Sensei
A circle warm-up of one-on-one encounters: players bow, throw simultaneous hand moves until they match, bow again, and pass the energy on.
About
Sensei is a standing circle warm-up built around a chain of one-on-one duels. Players take turns stepping out to face another player, opening and closing each encounter with a shared bow and the word "Sensei." In between, the pair rapidly throws simultaneous hand moves — four options available — until they land on the same move at the same moment. That match ends the duel. The mechanic is deceptively simple: there is no count, no signal, just two players building a shared physical rhythm from scratch and throwing moves in free unison until something clicks. This trains genuine mutual attention in a way that is felt immediately rather than explained — the harder you try to force the match, the longer it takes. When the duel ends, the initiating player takes the other player's place in the circle, and the freed player steps out to find a new partner. The game moves as a slow, self-sustaining chain until the facilitator ends it.
How to Play
- 1
Players stand in a circle with palms pressed together at chest level — the resting position.
- 2
One player steps out of the circle and approaches another player of their choice.
- 3
Both players bow to each other with palms together at chest level, each saying "Sensei" — this opens the encounter.
- 4
The pair begins throwing simultaneous hand moves, shouting "HA!" with each one. The four positions are: hands out to the sides (T-shape), hands raised above the head, hands down at the sides, hands extended forward.
- 5
Both players move freely, building their own shared rhythm, continuing until they both land on the same position at the same moment.
- 6
On the match, both players stop, bow again with palms together, and say "Sensei" — closing the encounter.
- 7
The player who initiated takes the other player's place in the circle.
- 8
The freed player immediately steps out and approaches any other player, beginning a new encounter from step 3.
- 9
The facilitator ends the game when energy peaks or after a satisfying number of rotations.
Variations
- -Category shouts: Instead of "HA!", players shout words from a category with each move — sweets (cupcake, eclair, donut), animals, cities, and so on. Announce the category before the game begins. Hesitation or repetition can be treated as a reset.
- -Simultaneous duels: Once the group knows the game well, the facilitator starts a second pair as soon as the first match resolves, gradually filling the space with parallel encounters until the whole circle is engaged at once.