Facilitator Kit
Run a 60-minute Rush Q session
Everything you need to lead a room, already written. This page is the script: a minute-by-minute agenda, the exact prompts to read aloud, a note on what to watch for in each round, and a live timer to keep the session moving. Open it on the shared screen or print the one-page guide and go.
- Length
- ~60 minutes
- Group size
- 4 to 12 people
- You need
- A screen or printout. No prep.
- Core activity
- Instinct reaction deck
Round timer
Pick a preset or start a round below.
The 60-minute run of show
Five phases. The middle three rounds are the heart of it: present a tension, let the table pick a card, reveal the instinct each card leans toward, then discuss. The prompts and notes for every round are written out further down.
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0–8 min
Arrival and framing
Set the frame out loud: there are no right answers today. Every card on the table is a defensible way to lead, and the point is to notice which one you reach for first and why. Say the room is a safe place to be honest about instincts. Keep real names and real incidents out of it.
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8–48 min
Instinct rounds × 4
For each round: read the tension aloud, give the table two minutes to privately pick one of the four cards, then reveal what instinct each card leans toward and open the discussion prompts. Around ten minutes per round. The full script for all four rounds is below.
Jump to the round scripts -
48–56 min
Debrief and Style Compass
Ask each person which card they reached for most across the four rounds. That tally is their Style Compass. Name the pattern in the room out loud: where did it cluster, where did it split. The split is the interesting part, not the consensus.
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56–60 min
Close
One takeaway each: name one instinct you want to lean on more, and one you want to catch yourself reaching for. Point people to the other modes if they want to keep going on their own time.
Round scripts
Read the tension, let the table pick, then use the facilitator note and discussion prompts. Each round has a built-in five-minute timer for the pick-and-discuss window. Run the live version in Instinct if you want the Style Compass tally done for you.
Format B — Plan the Year: a 90-minute consequence workshop
Classic Mode doubles as a consequence simulator. Beneath the visible reputation score sits a hidden Foundation — the health of the team and the codebase. Expedient plays (shipping on tech debt, chronic understaffing, letting work rot) quietly erode it, and when it craters the bill arrives quarters later: someone burns out and quits, or a deferred problem blows up in production. Every decision and its downstream consequence is recorded and replayed at game end as a Story of the Year — a cause-and-effect timeline (“the Q3 crunch → a senior quit in Q6”) that is the debrief artifact. This format compresses months of organizational karma into one session and teaches two things: planning ahead and that shortcuts are loans.
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0–10 min
Framing and written forecast
Stations of 1–2 people, each with Classic Mode open. Frame it: “You are a tech manager with eight quarters to prove yourself. The score on the screen is your reputation. It is not the whole truth.” Before anyone plays, each station fills the forecast box on the handout: projects they expect to complete, final reputation, and where they think their team health will end. The forecast is the hook — the game will confront it.
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10–65 min
Play the year, with two forecast checks
Stations play at their own pace. Pause the room twice — after Q3 and after Q6 — for a two-minute check. Read aloud: “Look at your Foundation band. What bill have you already run up that has not arrived yet? Say it out loud before the game says it for you.” Naming the coming consequence before it fires is the planning-ahead rep. Watch for the station that is winning on reputation while its foundation reads Cracking — they are your best debrief material.
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65–85 min
Story of the Year debrief
On the game-over screen every station opens Story of the Year and reads its timeline. Project one or two on the shared screen — pick a station whose consequences carry a “seeded in Qn” tag. Then work the debrief questions below. Keep the thread concrete: every in-game consequence gets matched to a real-world equivalent the room has actually lived.
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85–90 min
Close: one commitment
One sentence each: “The shortcut I will stop treating as free is…” Collect them; they are the follow-up email.
Debrief questions
Ask them in order; each moves from the game outward to the room.
1. Which consequence in your Story could you have named back when you seeded it? What told you?
2. Compare your Q1 forecast to the final screen. Where was the gap — and was it optimism about output, or blindness about cost?
3. Your foundation ended Solid / Strained / Cracking / Crumbling. What is the real-life version of that band for your team right now?
4. Which shortcut felt free when you took it? Who paid for it, and when?
5. What would “playing for the foundation” look like in our next real quarter — name one concrete behavior.
Which mode for which session
Instinct is the engine of this 60-minute kit, but the other modes fit different rooms and time budgets. Pick the one that matches your goal.
Instinct
This session, and any leadership offsite or team retro.
The reaction deck this playbook runs on. Eight sharp tensions, four cards each, no scores. Ends in a Style Compass that maps how someone leads under pressure. Fast, discussion-first, no rules to teach.
Exercises
For a follow-up session on judgment.
Start from a baseline hand and see how a given manager style would dim or add cards. Good after Instinct, when the room wants to test specific calls rather than surface instincts.
Starter Mode
For the arrival window, or total newcomers.
A provably fair 10-minute duel against a rival who always crunches: pick a project, pick a pace, watch the health bar. Fits inside the 0–8 minute arrival slot as a self-serve warm-up, and it pre-teaches the exact vocabulary the Plan-the-Year debrief uses.
Quick Mode
For a 15-minute taste of the full game.
A three-quarter game against AI. Use it as a warm-up before a longer session, or as the thing people take home to try the mechanics solo.
Classic Mode
For the 90-minute consequence workshop, or a game night.
The full eight-quarter game, now with the hidden Foundation axis and the Story of the Year recap — a consequence simulator that teaches planning ahead and the cost of shortcuts. Run it with the Plan the Year format above.