Survival Scenarios — three ways to start an argument about staying alive

This is not the ranking exercise you are thinking of. There is no list of ten items to put in order and no lifeboat to fill. Instead there are three separate decks. Survival Myths asks whether a piece of folk wisdom is true — should you suck the venom out of a snakebite, does alcohol keep you warm in the snow. Dilemmas forces a choice between two bad options: ten litres of water or a flare gun with one shot. MacGyver drops you into a crisis with exactly three objects — stuck in a lift with chewing gum, a shoelace and a pair of reading glasses. Ten cards in each deck.

Each deck produces different English

That is the reason to choose rather than shuffle. Myths produce deduction and disagreement: that can't be right, I'm fairly sure it's the opposite. Dilemmas produce comparison and justification, because you have to explain why one bad option beats the other. MacGyver produces the hardest and most valuable language of the three — describing a physical process step by step with objects whose names the learner may not know, which is circumlocution under pressure. Pick the deck that matches what you want to hear.

The myths are genuinely instructive, so let the reveal land

The explanations are not decoration. Sucking venom spreads it faster and poisons your mouth as well. Alcohol makes you feel warm while your core temperature drops. Playing dead works with one kind of bear and not another. Ask the class to commit to an answer aloud before the reveal, and ask one student to say why. Being wrong about something they were confident about is what makes the follow-up discussion honest — and gives the room a reason to keep talking after the card is resolved.

Two bad options beat one good question

The dilemmas are built so that neither choice is comfortable, and that is what generates real discussion. A wolf or a venomous snake. A looted supermarket full of food or a safe cabin with none. Because there is no correct answer to find, nobody is waiting to be told they were right, and the argument has to be won on reasoning. Insist that each student states a choice before hearing anyone else's — commitment first, discussion second, or the confident speakers decide for everyone.

The three objects are the whole point of MacGyver

A mirror, a can of Coke and a bin bag, and you have to survive a night at minus ten. Learners will want to add things. Do not let them. The constraint is what forces the language: every plan has to be explained in terms of the objects actually on the card, using sequence and purpose — first we would cut the bag so that…. Allowing a fourth item turns a precise speaking task into vague brainstorming.

Groups of three, and one rule about talking

Four is too many for a card this short; two runs out of ideas. Three students per device, and a rule that the group cannot give its answer until all three have said something. Appoint whoever speaks least as the one who reports the group's decision to the class, decided before the card is turned over so it does not look like a punishment. That single arrangement is the difference between an activity where three people talk and one where thirty do.

Level and length

B1 and up for the myths and dilemmas; MacGyver is genuinely demanding and works best at B2 and above, though a strong B1 group will manage with the objects named on the board first. Five cards fill fifteen minutes comfortably. Do not run all thirty in one lesson — the format is repetitive by design, and it is far better used as a ten-minute opener across six lessons than as one long session that exhausts the idea.

Goes well with

Further reading

Group Dynamics in Large Classes — making thirty students talk
Smartboard Games in ESL — what the big screen is good for