C1 · SHUNXI · BOARD

Traditional sandboxes compare business results,
the MulanXu sandbox compares decision behavior.

Multi-agent repeated game + incomplete information. Several groups compete against each other, the market upheaves once every 3 rounds; black swans create real pressure, observing "what reason in good times turns into in people". We don't watch who wins—we watch how you win, and how you lose.

4–6 players / group · 2–6 groups 12–36 players total 180 min · 12 rounds Indoor + big screen + host console
C1 · SHUNXI · TWELVE QUARTERS OF MARKET UPHEAVAL

Before comparing business results, look first at decision behavior

One session spans 12 quarters, the market upheaves once every 3 rounds, and black swans fall at random. The result is only Track One; what truly gets recorded is Track Two—how you deform under pressure.

②The game-theory core

Multi-agent repeated game + incomplete information: several groups compete against each other, the market upheaves once every 3 rounds; black swans create real pressure, observing "what reason in good times turns into in people".

Reference: trigger strategies in repeated games—winning once is luck, winning three times is structure.

③Players / Grouping / Duration / Venue

ItemSpecification
Grouping4–6 players / group · 2–6 groups
Players12–36 in total
Duration180 minutes (12 rounds)
VenueIndoor + big screen + host console

⑦Output

  • Track One (revealed first): rounds survived / closing market value / market share / cash / morale → the room cheers or sighs.
  • Track Two (revealed after): six-decision-dimension portrait + pressure-state five-dimension change → the room goes quiet.

For the chairman, three charts: the leadership decision-structure radar (all six dimensions overlaid) / the pressure curve (decision-quality fluctuation across 12 rounds) / the vacancy map (which type of decision no one claimed).

Five metrics: one-voice index / idle index / bandwagon index / risk concentration / vacant dimensions.

⑧Consequence mechanic

  • Attrition cannot be refilled—a real manpower gap.
  • The financing window closes—a real funding constraint.
  • Settlement is not judged by the host—the system executes it automatically, to avoid "reasoning it out".

⑨Ending tiers · Contrasting scripts for two groups per session

Upper

Mirror

Won, and the structure can be reviewed.

"You won, and you won in round 7—given the same situation again, you'll still win."

Middle

Iron Armor

Won, but won on luck.

"You won, but you won on that one gamble in round 7. With this structure, winning once is luck; winning three times is what we call ability."

Lower

Unseen

Lost, and with no consensus mechanism.

"You lost, but you're the only group in the room that acted every round only after reaching consensus. Short term that looks slow, long term it's steady. If the cycle stretched to 20 quarters, I'd bet on you."

⑩Three lines of insight

For the individual

How you deform under pressure matters more than whether you can hold.

For the team

Decision structure (who leads, who is absent) is more worth reviewing than the decision's result.

For the leader

In 3 hours, see in advance how the leadership really looks under market upheaval—this isn't a team-building budget, it's a health checkup for decision risk.

⑪Deployment checklist

Host console system (settlement + big screen) Decision cards per group (4–6 items / round × 12) Black swan cards × 6 Observer record sheet Display template for the three charts and five metrics Debrief script card
Key reminder: Settlement is executed automatically by the host console system, with no manual number changes—this is the premise for Shunxi being reviewable; black swans never rescue or buffer, the pressure must land for real.
Rulebook · For hosts · Print-ready
RULEBOOK · C1 SHUNXI

Shunxi · 12-Round Decision Sandbox

12 rounds × a five-step decision flow · 4–6 players / group · 12–36 in total · 180 min · 15 minutes per round

④Round flow · five-step decision flow (15 minutes per round)

StepDurationContent
Intelligence2 minThe big screen releases 3 pieces of market intelligence, at least 1 of them vague or self-contradictory
Decision8 minIn-group discussion, filling in this round's 4–6 decision points
Settlement2 minSystem settlement; the big screen updates all groups' six metrics
News2 minBroadcast-style announcement of the quarter's key events and live rankings
Record1 minThe observer records this round's in-group behavior signals

Opening six metrics · Black swan cards

Opening (identical for every group, to ensure fairness): Cash 100 / Market share 20% / Team morale 70 / Tech reserve 30 / Brand 50 / Capacity 60.

Black swans (one triggered at random every 3 rounds):

  • Sudden policy shift (compliance costs double)
  • Loss of a major client (revenue −30%)
  • Technological disruption (main product line loses 40% of value)
  • A core executive is poached (this group loses headcount and cannot refill)
  • Capital winter (the financing window closes)
  • Public-opinion crisis (brand −25%)

⑤In-game currency and payout table

Currency / MetricOpening baseline
Cash100
Market share20%
Team morale70
Tech reserve30
Brand50
Capacity60

Cash + six metrics: each round's decision points affect the metrics, and the metrics affect the resources available next round. The settlement formula is executed by the host console system, with no manual number changes, ensuring reviewability.

⑥Observation points and signal table

idBehavior descriptionWeight
betGoes all-in in a critical roundCourage +2, Wisdom −1
conservativeConservative throughout, never betsWisdom +1, Courage −2
consensusActs every round only after reaching consensusConnection +2, Responsibility +1
onespeechOne person dominates this round's decision (triggers one-voice)Wisdom +1, Connection −2
blameAfter a black swan, attributes it to othersConnection −2, Responsibility −2
composeAfter a black swan, reorganizes the plan within 2 minutesGrowth +3, Responsibility +2
silentAfter a black swan, says nothing for the whole roundCourage −2, Connection −2
longviewSacrifices current profit for long-term metricsWisdom +2, Growth +2

Dimensions: full five-dimension coverage + six decision dimensions + pressure-state delta.

HostHost script

  • The opening states just one sentence: "This isn't team building, it's a decision checkup." Then collect phones, hand out decision cards, and explain no more of the gameplay.
  • Intelligence step: the big screen releases 3 pieces of intelligence, at least 1 vague or self-contradictory; the host reads only, never edits.
  • Decision step: enforce only the 8-minute hard stop, no hints, no commenting on in-group disagreement.
  • Settlement step: settled automatically by the host console system; the host reports numbers only, never explains or defends.
  • News step: announces the quarter's key events and live rankings in broadcast style, without judging how high or low the ranks are.
  • Record step: the observer ticks the 8 signals, records the original behavior, and makes no personality comment.
  • After a black swan lands: no rescue, no buffer—observe who reorganizes the plan within 2 minutes, who goes silent, who attributes it to others.
  • Closing: dual-track settlement—Track One revealed first (the room cheers or sighs), Track Two revealed after (the room goes quiet), then into the debrief script card.
  • No-right-or-wrong principle: the host states behavior only, never rates, never judges personality; in-game violations (breaking an alliance, private card swapping, impersonation) are not grounds for elimination but are recorded as behavior signals.

⑦The three output layers

ReportDelivered toContentBoundary
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

Track One (revealed first): rounds survived / closing market value / market share / cash / morale. Track Two (revealed after): six-decision-dimension portrait + pressure-state five-dimension change.

⑪Materials checklist

Host console system (settlement + big screen) Decision cards per group (4–6 items / round × 12) Black swan cards × 6 Observer record sheet Display template for the three charts and five metrics Debrief script card
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.