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HDX Simulations

Classroom

Falcon Eye

A village survives on what it can find, defend and trade. Up to 500 people, one afternoon.

Nine Falcon Eye village crates laid out before a session, each printed with the territory artwork and sealed with its own combination padlock.
Format
Classroom
Duration
Half or full day
Participants
15–500
Languages
EN PT ES
In partnership with
Myndher

The premise

Falkenauge is a remote region rich in resources and equally rich in ways to lose them. Your village is one of several, and none of you has everything you need.

Across a series of timed rounds, teams explore unfamiliar territory, trade with neighbouring villages, defend what they hold and settle disputes in strategic duels. Surprise events arrive without warning and invalidate plans already in motion.

Will you compete or collaborate? Will you manage risk deliberately, or act on impulse? One thing is certain: the path to success is never walked alone.

What participants do

Four roles, held at once

Every village assigns a Leader, a Negotiator, an Explorer and a Defender. The roles carry different information and different authority, and no one person can see the whole board. Decisions have to be made without waiting for permission.

Rounds that run out

Each round is timed. Exploration costs time, negotiation costs time, and a duel can cost you the round. Teams discover quickly that the constraint is not resources but attention.

Other villages are real

Trades only clear when both sides genuinely gain, so bluffing is expensive and short-lived. Reputation accumulates across rounds and villages remember who honoured a deal.

Scales to the room

The same design runs for a leadership team of fifteen and for a five-hundred-person conference. Adding villages adds negotiation surface rather than dead time.

What it looks like

A complete Falcon Eye kit unpacked across a table: bagged card decks, resource tokens, printed reference cards, four lidded component cases and the branded carry bag it all travels in.
The components
Three participants working a Falcon Eye round together, role cards and the Fluss territory card on the table between them.
Mid-session
A Falcon Eye board printed and finished under a licensee's own brand, the duel dice in a dish beside it on the table.
Build quality

What they leave with

How a session runs

The full format, in order. Half-day versions cut rounds, never the debrief.

  1. 01

    Room build

  2. 02

    Framing and roles

  3. 03

    Round one — exploration

  4. 04

    First trading window

  5. 05

    Round two, and the first event

  6. 06

    Duels and defence

  7. 07

    Final round and scoring

  8. 08

    Debrief

Inside the box

Falcon Eye resource cards and duel dice laid out on the black playing surface, the Falkenauge mark visible.
  1. 01Territory boards, one per village, scaling to 500 participants across up to 40 villages
  2. 02Resource tokens in four types, quantities set by village count at setup
  3. 03Role cards for Leader, Negotiator, Explorer and Defender — four per village, each carrying different information and authority
  4. 04Event deck of timed disruptions, drawn by the facilitator on a fixed schedule
  5. 05Duel dice and resolution mats, two per village
  6. 06Trade ledgers for recording agreements between villages, which is what makes reputation stick across rounds
  7. 07Facilitator guide: round scripts, timing calls, scoring, and the debrief structure
  8. 08Participant workbook, printed by the partner
  9. 09Table numbering and signage, printed by the partner

Debrief and measurement

Two participants at the flip chart after a Falcon Eye round, filling in the scoring grid: food, fuel and medicine against each village colour.

A structured debrief closes the session and is where the learning is made explicit. Facilitators work from the decisions the room actually made — which trades cleared, which villages hoarded, what happened in the round after the first surprise event.

The framework connects three things: what the team decided, what it cost them, and where the same pattern shows up in their own organisation. Client-ready reporting is provided for partners who need to hand something back to the sponsor.

Who it’s for

A facilitator leaning over one team's table mid-round to answer a question, the rest of the room playing on behind him.

Designer’s note

Most large-group sessions are a keynote with an activity bolted on, or the same small-group exercise run twelve times in parallel. Falcon Eye exists because neither is a simulation. The first has no decisions in it; the second has no scale.

The design problem was making five hundred people matter to each other. Villages hold different resources and none holds everything, so trading is not enrichment around the edges — it is the only route to a score. A village that stays at its own table loses, and it loses publicly, at the end, in front of everyone it did not talk to.

The four roles are the part I would defend hardest. Leader, Negotiator, Explorer and Defender are held at the same time and carry different information, so no one person can see the whole board. Teams that wait for a single decision-maker run out of clock. That is the behaviour the game is built to expose, and the debrief goes straight at it rather than around it.

Surprise events are timed, not random. They land after plans are committed, because the interesting question was never whether a team can plan. It is what a team does when the plan is already moving.

Fernando Mendes, HDX Simulations

When another HDX title fits better

Falcon Eye is not the answer to everything. If one of these describes your situation more closely, start there instead.

TitleParticipantsTimeTypeTheme
Falcon Eye15–500Half or full dayImmersive experiencecollaboration, strategy
Flow5–50 in 3 teams60 minutes, half day with debriefImmersive experiencecollaboration, change
Shift2–16Virtual 6 hours, classroom 1 dayDigitalchange
Rooted12–25 in 3–5 teams90 minutes, half day with debriefPhysicalorg design, strategy
EverestTo be confirmedTo be confirmedDigitalleadership, strategy
NavigatorTo be confirmedTo be confirmedDigitalleadership

Questions

How many people can actually run at once?

Fifteen at the low end and five hundred at the high end. Above roughly eighty participants the room is split into more villages rather than larger ones, so negotiation surface grows instead of idle time.

How long does a session take?

Half a day covers the core rounds and a compressed debrief. A full day adds further rounds and a substantially deeper debrief, which is where most of the transfer happens.

Is this a physical or a digital simulation?

Physical and in person. Falcon Eye uses boards, tokens, role cards and dice, and depends on people negotiating face to face. There is no virtual version.

What space does it need?

One room large enough for every village to have its own table and for negotiators to move between them. Theatre seating does not work; cabaret or banquet layout does.

Do facilitators need to be certified?

Yes. Certification is a one-off per facilitator and covers round scripting, timing and the debrief framework. It is valid for 24 months and refreshed with a short online module.

Which languages are available?

English, Portuguese and Spanish. Materials are supplied in the language of delivery.

Can it be tailored to our sector?

The resource names and event deck can be themed to a client context. The underlying mechanics stay fixed, because they are what makes the debrief comparable across groups.

What happens if two villages simply refuse to trade with each other?

It happens, and the design expects it. A village that isolates itself can survive a round or two on what it holds, then finds the next event has removed something it cannot replace. Nobody is forced to trade; the scarcity does the work. In the debrief this is usually the group's own strongest example of a cost they chose without noticing they were choosing.

Do we need a facilitator for every village?

No. One lead facilitator runs the room, the timing and the events regardless of size. Additional facilitators are needed for distribution, scoring and table-level debrief, and the count rises roughly with every four to six villages rather than with every table. Tell us your group size and we will tell you the number, including where the thresholds sit — a group just past one costs the same as a group well into the next band.

Can it run in half a day?

Yes, with fewer rounds. What does not get cut is the debrief. A half-day session runs three rounds instead of five and keeps the full reflection, because the rounds produce the material and the debrief is what makes it transferable. Any provider proposing the reverse has misunderstood what they are selling.

Where Falcon Eye fits

Worth reading first

Are you a training provider?

License Falcon Eye and deliver it under your own brand. We generate client demand and route it to the partner who owns that market.

How licensing works