Meeting dodgeball: the team game your room will shout about.
Every team drives one character with two or three phones at once — someone steers, someone charges the throw, and someone is yelling 'CATCH IT!' from the back row. Five minutes of shared chaos builds more camaraderie than an hour of icebreakers, in the room or on the call. Free to start, no downloads.
Team Purple’s phones
Get ready!
Mover & Defender
Move up/down, duck, catch & pickup
Get ready!
Mover & Attacker
Move left/right, jump & throw
On the big screen
Team Blue’s phones
Get ready!
Mover & Attacker
Move left/right, jump & throw
Get ready!
Mover & Defender
Move up/down, duck, catch & pickup
On the big screen
Half the game happens off the screen.
The controls for each character are split across the team's phones — one teammate runs, another throws, a third guards the catch. Nobody can win it alone, so the room fills with the good kind of noise: shouted warnings, called plays, and the laugh when a fire throw takes out the boss's team.
On the big screen
How it works
- 01
Each team shares one player
Add Meeting Dodgeball to your deck and the room sorts into small colour-coded teams. Each team drives ONE character on the 2.5D office court that goes up on the big screen.
- 02
Phones split the controls
Everyone joins by QR and gets a role — mover, attacker, defender. Your character only plays as well as your phones talk to each other. No app, no account.
- 03
Throw, catch, last team standing
Charge a throw to knock out a rival — past 70% power the ball catches fire. Time a catch for +500, dodge, chase down rebounds, and outlast every other team on the court.
Why dodgeball builds teams faster than icebreakers
Most team-building asks people to talk about collaborating. Meeting Dodgeball makes them do it: one character, several phones, and no way to play well without calling your moves out loud. The coordination isn’t a metaphor — it’s the control scheme.
That design is why the room gets loud. The first time a team pulls off a real catch — one player baiting the throw while another hammers the catch button — you’ll hear it from the hallway. On a remote call the same thing happens in the meeting audio: cameras come on, lurkers start coaching, and the quiet new hire turns out to be the best defender in the company.
Keep matches short and let teams name themselves before the whistle. A free-for-all means a comeback is always one lucky catch away — and the demand for a rematch is how you know it worked.
FAQ
Meeting Dodgeball, explained
How does Meeting Dodgeball work?
The room is sorted into small teams and every team controls a single character in a free-for-all of 2.5D dodgeball on the big screen. The controls are split across the teammates' phones — one moves, one attacks, one defends — so a team only plays well when its people coordinate. Knock out rivals with charged throws, catch to steal possession and points, and be the last team standing.
What can players actually do on their phones?
Each player gets a role that scales with team size: movers steer, attackers charge throws on a power gauge and jump, defenders duck, catch, and pick up loose balls. Every control is a big tappable button — nobody needs gaming reflexes, they need teammates.
Does it work for remote and hybrid teams?
Yes. The court lives on the shared screen — a meeting-room TV or a screen share — and the controllers are phones, so hybrid and fully-remote calls play the same way. The shouting just moves to the meeting audio.
Do participants need to download anything?
No. Players scan a QR code or open a link and their controller loads in the phone's browser — no app download and no account.
How many people can play?
The Free plan supports up to 30 participants per live activity; Pro raises that to 300 — plenty for a packed all-hands showdown.
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