Knife Throw
OVERVIEW
Write up by RA Corporate Instructor, Ari Voukydis.
A Knife Throw feels like an advanced version of Red Ball and is often used as a warm up. Even so, KnifeThrows have great application to and often appear in workshops focused on:
Communication
Concentration
Listening
Sales
Team Building
REQUIREMENTS
Number of Participants:
Minimum: 5 participants / Maximum: 16 participants
Time Required:
Minimum: 10 minutes / Maximum: 15 minutes
Materials Needed:
None
EXERCISE INSTRUCTIONS
Arrange all players in a circle and explain that this is a game where they will mime passing objects between each other. The goal is for the group to behave like a well oiled machine of expert performers. Every object is handled with perfect, mimetic precision.
The game is played in progressive rounds, explained below:
The facilitator guides the group through adding one new object per round, only moving on when the current round is stable.
Round 1: The Knife. The group passes a single, lethally sharp knife. Every throw is a
straight, clean line. Every catch is a precise, confident snatch of the blade. The physicality is sharp, fast, and dangerous. The energy is high and serious.
Round 2: Two Knives. A second, identical knife is introduced. The group must now
keep both knives moving independently. The focus intensifies as players must track two
identical but separate objects. This often requires establishing a rhythm.
Round 3: Add the Glass of Chardonnay. This is where the true challenge begins. A
full, open-top glass of white wine is added. Its physicality is the complete opposite of
the knife:
Knife: Sharp, fast, horizontal, dangerous.
Wine Glass: Precious, slow, vertical, delicate. The pass is a gentle, careful hand-off rather than a throw. The focus is on not spilling a single drop.
Players must instantly switch their physicality and focus depending on which object is
coming toward them.
Round 4: Add the Struggling, Angry Cat. This introduces a living, unpredictable, and
complex object. Its physicality is a constant struggle: writhing, scratching, meowing. The passer must manage the squirming weight. The catcher must anticipate its movement. It requires not just physical skill but emotional acting (conveying frustration, caution, a
bit of fear).
Further Rounds: The facilitator can continue adding objects with wildly different
qualities:
A heavy, dripping water balloon.
A tiny, precious diamond ring.
A buzzing, aggressive beehive.
A light, floating feather.
Key Rules/Principles:
• Expertise is Assumed: The baseline is perfection. The group's goal is to
achieve a state of "flow" where all objects move smoothly.
• Object Work is Paramount: The entire exercise is a drill in specific, believable
physical handling. The value is in the precise mime.
• Clarity of Offer: As in Red Ball the passer must make clear eye contact and a
clear physical offer so the receiver knows what is coming and how to catch it.
• The Group Mind: The exercise is a barometer for the ensemble's shared focus. When it works, it feels like the group is a single organism. When it fails, it's a
collective responsibility to re-focus.
INSTRUCTOR DISCUSSION POINTS / LEARNING TAKEAWAYS
TEAM BUILDLING
This is a silly that moves fast. By pushing the game to be as fast and as specific (think hard) as possible while maintaing a joyful energy, Instructors can get groups laughing and taking delight in the exercise, even while committing to succeed at the difficult task.
COMMUNICATION
It is hard to throw an invisible knife at someone and have them catch it if you haven't made eye contact first. It is criutical that the person receiving a new objewct understands what is about to come there way if you want to succeed. While speed is a goal, so is accuracy, so successful nonverbal commuinication is paramount.
COLLABORATION
As the exercise progresses to harder and harder levels, instructor should remind players that they can only succeed with the help of each other. The pressure is not solely or even mostly on the person with the object that must be thrown (or passed), it is on everyone else to keep their heads on a swivel so that when an item needs to be thrown they are ready to receive it.
EMBRACING MISTAKES
Similar to the Shoulders I Failed game, this game is difficult enough thaty celebrating frequent erroras is possible. If working on this mindset, the instructor should remind players that miming throwing and catching a knife is not an important skillset, but group support and giving it your all are. Whenever someone makes a mistake that person should jump into the center of the circle and proudly announce, "I failed!" while everyone else cheers for them, claps and celebrates.
