How to create a team for an intelligent game

How do you ensure that a team is even imperfect, but able to win? Here are some tips.

Without returning to the already named qualities, it should be noted that the most important condition for a successful game is also contact players, their openness, ability to offer their versions and be attentive to others. Even the most erudite player, who does not possess these qualities, turns out to be superfluous in the team. Such players have two types of behavior. One who though knows a lot, but is accustomed to keeping aside from peers, during the discussion not so much offers options for the answer, but, afraid to make a mistake, ponders a swab version of “pro himself”. One who is accustomed to being a leader, believes in the indisputability of his opinion, will impose it on his partners without being considered with different judgments. Most intelligent games are designed to work together, this is just the case when “the mind is good and two is better”, so all kinds of manifestations of individualism are misplaced here.


best thing is when the players of the same team and outside the game are good friends.

The next quality that every player should possess is non-standard thinking. If you’ve tried to play mind games before, you know well how prevent stereotypes from approaching the correct answer. By no means always true is the answer that literally begs itself. In the game it is necessary to “work out” any versions, including – the most paradoxical, but for this purpose it is necessary to state them at least.

In addition to the ability to think nonordinarily, players need the ability to summarize their versions. Leisurely, prudent, thorough players, with all due respect to them and those qualities in everyday life, alas, most often only interfere with their team with their lengthy monologues in the process discussions.

In addition to the qualities that all participants should have, each of them must play a role in the team. Of course, these roles are not fixed to players once and for all, they can change and combine during the game.

For example, the team should have a captain. It is usually the one who has the most credibility in the team. That doesn’t mean, however, that the captain is the most erudite player. His function in the command is more of a “control room”. He does not allow a long time to linger on one option, it is he chooses one version from all available, it answers the question at the moment when the team does not have a version (such too happens).

In addition, the team must have a basic idea generator, which in the allotted time produces the maximum number of versions, including unexpected and paradoxical.

Should be in the team and someone who does not have leadership qualities or excitement, but has a great store of knowledge, one of those who is called a “walking encyclopedia”. Without knowledge of extensive factual material, no amount of non-standard thinking will help.

It is good when the team has someone who, in a difficult moment, can defuse the environment with a good joke or a witty remark. It’s not just important in a utilitarian sense. Practice shows, by the way, that sometimes the version, expressed in jest, from despair, turns out to be correct, to everyone’s amazement and delight.

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