On-site Assessment/Game System
GAME SYSTEM · Three Tiers · Twelve Games

It isn't playing games,
it's turning choices into evidence.

Twelve truly playable on-site games, four session packages. Every choice lands as a behavior tag; tags carry dimension weights; the weights converge into three reports — personality, team and decisions. The "result / personality type / consequence / ending / insight" you asked for is all derived from one and the same causal chain, never written by hand.

12 games Three tiers 4 session packages Printable rulebooks throughout
CORE · One Unified Rulebook Core

The whole system runs on a single causal chain

Every game shares one and the same core, with no inventing your own. That is what makes a single session's behavior accumulate, compare and retell — after 151 choices, confidence can reach 95%.

01Causal Chain

choice → behavior tag (signal) → five-dimension weighting → 16 Mulan personality types → ending tiers → insight; a side branch: six decision dimensions + team metrics → team report / Leader Report. The "result / personality type / consequence / ending / insight" the user asks for is all derived from this chain.

02Five Dimensions · Personality

Ownership / Courage / Connection / Wisdom / Growth. Following the established authoritative definitions, unchanged.

03Six Decision Dimensions · Behavior Under Pressure

Information dependency / risk appetite / decision speed / tolerance for dissent / stability under pressure / long-termism.

04Behavior Tag (signal)

Format follows the established signals mechanism: id (the tag's English name) / t (behavior description, for the host's verbatim record) / vec (dimension weights). A game usually defines 8 tags, weight range −3 ~ +3; the same tag triggered repeatedly within one session accumulates per occurrence, capped at ±6 per session.

05Triangulation · Three Perspectives Crossed

In-game behavioral observation × pre-game self-perception (30-question silent baseline) × anonymous peer review (≥3 people). When all three agree → consensus, written into the team report; when they disagree → blind spot, written into the personal report. The degree of agreement converts into that report's confidence coefficient.

06Dual-Track Settlement

TrackContentRelease Timing
Track One · VisibleProvisions / copper / market value / inventory / win-loss rankingReal-time in-game + announced first at settlement
Track Two · InvisibleBehavior tags → changes in the five dimensions → decision profile (six-dimension radar) + pressure-state delta10 minutes after settlement

07Ending Tiers · Unified Three Levels

LevelNameDeterminationVolume
UpperMirrorSaw, on the spot, the self that others see, and changed one concrete behavior / wrote down one concrete change there and thenVolume III · Mirror
MiddleIron ArmorReceived the difference data but converted it into no actionVolume II · Iron Armor
LowerUnseenOnly won or lost inside the game, taking away no information about oneself—

Every ending must carry three insights: for the individual / for the team / for the decision-maker (leader). This is where "an ending that gives everyone an insight" lands.

08Anti-Faking and Rule Violations

  • Triple anti-faking detection: social-desirability items / response time / straight-line answering; once detected, weight tips toward the behavioral items, and the confidence is lowered accordingly and stated openly.
  • In-session violations: breaking an alliance, swapping cards privately, impersonation → not elimination, but recorded as behavior tags (a broken promise is itself the best data).
  • No right-or-wrong principle: the host states behavior only, does not rate it, does not judge personality.
INDEX · Twelve Games at a Glance

Every game has its own page and rulebook

Open any game: the top screen is the introduction and the game-theory core, the bottom screen is a directly printable host-side rulebook — with timing, scoring, scripts and a materials list.

A1

Triangular Mirror

Stack three datasets — "the me I think I am," "the me others see," "the me I actually am" — onto one and the same chart.

1 person (peer reviews ≥3)20 min
View rulebook→
A2

Blind-Spot Auction

Bid with real auction currency on the matter of "how well I know myself" — and see whether you overpay.

8–40 people25 min
View rulebook→
A3

Hundred Costs

Both options in every question carry a cost — this is measurement, not a questionnaire.

1 person20–45 min
View rulebook→
A4

Compound Gate

Twelve gates, each asking only one question — take it now, or wait a while longer.

1–6 people25 min
View rulebook→
B1

Fault Lines

Lay a team's real cognitive disagreements on the table there and then — and see exactly how they get flattened.

8–40 people20 min
View rulebook→
B2

One Cauldron

Turn "will the team actually chip in money and effort together" into arithmetic — and arrive at one key number: 62.5%.

8–40 people35 min
View rulebook→
B3

Wordless Pact

Not a word written, not a signature given — see how much each of you puts out and how much comes back across the whole team.

12–24 people30 min
View rulebook→
B4

Complementary Puzzle

Let everyone see — my weak spot is exactly the strong suit of the person beside me.

12–40 people30 min
View rulebook→
B5

Pressure Drill

Watch behavior deform under real pressure — the most accurate setting for behavioral observation, and the only segment that makes people sweat.

12–40 people40 min
View rulebook→
C1

Shunxi

A conventional sandbox compares business results; the MulanXu sandbox compares decision behavior — we don't look at who wins, we look at how you win and how you lose.

12–36 people180 min
View rulebook→
C2

Make Camp

Give you a troop and a stretch of terrain — how you deploy them is the map in your head of "what matters."

3–8 people60–120 min
View rulebook→
C3

Market · Twelve Stalls

Give you a shop and twelve months. The most honest thing about business is this: every month it tells you once that you were wrong.

2–5 people40–70 min
View rulebook→
PACKAGES · Session Bundles

Four packages, from 60 minutes to two days

On a tight budget, start with the Icebreaker Package; mid-level teams take the Collision Package; the decision layer takes the Leadership Checkup Package; annual-scale engagements take the Restructuring Package.

Icebreaker Package

60 min
Small teams · first experience · limited budget

Wordplay · Odd One Out (warm-up) → Triangular Mirror quick version → Fault Lines, 3 questions → One-Sentence Commitment

Collision Package

180 min
Mid-level teams · cross-department · blending new and veteran

Silent Baseline → Triangular Mirror → Fault Lines → One Cauldron → Wordless Pact → Closing

Leadership Checkup Package

180 min
The decision layer of one company (4–6 per group, 2–6 groups)

Silent Baseline → Complementary Puzzle → Shunxi, 12 rounds → Dual-Track Settlement → Closing

Restructuring Package

2 days
Top leader + executive team · annual scale

Day 1 full run of Tiers A + B → Day 2 C1 Shunxi + C2 Make Camp + role mapping → pact signing + 90-day debrief checkpoints

TIMETABLE · Host Timetable

Take away a table you can follow directly

Examples below. Each game page has its own game-length timetable; the session-level timetable is for the host to check against on site.

ICEBREAKER PACKAGE · 60 MIN
Time slotSegmentHost action
00–05Entry · say only one line: "This isn't team building, it's a checkup."Collect phones, hand out name badges
05–20W Wordplay · Odd One Out (warm-up, 2 rounds)No commentary; just note "who spoke first"
20–40A1 Triangular Mirror quick version (20 self-assessment questions + peer-review summary)Show differences only, no commentary
40–55B1 Fault Lines, 3 questions (question 1 is the anonymous baseline)Read the question, 30 seconds to answer, publish the distribution
55–60Closing Two · One-Sentence CommitmentEach person one line: "Starting today, I give myself permission to ______"
COLLISION PACKAGE · 180 MIN
Time slotSegmentHost action
00–15Entry · Silent Baseline (30 questions, no talking)Collect phones, hand out answer sheets, say only one line: "Establish the behavioral baseline first"
15–35A1 Triangular Mirror (self- and peer-assessment differences on screen)Show differences only, no commentary
35–60B1 Fault Lines, 5 questionsRead the question, 30 seconds to answer, publish the distribution
60–100B2 One Cauldron, 6 roundsControl the pace; switch the public/punishment mechanism at round 4
100–135B3 Wordless Pact, 4 roundsRotate roles; publish the return rate from round 3
135–165Team profile on screen + interpretationThree charts on the big screen + five metrics
165–180Closing (pact signing + One-Sentence Commitment)Print and sign, sync to the AI team space
Compliance Statement 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.