Run Game Practice

Going out alone vs with a wingman: how to run each

Updated 5 min read

A wingman can make it easier to get out the door and keep going. Going alone leaves nobody to talk to except the people you came to meet, and it gives you your own pace. Most people end up doing both. What matters is running each one on purpose.

What a wingman does

In pickup, a wing is a friend who goes out with you to meet people. Wikipedia's entry on the wingman lists the functions: easing the interaction between one man and a group of women, giving you social proof, distracting her companions, and providing motivation. In the Mystery Method, as summarized in coverage of The Game, the wingman engages the friends while you talk to the person you came for.

That gives you four jobs you can hand out:

  1. Entertain the friends while you talk to her.
  2. Vouch for you in one line ("He's the one who's always late, we've known each other for years").
  3. Keep you moving. If you've stood still for 15 minutes, he nudges.
  4. Debrief. He watches and tells you one thing to fix.

Going with a wingman

What helps

What to watch

Ground rules (agree before you leave)

  1. Goals: "Three each before 11."
  2. The 15-minute rule: if you've been at the bar for fifteen minutes, one of you goes next.
  3. First spotted, first to go. If you both notice the same person, whoever saw her first approaches.
  4. Take-over signal: a hand on the shoulder or a phrase like "Can I borrow you a sec?" means the other should step in, change the topic, or give an exit.
  5. Exit signal: one agreed word means "I'm done with this set."
  6. A no means both of you stop. Don't send a friend back in after a clear no.
  7. Meet-up point and a text check-in at midnight, in case you split.
  8. Five-minute debrief on the way home: one thing that worked, one thing to change.

How to pick a wingman

Look for someone who:

On the Map's Near you in Run Game you can post a plan and see who's going out within 50 miles, which can help if your friends aren't interested.

Running a group approach as a pair

The Mystery Method sequence is to open the group first and give everyone attention. With two of you:

  1. Pick who is Lead (talks to her) and who is Wing (talks to her friends) before you walk over.
  2. Open together: "Hey, excuse me. Settle something for us: where's the best place to go after this?"
  3. Wing turns to the friends in the first 30 seconds and keeps them in an easy chat.
  4. Lead turns toward her and says why he came over.
  5. At minute three to five, Lead asks for the number.
  6. Swap roles on the next set.

More in approaching someone who's with friends.

Going alone

What helps

What to watch

A solo night in three blocks

Time Task
0 to 20 min Warm up: two small-talk exchanges with strangers. Then your first real approach.
20 min to 2 hours Aim for three to five approaches, each capped at about five minutes.
Last 15 min Write a short field report: what you said, what happened, one change.

A field report takes five minutes and gives you the feedback a wingman would have given.

Side by side

With a wingman Alone
Getting out the door Easier Harder
Starting the first approach Easier, with encouragement Harder
Feedback Live Your notes
Group approaches Split roles (Lead and Wing) One person talks to the group
Best for Night game, new venues Day game, building independence

Common mistakes and fixes

Mistake Fix
Chatting with your friend for an hour Use the 15-minute rule.
Two people hovering behind one set One approaches, the other stays at least 10 feet away until called in.
Only going with a wingman Do one solo night in every four.
Rating each other's approaches harshly Give one positive and one change per set.
Unclear who talks to whom Name Lead and Wing before you walk over.
Going home with no data Debrief for five minutes or log it in Run Game before bed.

A middle path

Many people go out together, warm up side by side, then split for an hour to approach alone, then meet back up. You get the accountability of a plan and the practice of working without a safety net.

What to do next

  1. Choose your format this week: wingman for a bar night, solo for a daytime errand route.
  2. If you bring a wingman, agree on goals ("three each before 11"), a take-over signal, and an exit word in advance.
  3. If you go solo, set a 20-minute cutoff for your first approach and cap each set at five minutes.
  4. Alternate: do three wingman outings, then one solo.
  5. Debrief for five minutes after every outing: one thing that worked, one thing to change.
  6. Log every approach in Run Game as Success or Rejected, and use the Friends tab's weekly board to compare counts with your wingman.

Sources