Lockbox Showdown is a one of a kind team building event for corporations, athletic teams, education, etc. that can be held at the location of your choice. In this fun filled, adrenaline packed event, participants work in groups of 6-8 to problem solve collectively before the clock runs out. They must put their skills to the test, as they solve a series of puzzle challenges that will eventually lead them to their final goal. Lockbox Showdown is designed to foster skills of communication, collaboration, critical thinking, and creativity in teams. It provides a fun and engaging experience that participants won't soon forget. Does your team have what it takes to "beat the box"?
Group Size: 20-10,000+ Program Length: 1.5 hours (includes a debrief following the activity) Cost: Varies based on group size. Contact us for a quote. |
We offer several themes to choose from:
John Hattie’s Visible Learning/Mindframes (45 minutes)
While completing on a construction project, workers unearthed a time capsule left inside the walls of the building from many years ago. Inside, you find a series of bizarre puzzles that all point to new ways of thinking about education and the importance of classroom communication. Learn the true meaning of all ten mind frames, and unlock the secrets of the time capsule!
Restorative Practices (60 minutes)
You are part of a third party mediation group who travels to Americanaville, where there has been quite the issue. It seems that Paul Bunyan has chopped down Jack’s beanstalk. We can’t say we quite know why -- it’s been a cold winter, but my oh my. Something must be done about this situation. Jack is trapped in the clouds, and Paul doesn’t quite seem to think he’s done anything wrong. And poor John Henry! The beanstalk crashed into his roof. Will you be able to put the practices in place and help the healing process?
Mission Impossible (60 minutes)
You’re an agent of A.W.E.S.O.M.E., a government intelligence agency dedicated to stopping the most wanted and most wanton. Your arch-enemies over at C.H.A.O.S. are planning something big, and you know your window of opportunity to stop them is quickly closing. Can you sift through the available intel to discover the C.H.A.O.S. plot and spoil their grandiose schemes of world domination?
The Playroom (45 minutes)
Mrs. Stevenson has had it with your class. On the last day of school before Summer Break, she walked out of the door and locked it behind her. You remember your best friend telling you something about swiping a library card through a door’s lock to get it open—and this amateur lockpick might be the only way to save your summer. Mrs. Stevenson locked up your library cards for the year, too. Looks like you’re going to have to solve her strange puzzles if you’re going to earn your vacation this year!
For more information or to request a quote, please contact us: