B3 · WORDLESS PACT · TEAM

Not a word written, not a signature given—
see how much is given out and how much comes back.

The Trust Game (Berg, Dickhaut & McCabe, 1995) + reputation (KMRW, 1982) + tit-for-tat (Axelrod, 1984): standard game theory predicts A gives 0 and B returns 0, yet in real experiments A gives about half on average and B returns about a third—only a repeated game + reputation + accountability lets goodwill grow.

12–24 players (paired up) 30 minutes · 4 rounds Indoor + big screen 30 vouchers / round
B3 · CONTRACT · WORDLESS PACT

Goodwill needs to be accountable before there is a next time

① Positioning in one line: Not a word written, not a signature given—see how much "what I give out" and "what comes back" are in a full team.

02The game-theory core

The Trust Game (Berg, Dickhaut & McCabe, 1995) + reputation (KMRW, 1982) + tit-for-tat (Axelrod, 1984). Standard game theory predicts: A gives 0, B returns 0. Real experimental results: A gives about half on average, B returns about a third. Only a repeated game + reputation + accountability lets goodwill grow.

Goodwill needs to be accountable before there is a next time.Reference: Berg et al. (1995); Axelrod (1984); KMRW (1982)

03Players / Grouping / Duration / Venue

12–24 players (paired up, 4 rounds); 30 minutes; indoor + big screen.

07Output · Three reporting layers

A whole-room trust-water-level curve (mean A contribution across 4 rounds) + an individual "trust–return" pairing coordinate (propensity to delegate × propensity to reciprocate).

ReportFor whomHard constraint
Personal reportThe individualVisible to the individual only
Team reportTeam / HRAggregated results only, no names
Leader reportDecision-makersNo names, no individual raw five-dimension values

08Consequence mechanic

Punishment is not free (A also pays 5 vouchers)—this is the core of the design: only costly accountability is credible accountability.

Key reminder: Accountability has a cost: A spends 5 vouchers to have the other side docked 15. So a credible pact is never "you must trust", but "let trust be rewarded and betrayal be costly".

09Ending tiers

Upper · Volume Three · Mirror

Mirror

Return rate ≥1/3 and punishment used very rarely across the room (≤2 times).

You have both trust and the ability to make trust hold—this is rare.

Middle · Volume Two · Iron Armor

Iron Armor

Mean A contribution of 30–50%, everyone engaging in "defensive cooperation".

You gave, but each time just enough to be safe. Trust was quantified into risk control.

Lower

Unseen

Gives 0 in round 1.

Under pure anonymity, reason makes you give nothing. So what you need is the premise of "will we still cooperate next time".

10Three lines of insight

For the individual

The amount you give out is your quote on "human nature", not on any one person.

For the team

What keeps goodwill going isn't morality, it's "there's a next time" and "it can be held accountable".

For decision-makers (leaders)

What a system should do isn't demand that employees trust, but let trust be rewarded and betrayal be costly.

11Deployment checklist

Vouchers (30 per A / round) Pairing envelopes (for anonymous rounds) Return-rate display template Punishment slips Big-screen trust-water-level curve
Rulebook · For hosts · Print-ready
B3 · CONTRACT · RULEBOOK

B3 Wordless Pact · Host Rulebook

12–24 players (paired up) · 30 minutes · 4 rounds · indoor + big screen

04Rules & steps (with timing)

  1. 0–3 min Pair up: A (the investor) holds 30 vouchers, B (the trustee) holds 0; from round 2, roles swap.
  2. Two steps each round (2 minutes each): A decides how much to give B (0–30); the amount given is multiplied ×3 into B's hands; B decides how much to return to A (0 to the amount received).
  3. Round 1: anonymous pairing, no one knows who the other is, no consequences.
  4. Round 2: repeat one round with the same counterpart (B knows it's the same person)—observe the change once "knowing there's a next time".
  5. Round 3: reputation made public, the room reveals every B's "return rate".
  6. Round 4: punishment enabled, A may spend 5 vouchers to dock the other's payoff by 15 (must give a reason).
  7. Settlement: reveal the room's "trust water level" (mean A contribution across 4 rounds) and the distribution of "return rates".

05In-game currency and payout table

ActionPayout
A gives x vouchersA keeps 30−x; B receives 3x
B returns y vouchersB keeps 3x−y; A ends with 30−x+y
A punishesA −5 vouchers; B −15 vouchers
Rational equilibrium (subgame perfect)A gives 0, B returns 0 → both end up worst off

06Observation points and signal table

idBehavior descriptionWeight
trustA gives ≥20 vouchersConnection +3, Courage +1
zeroA gives 0 vouchers ("rational" defense)Wisdom +1, Connection −2
repayB returns ≥ 1/3 of what was receivedResponsibility +3, Connection +1
keepB returns ≤10%Responsibility −3, Wisdom +1
repeatRound 2 (knowing it's the same person) gives more than round 1Growth +2, Connection +1
revealProactively raises the return after reputation goes public in round 3Growth +3, Responsibility +1
punishUseUses punishment and can give a reasonCourage +2, Responsibility +1
nopunishKnows they were cheated yet does not punishConnection +1, Courage −2

Dimensions: Connection / Responsibility / Courage / Growth / Wisdom.

—Host script

  • "In round 1, the money you give out arrives in the other's hands ×3. You can give 0, and the other can return 0 at any time."
  • "In round 2, it's still the same person across from you. In round 3, the room will see every B's return rate."
  • "In round 4, you may spend 5 vouchers to dock the other 15—but please state your reason clearly."

07Output · Three reporting layers

A whole-room trust-water-level curve (mean A contribution across 4 rounds) + an individual "trust–return" pairing coordinate (propensity to delegate × propensity to reciprocate).

ReportFor whomContentHard constraint
Personal reportThe individualFive dimensions / 16 types / six-decision-dimension radar / blind-spot list / ending tier / insightVisible to the individual only
Team reportTeam / HRTeam personality map + complementary network + cooperation decay curve + three metricsAggregated results only, no names
Leader reportDecision-makersThree charts + five metrics + structural and risk conclusionsNo names, no individual raw five-dimension values

11Materials checklist

Vouchers (30 per A / round) Pairing envelopes (for anonymous rounds) Return-rate display template Punishment slips Big-screen trust-water-level curve template
Compliance This game is a reference tool in the style of self-exploration and team collaboration. It does not constitute psychological diagnosis, medical advice, an ability assessment, or a basis for HR decisions. Results are affected by the state of the moment and are for reference only. The personal report is visible only to the person concerned; to the enterprise we deliver only team-level aggregated results; peer reviews are presented anonymously; and none of it serves as a basis for HR decisions.