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// Gamification for work teams

Team building you actually play

Five cooperative games for teams in the browser, with a live facilitator. Each person sees a different part of the problem, so the only way forward is to talk, coordinate and decide together. Afterward, a debrief built on observable facts: who had what information, and when they shared it.

  • Nothing to install
  • No passwords
  • Remote, in person or hybrid

Match in progress · Blind Operations

cooperative games
6
people per session
4 to 20
minutes per match
20 to 90
to install
None

// What it is

Gamification applied to teams, with no points or badges

Gamifying a team isn't about slapping a score on the work. Here it means one thing: building a situation where the group truly has to cooperate for real to achieve something concrete, with information split the way it's split in a real organization. What gets practiced during the game — asking, briefing, confirming, prioritizing, deciding — is exactly what's needed on Monday.

Real cooperation

There are no teams competing against each other for a score. The result belongs to the group: either the mission gets solved together, or it doesn't.

Asymmetric information

The server shows each person only part of the problem. Whoever has the procedure can't see the controls; whoever reads the readings doesn't have the manual.

Mutual dependency

No single piece works alone. Before anyone can act, someone else has to have said something first: conversation is the game's core mechanic.

A common, explicit goal

Everyone knows what has to be achieved and watches it move on the same screen. It's not about looking good: it's about bringing a system back online, or getting the submarine out of the trench.

Time pressure

The clock belongs to the server, and it's visible. It forces decisions with whatever's on hand — exactly what happens at work when the full picture doesn't arrive in time.

Error as an observable fact

A wrong move doesn't eliminate anyone: it leaves a logged incident, with the time and what happened right before it. The conversation happens afterward; during the match, the team recovers and keeps going.

Debrief

The part that turns a match into learning: the timeline of what happened, errors grouped by type, and scenario questions to talk it through as a group.

Equal rules for everyone

Scores, timers and wins are decided on the server, not in the browser. No one can get ahead by having a better machine or by jumping the rules.

What it is not

  • It's not a trivia game or a multiple-choice quiz. There are no questions with a stored correct answer: there's a system that responds to what the team actually does.
  • There are no attendance points, badges or streaks. There are no rewards for showing up. The only thing that moves forward is the mission's objective.
  • It's not a personality test or an evaluation of people. No one gets labeled. What gets recorded are facts: what was done, when, and with what information.
  • It's not a facilitator-with-index-cards exercise. The game runs in the browser and hands out the information on its own; the facilitator guides it, without having to administer the exercise.
  • It's not competition between coworkers. When there are several teams, each one solves its own copy of the problem. People aren't compared to each other.

// How a session works

From the people spreadsheet to the debrief, in five steps

  1. Load your organization

    People, areas and job roles: added by hand, imported from an Excel or CSV spreadsheet, or synced through the REST API. Each organization gets its own data space, with its own branding and its own address.

  2. Build the session

    Pick the game, the scenario, the length, the difficulty and how many teams play in parallel. Assign who facilitates as Game Master and, if you want, schedule the session for a date.

  3. Invite with a link

    Each person gets a personal, single-use magic link by email. No passwords and nothing to install: they enter the lobby, pick an avatar and color, and mark themselves ready.

  4. Play the match

    Roles are dealt out in secret, each screen shows a different part of the problem, and the team talks. The Game Master follows the live progress, pauses, adds minutes, and sends hints and messages.

  5. Close with the debrief

    Everyone sees the result at the same time. The facilitator opens the debrief with the timeline, errors by type, and the scenario's questions to talk through what happened.

// The golden rule

Each role sees a part. No one sees the whole problem.

It's the server that filters what reaches each screen, not a good-faith agreement between people. That's why no single member can solve it alone, and that's why the game doesn't reward whoever knows the most: it rewards the team that best shares what it knows.

For example, in Blind Operations: whoever has their hands on the controls doesn't have the instructions, whoever reads the readings can't see the map, and the final code belongs to a fifth person who can't touch anything.

Operator Sees: The controls
Analyst Sees: The readings
Navigator Sees: The map and the network
Specialist Sees: The manual
Coordinator Sees: Objectives and the code
Game Master Sees: Everything, live

What the Game Master does

Can be someone from within the organization, and doesn't play: facilitates. Sees the full state of the game — without the per-role filter — and can step in without breaking the rules, because the server decides everything.

Sees the full state

The Game Master panel shows every team's progress and the information players don't see, with no per-role filter.

Pauses and adds time

Pausing freezes the clock for everyone and blocks commands. It can also add minutes, one at a time, up to thirty.

Sends hints

To one person, one team, or everyone. There are nudge hints — which only say which two stations need to talk — and explicit hints.

Talks to the room

Global announcements or ones to a single team, which show up in the chat as a message from the facilitator.

Reassigns stations

If someone has to leave, their panel moves to another person during the match without restarting anything.

Leads the debrief

Closes the session with the timeline, the incidents and the scenario's questions. This is the part that turns it into learning.

Team not complete? You can still play

Anyone can jump into Play solo: they pick the game, the spot they want to fill and the level of their teammates, and bots take the remaining spots. The Game Master can also fill a session's empty spots with bots before it starts.

  • They play by the same rules and the same partial information as a person
  • They talk over the team chat and ask for data by the name of whoever has it
  • They run on rules with memory, not generative artificial intelligence
  • The bots' level is chosen separately from the game's difficulty
BOT

Novice

Slow to react, shares little unless asked, and sometimes reads out a wrong number and corrects it a few turns later. Good for practicing the habit of asking and double-checking.

BOT

Competent

Shares what it sees without being asked, asks for what it's missing, and rarely makes mistakes. The recommended level for getting to know a game.

BOT

Expert

Fast and precise, and anticipates what's coming. Good for seeing the full arc of a well-played match.

Reconnection

If someone loses their connection, they get a grace period to come back. On reconnecting they recover their role, their screen and the match's state; everyone else sees their connection status in text, not just a color.

Timely notices

The app's notification bell warns 24 hours, 1 hour and 10 minutes before a scheduled session, when the lobby opens, when a hint arrives and when the match ends. 24-hour and 1-hour emails back it up.

Voice, if the organization enables it

A voice channel per team plus a general channel with push-to-talk. If voice isn't enabled, team chat is enough: the games are designed to be playable entirely by typing.

Bot teammates

If people are missing, the Game Master fills the empty spots with bots before starting. They're rules with memory, not generative artificial intelligence: they decide from the same filtered screen a person would see.

// Where it applies

Eight moments where a game does more than a meeting

Not every game fits every situation. Each one puts the focus on a different problem, so the choice starts with what the team needs to talk about afterward.

Onboarding

Someone who just joined doesn't yet know who to ask for what. A match has them requesting data from other areas from minute one, without the cost of a real mistake.

Best-fit game

Knowledge Files

Because each area holds part of the story: reconstructing it means asking where each piece of data comes from. It's a map of how information moves through a company.

Cross-team integration

Areas that hand off work to each other all day and almost never sit down together. The game puts the dependencies on the table, with numbers.

Best-fit game

Dependency Network

Because each team manages different areas and only sees a summary of the rest: the bottleneck always shows up at the border, never inside a single area.

Process and communication training

Practicing the protocol of saying a number, repeating it back, and confirming it before acting. It's a habit you train, not a talk you sit through.

Best-fit game

Blind Operations

Because the procedure is written at one station and the hands are at another. There's no way forward without reading it out loud and waiting for confirmation.

Project kick-offs

Before kicking off, it helps to agree on what the team is willing to give up. A simulated crisis gets that conversation out of the way.

Best-fit game

Crisis Room

Because every vote moves six indicators at once — client, cash, morale, quality, time and reputation — and forces the team to say out loud which one matters most.

Remote and hybrid teams

Everything happens in the browser, in real time, with team chat and a general chat. It works the same whether the group is scattered or everyone's in the same room.

Best-fit game

Any of the six

Because the server already hands out the information: nobody has to deal out cards, and the group doesn't have to be physically together.

Leadership and decisions

Whoever leads isn't always whoever has the data. These games split the two apart on purpose.

Best-fit game

Crisis Room and Silent Depth

In Crisis Room there's a mode where whoever leads confirms the committee's decision. On the submarine, the Commander gives orders without touching a single control: all they can do is talk.

After a reorg

The boundaries between areas just changed, and nobody knows yet where work is going to get stuck. Better to find out in a simulation.

Best-fit game

Dependency Network

Because the game splits people and budget across connected areas and shows, round by round, what's piling up and where. New dependencies get tested without real clients on the other end.

Offsites and year-end closings

An activity the group can actually talk about afterward: something that really happened, not just another talk.

Best-fit game

Silent Depth

Because it's the catalog's most real-time-pressure game: five chained phases, a simulation that runs on its own, and a concrete ending — the submarine gets out of the trench, or it doesn't.

// What it improves and reinforces

What the team practices in each game

A skill isn't trained by naming it on a slide: it's trained by putting the team in a situation that calls for it. This table shows, for each game, how each skill shows up during the game. The empty cells are honest: that game just doesn't exercise that particular skill.

Skills each of Experiencia RPG's cooperative games exercises
Skill Blind Operations Knowledge Files Dependency Network Crisis Room Silent Depth
Clear communication Saying the complete piece of data, with its unit and its proper name. Reading out exact numbers and waiting for confirmation Naming the evidence, not the conclusion The forecast is only useful if it's said in time Holding a position for two and a half minutes Heading, depth and speed, always with a unit
Active listening Repeating back what you heard before acting on it. Whoever acts repeats out loud what they were told Connecting your own evidence with another area's Listening to the analyst before confirming the plan Changing your vote because of data another role brought One voice at a time, and confirming before executing
Coordination Sharing the conversation when everyone has something to say. One system at a time: someone has to order the turns Agreeing on who reads, who connects, and who organizes Five areas and a single pool of people Reaching a single decision with five different dossiers Five stations, one hull
Systems thinking Seeing how a decision affects the rest of the system. Reconstructing the full causal chain, not a culprit What one area decides changes the next one's load Every vote moves six indicators at once How power gets distributed affects the whole submarine
Prioritization Choosing what gets solved first when there isn't enough time. Which system to tackle first, with five open at once Which thread to pull with the time that's left Priority and reinforcements, round by round Which indicator gets sacrificed to prop up another Which breakdown gets fixed before the others
Decisions under pressure Deciding with incomplete information while the clock runs. The satellite window closes either way Submitting the report even if a link in the chain is missing Confirming the plan without seeing the full forecast Voting in 150 seconds, every round The simulation runs on its own: not waiting is part of the game
Resource management Allocating what's scarce and doesn't come back. People and budget shared across areas Cash, morale and quality act as a budget Power, decoys and torpedoes, all limited
Trust and psychological safety Being able to say "I got it wrong" or "I didn't understand" at no cost. A mistake leaves an incident, never a culprit A mismarked lead gets corrected, and the team moves on The bottleneck belongs to the system, not to one area There's no single stored correct answer Flagging a mistake early costs less hull
Organizational knowledge Understanding who knows what, and how the work chains together. What each area holds onto, and what won't come out without asking How Marketing, Sales, Legal, Operations and Billing chain together What each area looks at when there's a crisis

Scroll the table to see all six games.

What the debrief reveals

The closing conversation isn't about people: it's about what's visible in the game's timeline. Three things the timeline reveals, and all three can be discussed without singling anyone out.

  • Who had what, and when they said it The data existed since minute three and was shared at minute twelve. It doesn't matter who had it: what matters is what caused the delay.
  • Where the bottleneck formed One person answering five people at once, or a department waiting on a confirmation nobody knew they had to give.
  • How the decision was made against the clock What got sacrificed, who proposed what, and whether the team double-checked a number before acting on it.

// The games

Five missions, five ways to work as a team

All of them are cooperative and all of them split the information between the stations. What changes is the problem: a control room, a cross-department investigation, a dependency network, a crisis committee and a submarine.

Communication 3–10 people 1–2 teams 30 min (configurable from 15 to 60) Medium Computer or tablet · does not work on phones

Blind Operations

No one has the full picture.

Aurora-7 is a weather station at 3,200 meters. Last night a lightning storm burned out the link and left it mute: no one knows if the people at the shelter are okay. The satellite passes overhead once a day, and that window has already started. There are five systems to bring online — Power, Frequency, Routing, Pressure and Transmission — and none of them can be solved alone.

Each of you walks into the room through a different door and sees a different slice of it. Whoever has their hands on the controls has no instructions; whoever has the manual can't see a single light. The readings belong to someone else, the antenna map to another, and the authorization code to a fifth person. On its own, every screen is an incomplete puzzle.

The roles and what each one sees

Operator You're the only seat that touches anything. Everything that changes in the room goes through your hands: flipping breakers, turning the dial, plugging cables, opening and closing valves, starting the pump, venting and transmitting. You don't have a "request attention" button either — the others use theirs on you.
What it sees

The room's console: the power breakers, the frequency dial, the patch panel with its ports and nodes, "VALVE B" and "VALVE C" with their state spelled out (OPEN or CLOSED), Pump A (ON or OFF), the vent button and the transmission keypad. You also see which systems are already online and the Game Master's hints, which show up inside the system they belong to.

Analyst Read things out loud. You can't act on anything: your only command is "Request the team's attention on…" for a given system.
What it sees

The live instruments: the "BUS PHASE" screen with the phase's name and color, the load gauge, the overload warning, the signal oscilloscope, the current dial reading, routing integrity (how many links are correct out of how many), the pressure gauge with its safe range and the temperature, and the alerts.

Navigator Dictate. You can't touch controls either: your only command is "Request attention on…" for a given system.
What it sees

The map with the eight antennas — each one with its sector and channel; the active one has a pulsing ring and a "▶" in front of its name, the rest are decoys — and the network diagram that says which node belongs to which port.

Specialist Translate what others see into instructions someone can act on. You can't touch controls: your only command is "Request attention on…"
What it sees

The manual, split into tabs: the table that translates each bus phase into breakers, the frequency formula by sector (base and step in MHz), the safe pressure range with its rules — more or fewer depending on difficulty — and a notes page. You can't see a single instrument.

Coordinator Split up the work and steer the conversation. You decide what gets handled first when two systems are moving at once.
What it sees

The objectives board with the breakdown of who contributes what to each system, the four-digit authorization code, the number of transmission attempts, and a facilitation guide. You can't touch controls: your only command is "Request attention on…"

What a game looks like, step by step
  1. 1 Lobby Everyone picks an avatar and a color (no repeats within the team) and marks READY. The Game Master watches the live count and starts once the team is ready.
  2. 2 Briefing Roles are assigned in secret. You'll see a card with your role, a summary of what you're in charge of, and the story of Aurora-7. No one sees anyone else's role in detail: read yours and sum up what you have in one sentence.
  3. 3 The five systems There are no rounds or turns: all five systems are open from second one and can be solved in any order. Power (read the phase, look it up in the table, flip the breakers), Frequency (active antenna + channel + formula → turn the dial), Routing (plug each port into its node), Pressure (valves, vent and pump within the safe range) and Transmission (the code, once the other four are online).
  4. 4 Alarms and mistakes A wrong move doesn't end the match: it leaves behind an observable incident. Flip two or more breakers outside the solution and the whole bus goes down. Turn on the pump with high pressure and you get overpressure. A wrong code adds to the attempt count. The team recovers and keeps going.
  5. 5 Transmission and result With all four systems online, the Operator enters the code and the station transmits. Everyone sees the result at the same time: systems online, incidents, hints used, and key moments with the minute they happened.
  6. 6 Debrief The Game Master opens the debrief: a timeline of the match, incidents grouped by type, and questions to talk through what information each seat had and when it was shared. No ranking of people, no labels.

What the team has to talk about

Exact numbers and names. An outdated reading, a vague "the one on top" or a lever pulled before the table arrives are three typical reasons a room gets stuck.

  • Say what you see before anyone asks. Half of every delay is data someone had that nobody asked for.
  • Use names: the name of the person you're talking to and the exact name of the data ("breaker C," "High Pass," "129.5 MHz").
  • Confirm before you act. The Operator repeats what they heard, then touches something.
  • Clear communication
  • Active listening
  • Coordination
Full guide to Blind Operations
Analysis 3–20 people 1–4 teams 45 min (configurable from 20 to 90) Medium Computer or tablet · does not work on phones

Knowledge Files

Every area holds part of the truth.

On Monday, March 3rd, Grupo Almendra launched Portal Faro for Distribuidora Río Claro. Within hours the client suspended its use. No one knows why: each area holds part of the story, and none of them has the full picture.

Sales, Technology, Operations, Legal and Finance receive emails, tickets, memos, photos, invoices and credit notes. Fifteen pieces of evidence in total, split differently every match. Some explain what happened; others are true but unrelated.

The roles and what each one sees

Sales Pin your evidence to the board, connect it to other areas' evidence, flag suspicions, move timeline chips, and help build the report.
What it sees

The emails and commercial documents for the Río Claro account: what was promised, to whom, and by when. You see your own evidence in full and, on the board, whatever the rest of the team has already shared.

Technology The same as everyone else: pin, connect, flag, order, and propose links. No area has exclusive commands.
What it sees

This quarter's roadmap, the deployment notices, and the platform team's chat. You know what shipped, at what time, and in what state.

Operations Pin, connect, flag suspicions, order the timeline, and propose the report.
What it sees

The day-to-day tickets and rollout plans, plus the client's complaint. You know what got stuck, since when, and what it was waiting on.

Legal Pin, connect, flag, order, and help build the report, just like everyone else.
What it sees

Policies, memos, and clauses: what could be done, what needed review, and what happens if it isn't followed.

Finance Pin, connect, flag, order, and propose links.
What it sees

Purchase orders, invoices, and credit notes for the client. You know what was signed, when, and what stopped being paid.

What a game looks like, step by step
  1. 1 Lobby Everyone picks an avatar and a color and marks READY. With several teams, each one investigates its own board: the evidence splits are different.
  2. 2 Briefing Areas are assigned in secret and the case is told: Portal Faro launched on March 3rd and the client suspended it. Read your evidence before you speak.
  3. 3 Read and share The EVIDENCE tab has your full cards: type, title, date, metadata, and body. Pin them to the corkboard so the team can see them. Depending on the settings, other areas read the whole card or just the cover (and the content then has to travel by voice or chat).
  4. 4 Pull the thread Drag a thread from one card's pin to another and choose how they relate: they contradict each other, one explains the other, or they confirm each other. The two cards have to come from different areas. If the connection is valid, a new fact appears in the FACTS tab. If not, the board tells you why and it's logged as a team mistake.
  5. 5 Retracing your steps The board can be taken apart. Tapping a thread's label lets anyone on the team remove it with "REMOVE CONNECTION"; opening a card you already pinned lets its owner take it back with "REMOVE FROM BOARD," as long as no thread runs from it. Nothing already learned gets lost: discovered facts stay in the list and completed objectives stay completed.
  6. 6 Order the timeline Below there are numbered slots and a tray of chips. Each chip corresponds to a piece of evidence already on the board, and the date only appears inside the card. Once the sequence is complete, tap VERIFY: if it's correct, the root fact appears.
  7. 7 Present the report Four links: the root cause, "this caused…," "which is why…," and what happened on launch day. Only already-discovered facts can be used, and four true facts aren't causal at all. With the right report, the case closes.
  8. 8 Results and debrief Everyone sees the discovered facts, the completed objectives, the mistakes, and the attempts. The Game Master's debrief brings the match's timeline, mistakes grouped together, and five questions about the case.

What the team has to talk about

What evidence each area has, and what date it carries. The useful discussion isn't who's to blame, but what happened before what.

  • Pin first, discuss after. Evidence still in your hand doesn't exist for the team, and if it doesn't contribute it can be removed.
  • When you pin something, say in one sentence what it says: type, date, and the key detail. "Email from Legal, 02/18: missing the data annex."
  • Read dates out loud. The timeline only resolves with dates that live inside the cards.
  • Analysis
  • Organizational knowledge
  • Systems thinking
Full guide to Knowledge Files
Systems thinking 4–20 people 2–5 teams 40 min (configurable from 20 to 90) High Computer · does not work on phones

Dependency Network

Your decision changes everyone else's work.

The busiest season of the year has arrived. A network of five connected areas — Marketing, Sales, Legal, Operations and Billing — has to keep the flow going round after round. The areas are split between teams: each team sees its own in detail and only a summary of the rest.

Every round brings an event — a campaign that goes viral, an audit, a transport strike — and teams split a shared pool of people and a shared budget: what one team takes, the other doesn't have. Each area gets people, money and a priority: quality, balance or speed. Once everyone confirms the plan, a simulation runs the flow through the network and updates seven shared variables.

The roles and what each one sees

Area Lead You're the only seat that touches the plan: you assign people from the pool and budget, choose each area's priority, and confirm or reopen the round. Whatever the others send are proposals that reach you and that you apply with one tap.
What it sees

The panel for the areas under you: fixed staff, productivity with the event's effect applied, quality, backlog, how many reinforcements each area accepts at most, the event note for that area, and the inflow and outflow. You also see how many people and how much budget are still free. You can't see the forecast.

Data Analyst Tell the team — and the other teams, if the general chat is enabled — where the flow is about to jam, and propose changes with the same controls as the Lead. Your moves don't touch the plan: they reach the Lead as a "PLAYER PROPOSAL," which they apply with one tap. The panel reminds you: "Your changes are proposals: the Area Lead applies them."
What it sees

Everything the Lead sees, plus the forecast for their areas during planning: demand, capacity, how much will get processed, how much will be left waiting, the load percentage, the band (stable, strained or saturated), and the projected quality.

What a game looks like, step by step
  1. 1 Lobby Everyone picks an avatar and a color and marks READY. At the start, the five areas are split among the teams that have members: that split doesn't change during the match.
  2. 2 Briefing Roles are assigned: there's one Lead for every five people, and the rest are Analysts. You'll see which areas your team has and the story of the season.
  3. 3 Planning The round's event opens with its headline. The Analyst calls out the forecast; the team decides how many people from the pool and how much budget go to each area, and with what priority. There's a clock: on medium difficulty, around three and a half minutes.
  4. 4 Confirm the plan The Lead confirms, and the panel shows how each team is doing: "✓ Comet confirmed · … Ember is planning." It can be reopened while the round is still open. Once every team with areas confirms, the round resolves right away; if not, it resolves when the timer runs out, with whatever is in place.
  5. 5 Round results The simulation runs through the network in flow order and updates the seven variables. A banner says whether the round stayed in range and which metrics or areas fell out. You get 20 to 25 seconds to read it before the next round.
  6. 6 Next round The event changes and the pool is recalculated. Assigned budget resets to zero and people stay where they were, trimmed down if the event lowered an area's maximum reinforcements or the pool shrank.
  7. 7 End of season and debrief When the last round closes, the game checks how many rounds stayed in range. If a variable crosses the collapse threshold — satisfaction too low or risk too high — the season ends early. The debrief goes round by round: overloads, out-of-range metrics, and how the shared resources were split.

What the team has to talk about

Where work is going to pile up next round, and how to split a pool of people that isn't enough for every area.

  • The forecast gets said out loud and with numbers, always before assigning anything.
  • Reinforce the bottleneck. The whole network's capacity is set by its most strained area: adding people downstream of the bottleneck changes nothing.
  • The pool and the budget belong to everyone. Before taking the last available person, say what you need them for.
  • Systems thinking
  • Prioritization
  • Resource management
Full guide to Dependency Network
Leadership 3–20 people 1–4 teams 35 min (configurable from 20 to 90) High Computer or tablet · does not work on phones

Crisis Room

Deciding under pressure, together.

Nimbo Sistemas is six weeks from launching Faro, its logistics platform. This morning, Transportes Ceibo — the strategic client, the success story they were going to show the market — canceled the project. The crisis committee convenes.

Each role arrives with a different confidential dossier: Leadership knows what the board expects, Finance has the cash flow, Sales knows what clients really think, Operations knows the technical state and how tired the teams are, Legal has the clauses. No one sees the full picture, and the options on the table arrive without saying what their consequences are.

The roles and what each one sees

Leadership Vote like everyone else and, in "Leader Decides" mode, confirm the committee's decision. In case of a tie, your vote decides.
What it sees

A dossier with the strategy, what the board expects, and what's said behind closed doors. In your permanent file: your vote breaks ties, and in "Leader Decides" mode you confirm the final decision. This year's goal is to launch Faro without losing key people.

Finance Vote, ask to speak with "I have a fact," and flag risks. You have no exclusive commands.
What it sees

The cash flow, the costs, and the margin on every path, with amounts expressed in "cash points." Your file reminds you that the board wants the crisis closed with Cash at 30 or above, and that the costs are this week's estimates.

Sales Vote, contribute facts and flag risks.
What it sees

What clients say and what they really value, the market rumors, and what the prospects expect. Your file reminds you that Ceibo was the success story and that two big prospects are watching.

Operations Vote, contribute facts and flag risks.
What it sees

The team's real capacity, Faro's technical state, and how much each squad can take. Your file reminds you there are three active squads, that the routing module is the product's technical heart, and that every change in priorities costs days.

Legal Vote, contribute facts and flag risks.
What it sees

The contracts: exit clauses, penalties, warranties and commitments no one else sees. Your file makes clear your job is to report risks, not decide for the team.

What a game looks like, step by step
  1. 1 Lobby Everyone picks an avatar and a color and marks READY. With several committees, each one plays its own crisis: the conditional events can diverge.
  2. 2 Briefing Roles are assigned in secret and the situation is told: Ceibo canceled. Read your dossier before you speak.
  3. 3 Information (45 s on medium difficulty) The round's event arrives on the news screen: headline, body and the question to vote on. Your folder opens with this round's dossier: lines and figures only you see. At the top, the phase tells you what to do: "Read your dossier and tell the committee, in one sentence, the fact no one else has." Everyone marks "I read my dossier"; once everyone still in the room has, the discussion begins.
  4. 4 Discussion and vote (150 s on medium difficulty) Four or five lettered options on the board, with the prompt up top: "Debate and vote by tapping an option on the board: you can change your vote until it closes." Everyone shares what they know and votes by tapping a card. Votes are public within the committee: you see tokens showing who voted what. The "VOTING OPEN!" banner appears at the top, above the news ticker, so it never covers the question. Depending on the mode, the decision closes once the whole committee has voted, once everyone voted the same way, or once Leadership confirms.
  5. 5 Consequences (25 s on medium difficulty) The chosen option gets applied: the screen shows the decision, the rule it closed on, the consequence text, and the change to each indicator. The "DECIDED" stamp lands on the options board, not on the outcome, so it can be read in full. If an indicator ends up in critical territory, a news item with its own effect can appear. The phase's prompt: "Look at what moved and which indicator is close to its minimum before the next event."
  6. 6 The following rounds Each round's event depends on what the committee decided before: offer a pilot and a pilot round shows up; give a discount and another client asks for the same thing; say no to a complaint and that client escalates two rounds later. Five rounds in total, with a final launch round.
  7. 7 The echoes Almost no decision gets paid for on the spot. An option from round 2 can open a whole event in round 3 or 4, and several late-breaking news items — a penalty that gets triggered, a bank that moves up its review, a client that tells their story — land rounds after the decision that caused them. When something odd shows up, it's worth asking what got decided earlier.
  8. 8 Close and debrief Once the last round resolves, the company gets evaluated: stable, at risk, or critical. The results page shows, per committee, where the six indicators landed, which ones fell below the threshold, how many decisions it made, and how many penalties it racked up. The debrief walks through each decision with its rule and its votes, and brings the case's ten questions.

What the team has to talk about

Which indicator the committee is willing to sacrifice, and which confidential data has to go on the table for the vote to make sense.

  • Before voting, have every role state their dossier's most important fact in one sentence.
  • Say where what you're saying comes from: "according to my dossier" tells a fact apart from a hunch.
  • Bring numbers when you have them. Finance's amounts and Operations' deadlines shift a vote more than any argument.
  • Decisions under pressure
  • Negotiation
  • Prioritization
Full guide to Crisis Room
Coordination under pressure 3–10 people 1–2 teams 35 min (configurable from 20 to 60) High Computer or tablet · does not work on phones

Silent Depth

One crew, one hull.

A mesh of autonomous sonar buoys — the Red Cazador — seals off the Fosa Nahuel. The submarine S-71 Abismo has to cross the trench undetected, find the control buoy hidden among decoys, take it out with a torpedo, and get out before the network resets.

Five stations, one hull. The Helmsman can't see the chart. Sonar doesn't touch the rudder. Engineering doesn't have the damage control manual. Weapons doesn't know the launch code. The Commander has the navigation chart but no instruments. The only way to operate the submarine is to talk.

The roles and what each one sees

Commander Give the standing order aboard: Rig for silent running, Attack order, or Evasion order. You're the only one who can change it, and without an attack order no one can fire.
What it sees

The mission chart with the three legs — each with its heading and a recommended depth note — the acoustic signature book (which band and pulse belong to the control buoy), the launch code, and the available orders.

Helmsman Set heading, depth and speed. You're the only station that drives the submarine.
What it sees

A large compass with the current heading and the ordered heading, a depth gauge with the current needle and the ordered mark, and the speed telegraph with four positions. Nothing else: no chart, no seafloor, no contacts.

Sonar Classify contacts (name a blip) and use the active ping, which sharpens contacts' distances and depths in exchange for a sizable jump in detection.
What it sees

The circular sweep display with contacts as blips — bearing, approximate distance, band and pulse — a vertical profile with the thermocline and seafloor lines, the clear corridor between the mines shaded onto the compass, your own noise, and the exact detection meter (0 to 100).

Engineer Execute repair steps and split power between propulsion, sonar, weapons, pumps and life support.
What it sees

The reactor with its output, its temperature, and its scram status; the five power-allocation bars with the available budget; the compartment grid with each one's flooding level and casualty; and the progress of the repair in hand ("step 2 of 3"). You don't have the procedure.

Weapons Prepare the tubes in order (load, flood, open), set the firing solution, fire with the code, and launch decoys.
What it sees

The two tubes with their status, the bearing and depth controls for the firing solution, the code keypad, the decoys, and the attempts. On the right, the damage control manual: the procedure for every casualty type, plus restarting the reactor and the rudder.

What a game looks like, step by step
  1. 1 Lobby and briefing Everyone picks an avatar and a color and marks READY. At the start, the five stations are assigned in secret and the mission is told: cross the Fosa Nahuel, neutralize the control buoy, and get out.
  2. 2 Phase 1 · Silent dive You have to take the first leg's heading, get below the thermocline — with margin over the seafloor — and run at Silent speed. Holding those three conditions for a few seconds completes the phase. The two risks are staying above the thermocline or going too fast (the network starts detecting) and scraping the seafloor by diving too deep.
  3. 3 Phase 2 · The minefield Sonar sees a clear corridor and a safe depth band; the Helmsman has to keep the heading inside that corridor and the depth inside that band, without going past Cruise speed. Straying outside the corridor during this phase triggers a nearby explosion: the hull takes damage, a flooding starts, and detection spikes.
  4. 4 Phase 3 · Cascading failure Entering this phase triggers several casualties at once: depending on difficulty, a reactor scram, a flooding, and — on the highest level — a jammed rudder. The phase completes once no casualty remains, the rudder responds, the reactor is online with enough output, and the power allocation is within budget. Weapons dictates from the manual, Engineering executes.
  5. 5 Phase 4 · The hunt Several contacts show up: one is the control buoy, one is a decoy, the rest are wildlife and merchants. Sonar reports band and pulse, the Commander identifies the correct signature and dictates the code, Weapons aims and fires under attack order. A torpedo at the wrong contact — or a bearing outside tolerance — triggers a counterattack: hull damage, flooding in the Torpedo Room, and detection maxed out.
  6. 6 Phase 5 · Escape The network shifts into pursuit. You have to take the exit heading, get back to Silent speed and below the thermocline, drop detection below the threshold — that's what the decoys are for — and have the evasion order standing. Hold all of that, and the submarine gets out of the trench.
  7. 7 Results and debrief Everyone sees the result at the same time: phases completed, remaining hull, casualties suffered, torpedoes fired, decoys used, and incidents. The Game Master's debrief brings the dive's timeline and five questions about what information each station had and when it was shared.

What the team has to talk about

Headings, depths and breakdowns, in that order and with complete numbers. Here a misunderstanding doesn't get discussed later: it gets paid for on the spot, in hull or in detection.

  • One voice at a time. Five stations talking at once is the number one cause of a detected submarine.
  • Repeat before you act. Whoever executes confirms out loud what they heard: heading, depth and speed.
  • Say numbers in full, with units: "heading 215," "depth 160," "between 232 and 248."
  • Coordination
  • Clear communication
  • Decisions under pressure
Full guide to Silent Depth
1–12 people 1–4 teams 26 min (configurable from 20 to 30) Medium Computer or tablet · does not work on phones

Firewall Humano

You're the last line of defense.

It's 11:40 PM at Cardal Logística S.A., and the night shift is in charge of the company's shared inbox (guardia@cardal.com.ar). Emails, internal chat messages, texts and voice notes arrive in three waves: legitimate, urgent requests — an invoice due tomorrow, a vendor with a delivery, a coworker who needs a signature — mixed in with phishing, fraud and impersonation attempts. Nobody can classify a message alone: Inbox sees the message the way any employee would, Analyst can inspect the technical layer Inbox can't see, and Context knows the organization — the org chart, who's on vacation, vendors and their registered account, company policy — and can call the registered number to confirm an unusual request.

There's no answer you can memorize: every match draws its messages from a seed, so the second attempt is never the same exam. The team keeps two meters, Security and Operations, and closes the shift in one of six endings depending on how it resolved each message. Reporting everything stalls the business (Operations drops); complying with everything opens the door (Security drops) and, in the most advanced cases, can leave an internal account compromised that keeps sending messages in the following waves — now clean across every technical control.

The roles and what each one sees

Inbox Decide what to do with each message: Comply (do what it asks), Report, Request verification (hands it off to Context and extends the deadline once) or Discard. It's the only role that moves the Security and Operations meters.
What it sees

Every message the way any employee would: the sender's visible name and address, subject, body, the link's text (not its real destination), the attachment's name (not its real type), the remaining deadline, and whether the message allows verification.

Analyst Inspect a layer — each inspection costs 20 seconds off the message's deadline — and mark the technical signal found.
What it sees

The same as Inbox, plus one technical layer per message that gets revealed on inspection: authentication headers (SPF/DKIM/DMARC and the sender's real address), a link's real destination, a domain's age, and an attachment's real file type.

Context Call the registered number when the message allows it — it costs 30 seconds off the deadline — and mark the context signal found.
What it sees

The same as Inbox, plus the full organization, always visible at no cost: the org chart, who's on vacation, vendors with their registered bank account and phone number, and company policy.

What a game looks like, step by step
  1. 1 Lobby and briefing Everyone picks an avatar and a color and marks READY. At the start, the three stations are assigned in secret and the mission is told: it's Cardal Logística's night shift, and the shared inbox doesn't wait until morning.
  2. 2 Wave 1 3 messages arrive over 7 minutes, spaced out with some breathing room between them. This is the wave for settling into the rhythm: every message carries its own deadline, so Inbox can have more than one open at a time while Analyst and Context dig in.
  3. 3 Wave 2 4 messages arrive over 8 minutes. If someone complied with a message that compromised an internal account back in Wave 1, this is where its first message shows up — technically clean, passes every control — replacing one of the usual malicious slots.
  4. 4 Wave 3 4 more messages arrive over 8 minutes, the shift's last chance. If the internal account is still compromised, this wave brings its second message, with a more direct request.
  5. 5 Results and debrief The shift closes in one of six endings — Clean shift, Rough shift, Breach contained, Vendor fraud, Account taken over, or Gridlock — depending on the final meters and whether the compromised account escalated. The Game Master's debrief shows which message each person resolved and with what evidence, plus five questions to talk through what would have changed the outcome.

What the team has to talk about

  • Nobody classifies a message alone. Inbox sees what any employee would see; the technical truth belongs to Analyst and the organizational truth belongs to Context.
  • Reporting everything costs as much as complying with everything. Every wave brings at least one legitimate, urgent request: stalling it has a cost too.
  • Say what you found, not your conclusion: "SPF fails and the domain is three days old" helps Inbox more than "this is phishing, don't open it."

See all the guides

// Measurement and debrief

Observable facts, not personal profiles

When it ends, everyone sees the same result at the same time. What gets recorded is what actually happened during the game: objectives, time, incidents and hints. None of it measures a person — it measures a team solving a concrete problem — and that's on purpose.

The results page

Seen by the players and the facilitator, with the same content.

  • The match's result, and how long it actually took.
  • The objectives completed, one by one, and the ones left open.
  • The hints each team asked for or received.
  • Each person's participation throughout the match.
  • The standout moments, with the minute they happened.

The facilitator's debrief

A separate view, for guiding the final conversation.

  • The timeline of the match's key moments.
  • Errors grouped by type, described by the game itself.
  • The decisions made and the hints that were used.
  • The scenario's debrief questions, to talk it through with the team.

What you'll never find

A design decision, not a technical limitation.

  • Rankings of people.
  • Psychological labels or personality profiles.
  • Comparisons between employees.
  • Individual scores that later factor into a performance review.
Idea, not built yet

Exporting the debrief to PDF for the People team is on the list of possible improvements, not implemented. Today, results and the debrief are viewed from the organization's panel.

// Who it's for and how to start

Every organization, its own space

Built for People teams, team leaders and anyone who has to put together an activity that leaves something behind. People sign in with a link; whoever organizes it manages everything from a panel.

Isolated data and your own branding. Each organization is reached from an address like /your-company, with its own logo and colors.

Were you invited to a session? Use the link you received by email. Questions before deciding? Write to us at larp.latam@gmail.com.

Your own space

Each organization lives in its own data space, with its own branding and an address like /your-company. Actions are kept in an audit log.

People import

Add people by hand, import an Excel or CSV spreadsheet with areas and job roles, or load them through the employee REST API.

Invitations and reminders

Email invitations with a magic link, scheduled reminders, and automatic notices before every session.

Access levels

Admins, managers who set up and facilitate sessions, and participants who only see their own.

REST API

To sync the roster of people from the system the organization already uses, without loading anything twice.

Solo practice

Anyone in the organization can play solo with bots before the session, to show up already knowing how to play.

// Frequently asked questions

What people usually ask us

Missing one? Write to us at larp.latam@gmail.com.

How many people can take part?

Between 4 and 20 per session, depending on the game. Blind Operations and Silent Depth run from 4 to 10; Knowledge Files, Dependency Network and Crisis Room go up to 20, split across several teams playing the same mission in parallel.

How long does it take?

A match runs between 20 and 90 minutes depending on the game and the settings. On top of that there are a few minutes of lobby and briefing at the start, and the debrief at the end, which is where most of the value shows up.

Does it work for remote or hybrid teams?

Yes, it's the case it was built for. Everything happens in real time in the browser, with team chat and a general chat, and voice if the organization has it enabled. It also works with the whole group in the same room.

What does each person need?

A computer with a browser and the link they get by email. There's nothing to install and no password to create: the magic link leads straight to the session's lobby.

Who facilitates the session?

A Game Master, who can be someone from within the organization. They don't play: they set up the session, start it, follow each team's progress, pause, add minutes, send hints and lead the final debrief.

What happens if someone disconnects?

They get a grace period to come back, and on reconnecting they recover their role and the match's state. If they don't come back, the Game Master can hand that station to someone else without restarting anything.

Can you play without the full team?

Yes. Anyone can play solo with novice, competent or expert bot teammates, and the Game Master can fill a session's empty spots with bots. The bots are rules with memory, not generative artificial intelligence: they decide from the same filtered screen a person would see at that station.

Are there rankings of people?

No, and that's a design decision. The games are cooperative: the result belongs to the team. There are no individual scores, no comparisons between people, and no personality labels.

So how is it measured?

With observable facts from the match: objectives completed, time, incidents logged by the game, hints used, and the timeline of what happened. They're material for the debrief conversation, not for evaluating anyone.

What devices does it work on?

Always on a computer. Five of the six games also work on a tablet in landscape; Dependency Network needs a computer. None of them work on a phone: the game screens need 1280 × 720 or more.