P:C Professional Edition

PROJECT:COUNTDOWN!

THE CARD GAME · PROFESSIONAL EDITION · RULEBOOK · PLAYTEST 0.1

Get the project through all ten stages, together. Then find out why it went the way it did.

3–8 PLAYERS+1 FACILITATORUP TO 40 AT 5 TABLES90–150 MINUTES10 STAGES1 FACILITATOR

Two card games, one set of scenarios

This is the Professional Edition. It isn't the Party Game.

The Party Game

Crisis & Response

Competitive and quick: 30–40 minutes, a rotating Sponsor judges the funniest answer, and the Audit checks whose answers held up. Sold as standalone boxes for game nights and team socials.

Read the Party Game rules ↗

The Professional Edition

This rulebook

Co-operative and deliberate: a table runs one project through the ten stages of a change, every decision tied to a practice in the Database, and a structured debrief afterwards. Sold as discipline bundles for organizations, and run in workshops with Third Person Consulting.

Both games draw on the same fictional companies, crises and Best Practices and Standards Database as the digital Project: Countdown! Only the rules, the length and the purpose change.

TO:The project teamFROM:The sponsorRE:How this works

Win together: finish all ten stages with the meters where the scenario needs them. Win alone: meet your hidden objective too.

  1. Each round is one stage of a change, from Diagnose to Adapt.
  2. A Decision card puts a real choice on the table. Its three options are shuffled, so the careful one isn't always first. The role with the decision rights makes the final call.
  3. Everyone secretly plays action cards, paid for with Energy, and may talk to coworkers or investigate, which draws Tip and Evidence cards. Some tips are wrong.
  4. Events arrive. Each says what would have prepared you. If the table did it, the event is softened.
  5. At Measure, the table files its findings on the case, including "not established" where the evidence doesn't decide it.
  6. The scenario's Ending card says how it went. Then the debrief says why.

Three to eight players, plus a facilitator who runs the table and the debrief. A meter board with sliders, no pencils. Groups without a facilitator can play; one player then reads the facilitator's cards.

What's in a bundle

One bundle: a discipline, four to six scenarios

72Action cardsTwelve per role, from the original Project: Countdown! card set: cancel an event, reveal a hidden risk, coach a colleague, buy time.
4–6Scenario packsEach with a scenario sheet, 10 Decision cards, 8 Event cards, 12 Evidence cards, 6 Tip cards, 6 hidden objectives and 5 Ending cards.
1Meter boardSix meters with sliders, the ten-stage track and the clock.
12Hidden risk tilesFace down each stage: 0, 1 or 2 risk nobody saw coming.
24Ready tokensProof the table prepared: an intel, a careful decision, a rehearsal.
60+Practice cardsThe practice behind each decision, its evidence tier and its limits, with a Database ID.
3Take Five cardsShort pauses during play: predict what happens, then see.
1Facilitator kitA scripted debrief, learning-outcome cards, a causal-replay mat and follow-up cards for the weeks after.

Card counts are playtest drafts. Each scenario pack is adapted from a scenario in the digital game, with the same company, cast and Database links.

Eight seats and a facilitator

Every role sees something the others don't

Each role has Energy (refreshes every stage), Influence (one pool for the whole game) and Authority (who acts first, and who holds the decision rights). The scenario sheet renames each seat for its industry, so the CIO might be a Systems Owner on a construction job or a Plant Manager in manufacturing.

CIO · SYSTEMS OWNERAUTH 9 · E2 · I2

Holds the decision rights on technology choices.

Sees the security and integration risks on Event cards before they're read aloud.

DIRECTOR OF OPERATIONSAUTH 8 · E2 · I3

Holds the budget and the schedule.

Sees the real deadline on the scenario sheet, which may not match the announced one.

PROJECT MANAGERAUTH 7 · E3 · I2

Runs the stage: reads the Decision card and calls the vote.

Sees one Evidence card each stage that nobody else drew.

PEOPLE & TRAINING LEADAUTH 6 · E2 · I3

Owns readiness: who can do the new work, and how anyone knows.

Sees MORALE and ADOPT effects before an option is chosen.

TECHNICAL COORDINATORAUTH 5 · E3 · I1

Knows how the work is actually done.

May flip this stage's hidden risk tile before choosing actions.

NEWEST PERSONAUTH 3 · E2 · I1

Asks the obvious question.

Once per game, may make the table read the back of a Tip card aloud. Gains XP and is promoted at 4.

VENDORAUTH 4 · E3 · I2

Seat 7. Sells the solution, and knows its real limits.

Sees the "Ready if" line on Event cards about the product before they're read. Has a hidden objective that may pull against the team's.

CONSULTANTAUTH 2 · E2 · I3

Seat 8. The outside view, with no authority.

May draw one extra Evidence card each stage, and must share it. Can't make a decision, only recommend one; the debrief asks whether anyone listened.

FACILITATORNOT A PLAYER

Runs the table: the clock, the Event cards, Take Five and the debrief.

Plays the client and the people the scenario calls for, answers "ask a coworker" in character from the Tip cards, and keeps the Dissent record. Never steers the decision.

With three players, the Director of Operations, Project Manager and CIO play; the other roles' decks contribute one card each stage, in rotation, so no meter goes uncovered. Seats 7 and 8, the Vendor and the Consultant, join at seven and eight players. Above eight, run a second table with its own facilitator, or seat players in pairs sharing a role.

The meter board

Six meters and a clock

TIME 6Ticks down every stage.
BUDGET 6Spent by careful choices and rework.
RISK 3Lower is better. 10 ends the game.
QUALITY 4Is the work right?
ADOPT 3Are people using it? Fades each stage.
MORALE 6At 2 or less, everyone loses 1 Energy.

The scenario sheet can rename a meter (ADOPT becomes "Crew buy-in" on a job site) and sets the success line. The default: at the end, TIME and BUDGET at least 1, RISK at most 6, QUALITY and ADOPT at least 6.

Setup · about 10 minutes

Before the first stage

  1. Choose a scenario pack

    Read the scenario sheet aloud: the company, what's at stake, what broke this morning, and the deadline.

  2. Seat the roles

    Each player takes a role board, its action deck and a hidden objective, dealt face down. Draw five action cards. The facilitator takes the Event cards, the Tip cards and the Take Five cards.

  3. Set the board

    Meters to the scenario's starting values, the stage marker on Diagnose, the scenario's Decision cards in stage order, the Event cards shuffled into the slots the sheet marks.

  4. Read the learning outcomes

    The facilitator reads the scenario's three learning outcomes. They're the same ones the debrief comes back to.

Short on time? Play Express: five stages (Diagnose, Prepare, Apply, Adopt, Adapt), about 60 minutes plus the debrief.

One stage · about 10 minutes

Ten stages, the order a change really runs

1DIAGNOSE2DEFINE3PREPARE4LEARN5APPLY6VERIFY7ADOPT8SUPPORT9MEASURE10ADAPT
  1. Set the scene

    The Project Manager reads the stage line on the scenario sheet. Flip this stage's hidden risk tile face down.

  2. Talk and investigate

    Anyone may spend 1 Energy to ask a coworker (draw a Tip card) or investigate (draw an Evidence card). Tips are people's opinions; some are wrong, and the back says so only at the debrief. Some tips and evidence grant a Ready token.

  3. Decide

    Reveal the stage's Decision card. Shuffle its three option slips face down and lay them out as A, B and C, so position never gives the answer away. The table discusses. The role with decision rights for this stage (shown on the card) makes the final call. Anyone who disagrees may place a Dissent token: it's recorded, and the debrief returns to it.

  4. Act

    Everyone secretly chooses up to two action cards they can pay for, then reveals. Resolve in Authority order.

  5. Events

    If an Event card sits on this stage, read it. Its "Ready if" line names the tokens or decisions that would have prepared you. If the table holds one, use the prepared outcome; if not, the unprepared one.

  6. The clock

    Flip the hidden risk tile and add it to RISK, unless someone revealed it. TIME −1. ADOPT −1 (adoption fades without reinforcement). Check MORALE. Draw one action card. Move the stage marker.

Take Five

After Diagnose, Verify and Measure, the facilitator reads a Take Five card: a one-minute prediction ("what do you expect the field test to show?") that everyone answers before play continues. The debrief puts the predictions beside what happened.

The case board

At Measure, file your findings

Each scenario asks three questions, such as "What's causing the callbacks?" or "Was the storm beyond the design?". The Evidence and Tip cards the table collected are its clues: some point the right way, some are red herrings, and some leads are missed entirely if nobody investigated. Answers include not established when the evidence can't decide it, and that can be the right answer.

Each correct finding: QUALITY +1 and RISK −1. The best Ending card needs all three right.

How it ends

Ending cards, not points

The game ends at once if RISK reaches 10, or TIME or BUDGET reaches 0. Otherwise, after Adapt, check the scenario's five Ending cards in order: the first whose conditions are met is read aloud. Endings depend on the meters, the case findings and, for some, a specific choice made at Adapt.

The team wins on a success ending. Players who met their hidden objective also win individually. On a challenged ending, only they win. On a failure, nobody does, and the debrief is usually the best part.

Thresholds are first drafts, tuned in a simulator so success is achievable but not the default. They'll change in playtesting.

The debrief · 30–45 minutes, run by the facilitator

The game is the case; the debrief is the lesson

  1. What happened

    Each player says, in one line, what they'd remember. Read the predictions from the Take Five cards beside what happened.

  2. Causal replay

    Lay the Decision cards in stage order on the replay mat and trace which choices set up which events. Consequences in this game are often delayed, so the chain has to be rebuilt.

  3. The practices

    Turn over the Practice cards: for each decision, the practice behind the careful option, whether you applied it, skipped it or half-applied it, its evidence tier and what's not known.

  4. The tips and the dissent

    Turn over the Tip cards and read which were wrong. Return to every Dissent token: was the dissenter right?

  5. Back at work

    Each person picks one practice to use in the next month, and says where.

After the game

Follow-up, so it doesn't stop at the table

Spaced retrieval. Follow-up cards (or the companion app, by QR code) ask three short questions at one, three and eight weeks.

Early signals. At 30, 60 and 90 days, check whether the practices each person chose are showing up in the work: one example each, from records or a colleague, not a self-rating.

Results. Outcomes such as rework, incidents or adoption take six to twelve months. Workshops with Third Person Consulting can include a comparison team.

Bundles

One discipline per box, many departments per organization

Technology & Change

AI going live, system replacements, cyber incidents and software releases.

Projects & Construction

Capital projects, construction management, quality and handover.

Plants & Manufacturing

New lines, control changes, maintenance and turnarounds.

Safety & Emergencies

Site safety training, rail, wildfire and hospital emergencies.

People & Learning

Onboarding, training design and proving people can do the work.

Executive Suite

Planned: board and C-suite decisions, from the Executive Chair campaigns.

Bundle contents are proposals. Scenario packs are adapted from the digital game's trilogies and short cases.

Why it's built this way

Every rule follows the evidence on games for learning

A structured, scripted debrief, every time.

Games teach more with a debrief than without one, and a script lets any facilitator run it. GL-01 · GL-09

A supplement, not a stand-alone course.

The game sits inside a workshop or a programme, with follow-up. GL-03

Learning outcomes first.

Each scenario names three before play, and the debrief returns to them. GL-06

The decisive information is salient, not the scenery.

Evidence cards carry what matters; the art doesn't hide it. GL-05

Delayed consequences, then a causal replay.

Real decisions pay off stages later, so the debrief rebuilds the chain. GL-07

Short reflection pauses.

Take Five predictions during play. GL-08

Few game elements; the outcome is the score.

No points table: the Ending card is the result. GL-12

Check what people think they learned.

Players tend to overestimate it, so the follow-up checks the work, not confidence. GL-13 · GL-10

Never colour alone.

Every meter and kind is labelled in words. GL-18

Codes are entries in the Best Practices and Standards Database (Appendix P, game-based learning), with their sources and limits.

Status

Playtest 0.1

This edition starts from the original Project: Countdown! card rules (roles with Energy, Influence and Authority, six meters, events, hidden risk and action decks) and adds the evidence layer the digital game was built with: shuffled decisions, "Ready if" events, evidence and red-herring tips, a case board, Practice cards and a scripted debrief.

Numbers, card counts and thresholds are drafts. The first playtests will check length, whether three-player tables cover the meters, and whether the debrief fits in 45 minutes.

For learning and team development, not certified training, and not legal, safety or engineering advice. Every company and person on the cards is fictional.