A2Z · the workshop games, A to Z
Multiplayer games for workshops: each one hides a lesson inside play. The obvious move backfires, the room sees the cost, and then everyone talks about why. That is the point.
Twenty-four games, live now Runs in a browser, no installs 6 to 20 players Built for facilitators
The roster · pick a game to see it up close
A season is a portfolio of bets
A team shares one nine-plot farm, a big loan, and two years on a live clock. Every plot is a bet, cheap and fast or dear and slow, and the upkeep bill lands whether you planted or not. Then the weather turns.
The fix is never on your own panel
One live machine, six stations, everyone's hands on it at once. Power and strain are shared, and whoever sees trouble first holds no controls. Six worlds, from a starship to an ER to a mountain.
Information is the cheapest thing on the shelf
One crew, one ship, one purse, an open chart. Provision a hold that cannot carry everything, argue the route, and meet pirates and storms with the odds on the card. One captain commits; everyone advises.
The clue was on the board. Someone had to say it out loud
A team sealed in a room, a clock burning down. Inspect objects, pin what you find to a shared board, and chain the clues into real puzzles. Solve your way out, or your way in to stop what must be stopped.
Good feedback is contextual
Giving feedback that fits the person: the same words land differently for a report, a peer, your boss, or a client. Each situation, you pick when to say it, what to name, and how. Solo, pairs, or panel.
You do not get told who matters
Client centricity, one customer at a time. You care for someone easy to overlook who secretly matters most, reading them moment by moment and giving the right touch, not the most. Six worlds.
Receiving feedback is the harder half
Taking feedback well, the half no one teaches. It lands on you, and you choose how you react, how you dig in, and what you keep. The skill is staying open and discerning, not just accepting. Sixteen worlds.
The excuse is true. It was never the point.
Personal accountability under fire. One rough stretch, ten setbacks, and every one hands you a valid excuse. At each you pick a rung: own it, or blame, excuse, and wait below the line. Ten worlds.
You think you would spot the trap. You will fall for more than you think.
Twenty quick traps for the mind, one bias each. Answer innocent-looking questions on your phone; each reveal names the bias and shows the room’s own numbers. Predict how many will catch you, then find out. Two worlds.
Your profile says what you prefer. The day measures what you do.
The session for right after the Thomas-Kilmann assessment. One manager’s brutal day, ten conflicts, the same five unlabeled moves each time, and the day needs every mode exactly twice. Nine worlds.
Delegation: the when, the whom, and the how
A solo, multi-week delegation sim. Each week your inbox overflows; for every item you keep it, hand it off, or let it go, and choose to whom and how closely. The weeks compound. Newsroom world, reskinnable.
Complex problems are webs, not lists
A solo, timed analytical case. Study the data, pick a site, and assemble eight systems whose constraints all interlock. Failed guesses cost you and lock your console, so it rewards verification, not speed.
Chase the number and the town bills you for everything you ignored
The whole room builds one 3D town from their phones. Works bring jobs and smog, homes need power and clean air, roads or gridlock. Chase the resident goal alone and the systems you ignored quietly empty it out.
Everyone painted correctly. That was the problem.
One shared pixel canvas, one commission the room paints together. Except the briefs quietly differ, and good-faith work keeps undoing itself. A second mode sets rival guilds loose on the same wall.
The plan is made at basecamp. Everything true happens on the way.
A night expedition where the shop sells you a beautiful plan, then the mountain changes mid-climb. The game measures how long you keep walking a route your own map already says is dead. VUCA, without the slides.
Shared context is built, not found
Say a workplace moment in five emojis; your partner picks what you meant. Conventions form, then the partners quietly swap and the room feels what every new hire feels. The opener: cute, fast, and sharper than it looks.
When a measure becomes a target
Ten hours a week, split between the real work and looking busy. The dashboard rewards the wrong one, and crowns the wrong person on schedule. Green on the outside, red on the inside.
Cash flow is not profit
A small resort where the guest is god and the fixed bill fires every week, full house or empty. Serve everyone at any cost and you burn out. The creed, read right, was always about the host.
Generosity is positive sum
A valley of orchards and a common grove nobody owns. Seeds given to neighbours come back as canopy; the givers finish fullest and lift everyone with them. The happy one: no trap, and the good years were never luck.
The tragedy of the commons
A shared reservoir, one dry season, and every farmer drawing what they need. Each choice is reasonable. The water still runs out. Felt in your own hands, not read in a case study.
The bullwhip effect
A line of stockrooms passing orders up a chain nobody can see the end of. A small wobble in demand becomes a whip crack upstream. What you cannot see, you overreact to.
Quality against the quota
A watch bench under a shipping target. Inspect each piece, find the fault a glance would miss, or make the number. Attention to detail is easy to preach and hard to hold when the clock runs.
Most deals are not a fixed pie
A spice mandi. You haggle multi-issue deals across the aisle, each side holding a private payoff sheet. Trade away what you care less about for what you care more about, and the pie grows.
Awareness is not immunity
A live vote on everyday calls. Unknown to the room, it is split in two, each half seeing the same choice worded a hair differently. At the reveal, the halves pull apart, showing what moves a room, not what it thinks.
The roster