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HDX Simulations

Virtual and Classroom

Shift

Four friends, four traps, and a choice about whether change happens to you or through you.

Shift simulation artwork showing the four trapped characters and the hot-air balloon representing their goal.
Format
Virtual and Classroom
Duration
Virtual 6 hours, classroom 1 day
Participants
2–16
Languages
EN PT ES

The premise

Change in our lives is mostly reactive. It arrives through a crisis, a choice, or plain chance — and in every case the same question follows: do we make the change, or not?

Four friends are caught in four different traps, each one a familiar reason for staying put. Your mission is to free them and move them toward the goal they can see but cannot reach, drawn in the game as a hot-air balloon.

Every trap allows several attempts, and every attempt costs Time. You will not have enough for all of them.

What participants do

Four traps, four different holds

Comfort, fear, habit and over-analysis each keep a person still for a different reason, and each needs a different lever. Teams that apply one approach to all four run out of time.

Time is the currency

Attempts are not free. Teams must decide how much deliberation a trap deserves before acting, which surfaces whether the group defaults to analysis or to motion.

Grounded in established models

The mechanics draw on published work from David Gleicher, Rick Maurer, Charles Duhigg and Stephen Covey, so the debrief connects the game to frameworks participants can read afterwards.

Virtual or in the room

Virtual delivery runs six hours with live facilitation and teams competing against each other in real time. The classroom version runs a day and adds physical materials.

What it looks like

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Component flat-lay

Everything in the kit, top-down on a seamless ground, even light

The components
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Participants mid-session

Candid, hands on the materials, engaged rather than posed

Mid-session
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Inside the box

One component close, showing build quality — the thing a partner is buying

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

    The premise

  2. 02

    First attempts

  3. 03

    The budget bites

  4. 04

    The decision nobody wants

  5. 05

    Scoring

  6. 06

    Debrief

Inside the box

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Numbered manifest

The same flat-lay with space around components for numbered callouts

  1. 01Platform access for virtual delivery, metered by participant credit
  2. 02The four trap scenarios, each with its own attempt mechanics and Time costs
  3. 03Character cards for the four friends, printed by the partner for the classroom format
  4. 04Time tokens and the team ledger, so a group can see its budget draining
  5. 05Physical scenario materials for the classroom day, shipped as a kit
  6. 06Facilitator guide: timing, scoring, and the four levers that actually move each trap
  7. 07Debrief framework mapping each trap to the behaviour it describes at work
  8. 08Participant workbook, printed by the partner

Debrief and measurement

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The debrief

The group in discussion after the game, not during it

The debrief works from the team's own scoring: which traps they attempted first, how much Time they spent before acting, and which friend they left behind.

Those choices map directly onto how the group handles change at work, which is the transfer the session is built for. Client-ready reporting is provided for partners.

Who it’s for

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Facilitator running it

Someone leading the room, mid-call

Designer’s note

Shift was built for the session nobody wants to run: the one after the reorganisation has been announced, where the room has already decided how it feels and a workshop explaining why change is necessary will not move it.

So the game does not argue. It gives you four friends in four traps, each trap a familiar reason for staying where you are, and asks you to get them out. Every attempt costs Time and there is not enough Time for all four. The choice is not whether to help. It is whom, and what you are willing to leave behind.

Running it virtually was a constraint, not a compromise. Most change programmes reach people who are not in the same building, and a simulation that only works in a room excludes exactly the population that needs it most.

What the design exposes is the arithmetic people avoid: deliberation is not free. Teams that spend the first third of the session agreeing on an approach find they have bought that agreement with the Time they needed to act.

Fernando Mendes, HDX Simulations

When another HDX title fits better

Shift 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

What does the virtual format involve?

A fully virtual simulation with live facilitation — teams compete in a gamified setting over video rather than in a room. Shift runs six hours in this format.

Virtual or classroom — which should we choose?

Virtual delivery suits distributed teams and a tighter schedule. The classroom day adds physical materials and a longer debrief, which tends to deepen the transfer.

How many people can take part?

Two to sixteen. Above sixteen the team discussions get too large for everyone to contribute, which is where the value is.

Do participants need prior change-management training?

No. The simulation is the entry point, and the models are introduced through the debrief rather than assumed up front.

Do facilitators need to be certified?

Yes, once per facilitator, valid for 24 months. The certification covers both formats.

Which languages are available?

English, Portuguese and Spanish.

Is the virtual version as good as the classroom day?

For the core mechanic, yes — the traps, the Time budget and the decision about who gets left behind all work identically over video, and teams compete live against each other. The classroom day adds physical materials and a longer debrief, and the extra debrief time is what tends to deepen the transfer. If the group is distributed, run it virtually rather than not at all; the difference is real but it is smaller than the difference between running it and not.

How soon after an announcement should we run it?

After the decision is genuinely final. If the room believes lobbying might still change the outcome, they will use the session to lobby, and you will have run a consultation instead. Two to six weeks after the announcement is the usual window: long enough that the initial reaction has settled, early enough that behaviour has not hardened.

Should it be an intact team or a mixed group?

Intact, if the change affects them as a unit and their manager is in the room. A team that reaches a shared conclusion without the person who signs off has to relitigate it on Monday. Mixed groups work well where the change is cross-functional and two groups each believe the other is the obstacle — but then run them together, not on separate dates.

What do we hand the sponsor afterwards?

Client-ready reporting built from the session itself: which traps the teams attempted first, how long they deliberated before acting, who they left behind, and how that maps to the behaviour the session was booked to change. It is not a satisfaction score. If the sponsor set a measurable behaviour beforehand, the report is written against that.

What if people have been through a change programme already?

It usually helps. A group that has sat through a change model presented on slides recognises the four traps immediately and spends the debrief on their own situation rather than on the concept. The failure mode to avoid is the opposite one — running this as the third session in a series, by which point the room has learned that sessions do not change anything.

Where Shift fits

Bought to address

Where it has run

Worth reading first

Are you a training provider?

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

How licensing works