Type of tool: 
60-90 min
Topics addressed: 
Group dynamics
Social inclusion

the Village promotes the implementation of individual and collective well-being and the development of trasversal and social skills through active participation and confrontation


The usefulness of The Village, when played with groups of people (associations, working teams, mono-disciplinary and multi-disciplinary education staff, high school classes) is clear especially as a tool for confrontation, growth, coesion, which can  help also particularly introverted people to share their thoughts. It also improves active listening, keeping the context of the game and using the metaphor of the village and the 15 inhabitants that represent the typical characters of ancient narration. 


Play is a serious thing, and kids teach this to us everyday. Play is part of our life: by playing, we learn, we try our skills, we face each other, search for shared perspectives and learn what questioning the sense of our actions means.The Village uses the context of the play to help the development of individual and social skills. The village promotes the active participation of all the players, inviting them to a practical and pleasant confrontation, bringing to a reflection about individual and social well-being and everything that can help the development of social skills and make these effective.

Step by step process: 

Steps: presentation of “the village”  with video projector, power point and videos work with a partner or in small groups return of all the materials 

Materials and resources: 

15 “The Village” pictures (by the undersigned); 3 “The Village” decks of cards (by the undersigned) ; a notebook (in order to use powerpoint and play videos);a video projector; speakers; a ream of A4 paper; pens (one for each player); chairs, if possible ( one for each player); a flip chart and markers


A session of “The Village”, based on the experience, is definitely a good way to approach the world of transversal skills an experimenting through the tool of play the strength of active listening, assertiveness, cooperation and knowledge sharing


The benefit of being a game is that it doesn’t need a complicated introduction, the rules are quite simple and people are immediately involved in the building of  the context of the game. It has a really high potential in supporting the working environment and contributing to the development of educational and supervisory activities and team work; it’s very adaptable and it doesn’t have any limit linked to the structure. Ideally there can be a lot of participants to the game, you just need to be willing to play. 

Notes for further use: 

Here are explained some examples of games that can be played using the cards of “the village”, created by the undersigned THAT TIME YOU… materials:2 or more decks of cards; a table; chairs (one for each player); 3-6 players  time:1.5-2 hoursAfter the facilitator presented the characters, the cards are shuffled and put on the table with their back facing up, in rows of 5 cards.Each gamer, during his turn, flips 2 cards. If the cards are different, the next player takes the turn. If the cards are matching, the player can talk about an episode, a trip, a place or something that is linked to the character on the cards. The other players can raise the hand to ask questions. The players can’t comment. The facilitator decides who gets to speak. Then the cards are put again with their back facing up and the next player take the turn. The game ends when each participant tells a story.   GUIDED TOUR TO “THE VILLAGE” ART GALLERYMaterals:A4 prints of the 15 cards with explanation; a big room or some smaller rooms; a notebook for each player; a pen for each player; 3-12 players; time: 2 hoursThe cards can be put on the walls or on the table in one or more rooms.The players are requested to walk around, with a copybook on which take notes, if they need, possibly quietly, just like in an art gallery.The initial task is, for each payer, to pick a card he/she likes. Later, the facilitator writes down the chosen card. The participants start to walk around again, but with a partner. Each player, once he/she gets in front of the chosen card, has to tell the partner why he/she picked that card, what mostly impressed him/her, acting as a guide. The partner can ask questions and take notes. Then, the players, in turns, explain to the whole group the choice of the partner, trying to recall the things said during the walk in pairs.  The facilitator, at the end of each presentation, will ask the other person if he/she has something to add to what already said by the partner. The game ends when all the participants finish their presentation. THE VILLAGE WARM UP materials:One or more series of 15 cards with explanation; a room; a chair for each player; a flip chart; markers; 3-12 playerstime: 30-45 minutes.The cards can be used to do a warm-up game before starting a discussion on a certain topic (e.g. creative conflict management), in order to facilitate the interactions between the participants.The trainer gives to each player 2 cards and invites him/her to make a brief talk on how the characters can be liked to creativity and conflict. These tasks can be carried out also in small groups. When the discussion comes to an end, the participants write down what said on the flip chart.   

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