This game, which can be played periodically from the first until the last day of the event until it is figured out, may be beneficial for focusing participants. The trainer announces that they have a spaceship and everyone is invited for a space trip. However, it is told by the captain (in this case, the trainer) that because the spaceship is very small, they can only take a small number of belongings and wants participants to tell a belonging they would want to take. The captain tells the participants if they can take the objects they want. The only objects that can be taken are the ones with names starting with the same letter as their owners’ names. Because participants don’t know this rule, they try finding suitable objects for them by thinking of a relation between the coincidentally-accepted belongings and their owners. When the game is stuck, the captain may give little hints. For example, they can try drawing attention by telling a participant if they can take their object or not while emphasizing their name. As an example: “You, Daisy, may take your duck with you.” The game may be repeated until the rule is decyphered, throughout the event, for 10-15 minutes each time. A twist may be added by telling the participants not to tell the rule to others if they understand what it is and when those who figure it out start exaggerating the belongings they want to take.