C2 · MAKE CAMP · BOARD

Give you a squad, a piece of terrain—
how you deploy your forces is the map of "what matters" in your head.

Sequential decisions under resource constraints (an Assessment Centre classic). It tests structured thinking + prioritization: how you rank your goals when information is incomplete. Your order of trade-offs is your order of values.

3–8 players (incl. 1 facilitator) 60–120 min Indoor + sandbox table
C2 · MAKE CAMP · SEQUENTIAL DECISIONS UNDER RESOURCE CONSTRAINTS

Conditions will change—three times

The facilitator changes the conditions three times in a row, each time allowing only 10 minutes to adjust. Holding still loses no points, and changing loses no points—what loses points is "changing without thinking it through". 20 minutes to deploy, 3 minutes to present, three upheavals; what's being watched is the order of trade-offs.

②The game-theory core

Sequential decisions under resource constraints (an Assessment Centre classic). It tests structured thinking + prioritization: how you rank your goals when information is incomplete.

Reference: the Assessment Centre classic exercise—your order of trade-offs is your order of values.

③Players / Duration / Venue

ItemSpecification
Players3–8 (including 1 facilitator)
Duration60–120 minutes
VenueIndoor + sandbox table

⑦Output

A reconstruction of the individual's order of deployment trade-offs ("your values ranking table") + a three-round adjustment-magnitude curve.

⑧Consequence mechanic

The conditions inevitably upheave and inevitably three times—making the difference between "holding firm" and "rigidity" visible, rather than keeping people comfortable.

⑨Ending tiers

Upper

Mirror

Changes all three rounds, and changes only the critical piece, and states clearly "why this piece".

"You change, and you know where to change—this is a rare ability."

Middle

Iron Armor

Always keeps a reserve, but never adjusts the main formation.

"Steady doesn't equal right, and keeping a card in reserve can't replace seeing clearly."

Lower

Unseen

Either never changes at all, or tears it all down and start over every round.

"What you changed was the plan, not the criterion."

⑩Three lines of insight

For the individual

Your order of trade-offs is your order of values—what you protect first equals what you value most.

For the team

Three upheavals expose "who calculates, who holds, who coordinates".

For the leader

A leadership's first ranking move under incomplete information is more credible than its annual plan.

⑪Deployment checklist

Terrain sandbox table Condition-upheaval cards × 3 Facilitator manual Record sheet Trade-off order reconstruction template
Key reminder: The three condition upheavals will inevitably land; the facilitator gives no hint about which piece to move. Changing or not changing loses no points—only one thing loses points: changing without thinking it through.
Rulebook · For hosts · Print-ready
RULEBOOK · C2 MAKE CAMP

Make Camp · Sequential decisions under resource constraints

3–8 players (incl. 1 facilitator) · 60–120 min · indoor + sandbox table · three condition upheavals

④Rules & steps

  1. The facilitator gives the terrain, forces, supply lines, and one vague objective (e.g. "hold the pass until spring").
  2. Participants have 20 minutes to deploy, then present to the whole group for 3 minutes: why arranged this way.
  3. The facilitator changes the conditions three times in a row (no reinforcements arrive / the supply route is cut / the enemy intelligence was wrong), allowing 10 minutes to adjust each time.
  4. Recorded throughout: who changed the plan, who held still, and which piece they moved first when they changed.

⑤In-game currency and payout table

ItemRule
In-game currencyForces / provisions / rounds the pass survives
Changing conditionsNo points lost
Holding stillNo points lost
PenaltyChanging without thinking it through

⑥Observation points and signal table

idBehavior descriptionWeight
rigidConditions changed three times and the plan never once changedResponsibility +2, Growth −2
flipTears it down and starts over every roundGrowth +2, Wisdom −1
keyAdjusts only the most critical pieceWisdom +2, Responsibility +1
peopleIn trade-offs, protects people before the supply routeConnection +2, Responsibility +1
supplyIn trade-offs, protects the supply route and the retreat firstWisdom +2, Connection −1
askAsks the facilitator questions during the presentationGrowth +2, Wisdom +1
frontPuts the strongest unit up front, keeps no reserveCourage +2, Wisdom −1
reserveAlways keeps a reserve unitWisdom +1, Responsibility +1, Courage −1

HostHost script

  • Opening: the facilitator gives only the terrain, forces, supply lines, and one vague objective, explaining no scoring and giving no examples.
  • 20-minute deployment: no hints, no intervention; during the 3-minute presentation, record only "why arranged this way", without commenting on right or wrong.
  • The three upheavals in order: no reinforcements arrive → the supply route is cut → the enemy intelligence was wrong; each allows 10 minutes to adjust, and never hints which piece should move.
  • Record: who changed the plan, who held still, and which piece they moved first when changing—record each faithfully.
  • No-right-or-wrong principle: state behavior only, never rate; changing or not changing loses no points, and only "changing without thinking it through" loses points.
  • Closing: first reconstruct each person's order of trade-offs (the values ranking table), then produce the three-round adjustment-magnitude curve.

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

This game's exclusive output: reconstruction of the individual's order of deployment trade-offs ("your values ranking table") + a three-round adjustment-magnitude curve.

⑪Materials checklist

Terrain sandbox table Condition-upheaval cards × 3 Facilitator manual Record sheet Trade-off order reconstruction 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.