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Creative connections

The Analogy Circle

Connect two unexpected objects by finding something they share. A useful explanation matters more than a fast answer.

3–10 playersApprox. 10–15 minutesAdult-led

The host reads every prompt aloud.

Download the host card PDF

Bring to the table

Set up

  1. Choose a host and agree to use objects rather than names of guests. Each player may pass or ask a partner for help.
  2. The host privately chooses an everyday object. Before revealing it, collect one different object from each player.

How to play

  1. Reveal the host object. Ask each player how their object could be like it.
  2. Accept an explanation that gives a shared feature, use, shape or imaginative connection. There can be many reasonable answers.
  3. A buddy may add an idea after the player has had thinking time. Rotate the host after everyone has had a turn.

An umbrella and a tree

Both can give shade; both have a long central support and a wider top. “They are exactly the same” does not explain a connection. Ask which feature the player has in mind, without treating this as a quiz.

Your three-part session

Preview all the prompts here. The host controls the pace and can repeat, skip or shorten a part to suit the group.

1. A pencil

Collect the players’ objects, then reveal that the host object is a pencil. Ask for a connection to each one.

2. A bridge

Use a bridge as the common object. Encourage explanations about what things do, as well as what they look like.

3. Players choose

A new host secretly chooses an object. Give each guest a chance to explain or to invite a buddy.

Host one part at a time

Use this on the host’s screen. It keeps the current instruction visible while your group plays.

Ready when your group is.

Offer more support

Reveal both objects at the start and offer a prompt: shape, material, use or place. Pictures can help a child who does not know an object name.

Add a challenge

Find two different connections for the same pair, such as one visual link and one link about purpose.

If something goes wrong

If the group disagrees, ask the speaker to explain their imagined situation. Accept creative links as creative links; factual claims can be checked after the round.

Finish together

Invite each guest to repeat a connection they enjoyed. The session ends when everyone has contributed or chosen to pass.

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