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.
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
| Item | Specification |
|---|---|
| Players | 3–8 (including 1 facilitator) |
| Duration | 60–120 minutes |
| Venue | Indoor + 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
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."
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."
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
Your order of trade-offs is your order of values—what you protect first equals what you value most.
Three upheavals expose "who calculates, who holds, who coordinates".
A leadership's first ranking move under incomplete information is more credible than its annual plan.
⑪Deployment checklist
Make Camp · Sequential decisions under resource constraints
3–8 players (incl. 1 facilitator) · 60–120 min · indoor + sandbox table · three condition upheavals
④Rules & steps
- The facilitator gives the terrain, forces, supply lines, and one vague objective (e.g. "hold the pass until spring").
- Participants have 20 minutes to deploy, then present to the whole group for 3 minutes: why arranged this way.
- 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.
- Recorded throughout: who changed the plan, who held still, and which piece they moved first when they changed.
⑤In-game currency and payout table
| Item | Rule |
|---|---|
| In-game currency | Forces / provisions / rounds the pass survives |
| Changing conditions | No points lost |
| Holding still | No points lost |
| Penalty | Changing without thinking it through |
⑥Observation points and signal table
| id | Behavior description | Weight |
|---|---|---|
rigid | Conditions changed three times and the plan never once changed | Responsibility +2, Growth −2 |
flip | Tears it down and starts over every round | Growth +2, Wisdom −1 |
key | Adjusts only the most critical piece | Wisdom +2, Responsibility +1 |
people | In trade-offs, protects people before the supply route | Connection +2, Responsibility +1 |
supply | In trade-offs, protects the supply route and the retreat first | Wisdom +2, Connection −1 |
ask | Asks the facilitator questions during the presentation | Growth +2, Wisdom +1 |
front | Puts the strongest unit up front, keeps no reserve | Courage +2, Wisdom −1 |
reserve | Always keeps a reserve unit | Wisdom +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
| Report | Delivered to | Content | Boundary |
|---|---|---|---|
| Personal report | The individual | Five dimensions / 16 types / six-decision-dimension radar / blind-spot list / ending tier / insight | Visible to the individual only |
| Team report | Team / HR | Team personality map + complementary network + cooperation decay curve + three metrics | Aggregated results only, no names |
| Leader report | Decision-makers | Three charts + five metrics + structural and risk conclusions | No 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.