Group Size12–150 participants
Duration1 hour
FormatIn-person
FacilitatorArvindh Sundar

Sticky Fingers is a card-based escape room where participants take on the roles of a heist crew attempting to steal a diamond from a museum.

Core Concept

The game centres on distributed information mechanics. Players each possess knowledge unavailable to others, creating a structural requirement for collaboration. The puzzles can't be solved by any single person working alone — they require every perspective in the room.

What Happens in the Room

The first five minutes are chaos. Everyone gets their cards, looks at what they have, and tries to figure out what it means. Some people go quiet and process. Others immediately start announcing what they've got. A few start physically moving toward people who might have what they need.

A natural leader almost always emerges — not appointed, just the person who says "okay, everyone tell me what cards you have." Whether the group follows that person or ignores them tells you a lot about team dynamics before the debrief even starts.

Groups that solve it fastest establish a communication protocol in the first ten minutes. Groups that fail spend 45 minutes with individuals working privately on sub-problems, occasionally surfacing to check if someone has a specific card, then going back down. The solution was always possible. The bottleneck was always communication.

What It Reveals

The experience exposes team dynamics during problem-solving under pressure. Here's what actually surfaces:

Who It's For

Sticky Fingers suits cross-functional and project teams, particularly those experiencing organisational silos. It's effective for groups where prioritising creativity and innovation development is the goal.

When to Bring This In

When This Isn't the Right Fit

What Happens in the Room

The first five minutes are chaos. Everyone looks at their cards trying to figure out what they have. Some people go quiet and process internally. Some immediately announce what they're holding. A few start moving around the room looking for specific cards.

What separates groups that solve it from groups that don't: whether someone establishes a communication protocol early. "Everyone tell me what suit they have" takes 90 seconds and changes everything. Groups that figure this out in round one finish with time to spare. Groups where everyone works their own sub-problem privately spend 50 minutes with the right cards in the room and no solution on the table.

At 150 participants, the coordination challenge scales up dramatically — and the facilitator can observe the emergence of informal sub-leaders across the room managing their local cluster. That emergence, and who steps into it, is some of the richest behavioural data the game produces.

Specific Patterns That Surface

When to Bring This In

When This Isn't the Right Fit

The Debrief

Every session ends with an EPPA debrief: Experience, Patterns, Principles, Application. Participants don't leave with general reflections — they leave with a named behaviour to change and a specific situation to apply it in. The debrief is facilitated by the same person who ran the game. That continuity is what makes the insight land.

Bring This Game to Your Team

WhatsApp Arvindh Call +91 99458 61640