and assign roles:• Choose a theme (e.g., a secret word). Most players
receive the word; impostors receive a different word or none.
2. Clue or question round:• Clue mode: Each player gives a short clue consistent with the
secret word.
• Yes/No mode: Players ask yes/no questions to narrow down suspects.
3. Debate:• Players analyze contradictions, vagueness, and suspicious behavior. Impostors
try to sound convincing without revealing the truth.
4. Voting:• At the end of the round, everyone votes simultaneously for the most suspicious
player. The one with the most votes is eliminated.
5. Victory conditions:• If all impostors are eliminated, innocents win. If impostors avoid
detection or dominate the vote, they win