
Icebreakers · Connectors & Mixers
Fisherman
High-energy physical mixer that works well for larger groups.
- Duration
- 15 min
- Participants
- 10–20
- Energy
- Medium
- Difficulty
- Beginner
- Materials
- None
- Prep time
- 5 minutes
2 min read · Delivery: Offline
Log in or create a free account to react, mark activities as tried and leave reviews.
Overview
Purpose. High-energy physical mixer that works well for larger groups.
When to use. Early in a session, especially with a group that doesn't know each other well yet.
Best for. Groups of 15 or more, in person.
Facilitator preparation
- No materials to gather; just read through the steps once before you run it, including the Trainer's Reference below on how the round actually ends.
Room setup. Enough open space for a large circle with room for people to move in and out of it.
Virtual setup. This activity requires physical movement and space, and doesn't translate to a virtual format; skip or substitute a different energizer for remote sessions.
Hybrid setup. Not suitable for hybrid groups; run only when the full group is together in person.
Materials.
How to Conduct
- Choose a small group, 2–4 people, to be the “fishermen.” Have them hold hands in a circle, facing outward.
- Everyone else is a “fish,” standing around and near the fishermen's circle.
- Explain the goal: the fish try to weave in and out of the fishermen's circle without being trapped inside it, while the fishermen try to close the circle around as many fish as possible.
- Start the round: fishermen move together to try to encircle fish, while fish dodge in and out.
- Any fish trapped inside the circle when the fishermen close it becomes a fisherman too, joining hands and growing the circle.
- Continue until only one or two fish remain uncaught, or time runs out.
WHAT TO EXPECT FROM THE GROUP
- Expect a burst of noise and running as soon as the round starts; that's the intended energy for this one.
Trainer's Reference: how the circle grows and the round ends
The key mechanic that makes this game work: every fish that gets trapped inside the closing circle joins the fishermen, holding hands and becoming part of the net. This means the circle keeps growing larger and harder to escape as the round goes on, which is what builds the energy and urgency. The round naturally ends once the circle has caught nearly everyone, or you can simply call time after a few minutes for a shorter version.
After the activity
DEBRIEF QUESTIONS
- What part of “Fisherman” felt easy, and what part felt harder than expected?
- Did the group's strategy change as more people joined the fishermen's circle?
REFLECTION QUESTIONS
- Where in your day-to-day work does a challenge get easier, or harder, as more people join in?
Learning outcome. Participants leave with a burst of shared physical energy, and a fun, low-stakes group memory.
Variations and cautions
Printable checklist
- Open floor space cleared
- Trainer's Reference reviewed beforehand
- Debrief questions ready
- Timer set for 10–15 min
Want all 278 activities?
This one is free to read. The full library — energizers, core training activities, discussion methods and the Spellbook — opens with a free account.
More free Icebreakers
More in the full library
Energizers
Pink Toe (colour + body part)
Gets people up, moving, and laughing in a physically active burst.
PaidEnergizers
Sports Gallery
A quick physical burst that also sparks laughs from exaggerated mimicry.
PaidEnergizers
Sync Clap
Builds focus and group alignment through a deceptively simple physical task.
