Case study · Brighton · 4 August 2026

300 players in Brighton.
Two Chickens.

An international MBA cohort, aged 25-39, needed a fun activity that would get everyone involved. We put on the ultimate icebreaker to kick it all off.

How we ran it
The full 300-person cohort gathered in Brighton before the hunt begins

300

players, one game

300

Players

30

Colour-coded teams

8

Chicken Rush crew

2hrs

Hunt duration

The brief

The cohort had a lunch booked on Brighton seafront and an afternoon to fill. The organisers were blunt about the problem: 300 people, a lot of them still strangers, and the usual risk that everyone drifts back to the six people they already know.

They also had constraints that rule out most activities at this size. No venue in Brighton holds 300 people doing something active. Splitting into ten separate activities would defeat the point. And whatever happened had to start straight off the back of lunch, with no long coach transfer or kit handout eating the afternoon.

So we used the city as the venue. Every pub, lane and stretch of seafront in central Brighton became the game board — and the whole cohort played the same game at the same time.

Brighton · 4 August 2026

A sea of players with the Chickens in the middle of the crowd One team plotting their route on the live map Players posing with a Chicken during the hunt A team sprinting between challenge locations Teammates completing a mid-game challenge The moment the Chicken is found A colour-coded team regrouping mid-hunt The winning team at the final venue

How the day ran

From the end of their lunch to the final venue, in under three hours.

13:45 — 14:10

Quiet registration, under the radar

The cohort's lunch was still running and the organisers wanted people mingling, not queuing. So we stayed deliberately invisible: crew circulating, signs low-key, players registering on their own phones in a few seconds each. No desk, no lanyards, no queue of 300.

14:10 — 14:30

Take the room

Then we flipped it. Speakers on, host up front, and 300 people got sorted into colour-coded teams and briefed in one go. Each crew member was "buddied" to specific team colours — their job was to make sure every single person in those teams was registered, in the game, and had actually found their teammates before the whistle.

14:30

The Chicken goes to ground

Two Chickens hid somewhere in central Brighton. On every player's phone, a circle appeared over the city — and started shrinking. Teams could burn a reveal to see the exact hiding spot for three seconds. Most saved it. A few panicked and used it in the first ten minutes.

14:30 — 16:20

Decoys, challenges and sabotage

Scattered across the city were our decoys — crew in disguise running live challenges. One pair ran a 30-second category speed round; another ran a nerve-shredding higher-or-lower card game where one wrong call cost you the lot. Teams also picked up weapons and power-ups from nests on the map to sabotage each other. Every submission came back to our scoring base and got graded live.

16:20 — 16:30

Everyone lands in the same bar

The circle closed, the Chicken was found, and 300 people converged on the final venue within minutes of each other — which is the whole trick. The game doesn't just end, it deposits the entire cohort into one room, buzzing, mid-argument about who cheated. That's where the actual mixing happens.

Why 300 is different

Most team-building activities quietly break somewhere between 50 and 100 people. Here's what we build differently for groups this size — and what we'd bring to yours.

📶

300 phones, one network

We check mobile data speeds on site before anything starts. The game is built to stay playable on a congested network, and we brief crew on a fallback plan before a single player registers — so a bad signal never becomes a broken afternoon.

🎨

Buddied crew, not a mob

Every crew member owns specific team colours. At 300 players nobody can watch everyone, so we cut the crowd into chunks small enough that each one has a named human responsible for it. Nobody gets lost, nobody stands around confused.

Zero-queue registration

Players join on their own phones by scanning a code. No kit to hand out, no sign-in desk, no 40-minute bottleneck. It's the single biggest reason large hunts start on time when large activities usually don't.

🏙️

The city is the venue

No room hire big enough? Doesn't matter. We only need a start point and an end point — the two hours in between happen across the whole city centre. That removes the single hardest constraint on booking a big group activity.

🎯

Live scoring, no dead time

Challenge submissions are graded by a scoring team as they land, so the leaderboard is live all afternoon and the winners are known the second the game ends. No "we'll email you the results next week".

📸

A photographer inside the game

Our photographer roams with the decoys, so they're already where the action is. The cohort got a full photo album — including the group shot and the winners at the final venue — rather than a handful of phone snaps.

Got a big group and nowhere to put them?

We've run games for 4 people and for 300. Tell us the city, the date and the headcount, and we'll come back with a plan — including venue finding for the start and finish.

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Hatched in London