Helping is an inherently cooperative behavior, but the cognitive mechanisms underlying this behavior remain relatively underexplored. In this paper, we introduce a novel gamified paradigm for understanding a variety of cognitive behaviors associated with helping. Principals are assigned secret goals in a block-based grid (e.g., move all blue blocks to room C), and helpers can either pass their turn or make a move that could help the principal. We show that principals make useful and pragmatic first moves and helpers accumulate evidence over time before initiating a helpful move. We also introduce a preliminary set of computational models based on recursive pragmatic inference and utility maximization that attempt to account for these behavioral findings.