Swap & Score

Swap & Score

A fast-paced game for generating and prioritising information. Also known as 35.

Purpose

A swapping and scoring game that surfaces the group’s top ideas and ranks them organically for action or further discussion. 

How it works

Participants circulate with small cards, pair up for quick head‑to‑head votes, and repeat several rounds until the highest‑scoring insights emerge.

Time & People

  • 15–30 min
  • Works with 10–100 (sweet spot: 30–40)

What you’ll need

  • One index card and pen per person
  • Whistle / bell / music cue to run the rounds
  • Open space to mingle
Instructions

1. Card Creation

There are two main versions of Swap & Score:

  • Participant‑generated version – ask each person to write one key idea / question / possibility / challenge / concern or topic for discussion on their card.
  • Pre‑prepared version – hand each participant a card that already contains a fact, prompt, or data point you want considered.

2. Round Flow (× 5)

Blow a whistle or ring a bell between swapping and scoring phases.

  • Swap phase – Host calls “Swap!” rapidly for 30 s while music plays; participants exchange cards without reading.
  • Pair‑up phase – Bell rings; nearest two people form a pair (one trio if numbers are odd—see Variations).
  • Score phase – Compare the two cards, agree scores by divvying 7 points between them and write the score on the back of each card.
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Both cards must receive a score (e.g. 2 & 5, 3 & 4). Whole numbers only. 7 = highest.

Try not to score your own card or one you’ve had before . A few last minute swaps are fine.

Don’t look at earlier numbers, judge each card before turning it over and writing the score.

  • Repeat for five rounds (or three rounds for <15 people)

 

3. Final Tally & discussion

After the last round, everyone totals the scores written on the card now in their hand (max = 35).

Facilitator gives a countdown from 35 and cards are read aloud from highest to lowest score, noting patterns and surprises. 

Post the cards on a wall, or on a line of tables.

Invite reactions, insights and clarifications and discussion.

Cluster cards that say the same thing (and decide if they gain weight from this)

4. Decide what next?

Decide what to do next with the top 3 to 5 cards, or those selected by the group. 

Cards can be used as topics for deeper analysis, action planning or idea generation using Open Space, New Shoots, World Café or Full Circle

Outcomes & benefits

  • Democratic filtering – The crowd, not the loud, decides what matters. Quickly spotlights the group’s strongest ideas or concerns.
  • Fast reflection – Turns a question into ranked, reusable insights in under half an hour.
  • Scoring as spice, not verdict – Numbers spark curiosity; conversation does the real sense‑making.
  • Encourages deep engagement: the voting mechanic forces everyone to read, discuss, and evaluate multiple perspectives.
  • Builds energy and movement useful as a mid‑session re‑energiser.
  • Creates a ranked data set you can springboard into deeper analysis or action planning.

Riffs & Variations

  • Odd numbers – a trio scores all three cards out of 10 (the three numbers must add to 10).
  • Smaller groups – three rounds is enough.
  • Silent version – turn the volume off for pure gut reactions.
  • Conversation strands – use 35 to identify topics for New Shoots, Open Space or Full Circle

     

Adapted from Thiagi & Creative Facilitation