Frequently Asked Questions

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All In Game is great for teams at all levels (boardroom to frontline) in all types of organisations: public, private, non-profit, large or small in any industry anywhere in the world.

All In Game is designed to link an organisation’s strategy with the teams and individuals that can turn strategy into beneficial actions. Here are some ways to use it:

  • Organisation-wide strategy implementation
  • Team or department level strategy implementation
  • Inter-departmental or cross-functional planning
  • Project implementation planning
  • New product development planning
  • Team building so every voice heard
  • New hire onboarding/welcoming process for a quick start
  • Resource prioritisation/allocation planning
  • Large-scale change planning and execution (economic, organisational, culture)
  • Brainstorming and planning for new products
  • Defining and shaping culture
  • Leadership planning retreat
  • Board and advisory committee alignment
  • Working across boundaries
  • Corporate or investor communication planning

All In Game is designed to help your entire organisation achieve individual and collective success.

If your main priority is to plan and implement department-specific initiatives, then it’s best to use it within the same department. If you want to develop greater appreciation of individual and team roles and challenges, as well as initiate inter-departmental resource allocation, then it’s best used cross-functionally. The key to success in both cases is a level of mindfulness about collective success. You may want to try a sample test both ways and see which works best for your organisation.

All In Game is being sold from the USA and the UK. Prices in both markets are:

  • USA - The list price for a single All In Game package is $799, this includes all the materials needed for up to 8 players (only $100 per person).
  • UK & EU - The list price for a single All In Game package is £650.00 exc. VAT, this includes all the materials needed for up to 8 players (only £80 per person).
  • In all markets, we offer a 10% discount on any order of 10 or more games, and volume pricing for larger groups. You can order All In Game from our online store here.

The game is designed to turn your strategy into workable actions by getting everyone “all in” (included, inspired and committed).

You can of course decide on your definition of ‘everyone’. Thousands of employees at one time may be daunting, but it’s perfectly possible. Another option is to offer All In Game to managers/supervisors who can then share the plans they’ve created with their teams.

If you’d like to start with sub-function strategies first for a more ‘digestible' segment that’s certainly an option. Or, it can be used for the overarching strategy, with different groups playing at different times and in different locations. If you opt for this approach, you’ll want to make key outcomes and outputs visible to the wider organisation.

In our experience of implementing serious games across large populations, many clients opt to bring entire departments together to play simultaneously at the same event to generate a community mindset, energy and focus that helps encourage and sustain change. Some examples include:

  • CVS Health included all 400 store managers and 40+ district managers at 50 tables for a half day of game play to learn and practice how to succeed in their changing roles managing profitability.
  • Deloitte practice partners engaged their local teams of 50+ accountants in practicing selling skills through game play in 2-hour workshops (over several months nationwide), while Canadian Deloitte partners staged a half-day retreat in Toronto for all 700 accountants at tables of 8 in an open-air tennis arena.
  • We have seen the All In Game played in small and large workplace conference rooms in 3-6 table groups (25 - 40 people), typically full departments. Sponsors/leaders briefly set up the context and intent of the game-based workshop, then sit at a table and participate with a team.

The game is a framework. The people playing each game personalise it and make the discussions and outputs relevant to their specific needs. The participants generate relevant discussions, ideas and actions based on their organisation’s strategic challenges, initiatives, goals. It is possible to customise the game for large clients, specifically the descriptive prompts used to set up tasks in each of the 6 Quests and 6 Tests.

For example, for Quest 2 (Link Your Team’s Goals to Your Purpose (Strategy) the ‘customizable’ descriptive prompt is: Goals are broad, long-term statements that define what will be better when you successfully execute your plan. Research from Franklin Covey on “wildly important goals” says there’s less than a 50% probability of “achieving goals with excellence” when you’re working on more than three. Following that prompt, Quest 2’s task for each participant is: Compose 1 headline and 3 key messages that communicate your team’s goals and describe how they link to your organisation’s purpose/strategy/challenge.

We understand the concern. Everyone is busy and sometimes it’s hard to take a breath. Here’s how the game’s timing currently works:

  • Begin Game - 10 minutes to introduce, set up game board, read instructions, assemble game piece
  • Quests #1 - 6 = 30 minutes each (read & do quest 10 mins, share & vote for best 10 mins, read & do test 10 mins)
  • End Game – 10 minutes to find allies, reveal secret message. 10 minutes to create a group All In mantra, share key actions, define sponsors
  • For a total of 3.5 hours. Breaks are not built in and are group driven. Some groups like to allow time for a quick break, etc., so that’s where the 4 hours can come in.

There are 2 schools of thought on the time commitment for an All In Game workshop:

Some companies believe that 3.5 - 4 hours is almost not enough time to adequately make the strategy ’stick’. They have wanted for people to effectively raise their head up, disconnect from the immediate for just a few hours, and really focus on what makes the most sense going forward.

Others feel it’s not feasible to commit that much time in one session. One possibility involves taking 1 quest per meeting. The benefit is the shortened time; the downside is having to re-focus each time to begin again, plus getting all the players back together 6 times (often one or two people are out and the continuity for allies is diluted). Another choice is to shorten each quest. The downside is potentially circumventing each person’s opportunity to think and speak, and one of the favourite features we’ve heard is that ‘every voice is heard'. Another choice is to break the game teams into segments. There are 6 quests: purpose, goals, priorities, plan, rewards, and story. You could split the groups and have one work on the purpose quest and one work on the division goals quest, saving ~30 minutes. After sharing the outcome from each of the 1st two quests, we would strongly recommend each team then complete the remaining 4 quests to maintain continuity and flow. You could also opt out of the final step of creating a mantra, sharing key actions, and defining sponsors (10 minutes), but it’s been our experience that this is really helps to ensure post-game effectiveness.

As for making the business case: 4 hours is reasonable for an issue of this importance, but ‘playing a game’ can be seen by some as an obstacle. Offering a 'half-day workshop to turn strategic initiatives into frontline actions using a proven gaming approach', on the other hand, is how some of our clients have successfully presented the opportunity in the All In solution.

Yes, someone can win but everyone must win.

The competitive element throughout the game is that each Quest involves a vote for the ‘best’, and participants move their characters forward toward ‘All In’ on the board when they win a Quest, Best vote or Test. We have witnessed however, that participants were less focused on who was ‘ahead' in the game and more focused on the content of their plans.

The game mechanics (rules/goals) do allow for one or more players to ‘win’ based on the scoring opportunities for all players (18 total scoring opportunities, all players need 13 to get ‘all in’ and some players may have scores beyond 13). Again, it’s our observation that getting everyone to ‘all in’ becomes both the physical goal (moving game pieces on the board) and the emotional/social/strategic goal of each participant as they realize the connection between their level of engagement and performance during the game, and the value and meaning of the conversations, ideas and plans they co-create.

  • There is no participant prework or required reading. Just a group of people ready to think, actively participate, and follow through.
  • It’s helpful to bring your stated purpose and relevant strategic goals to the workshop; the team will create the rest.
  • Set the game package in the middle of the table and go!

Of course! Games can be purchased at our online store or by purchase order:

Each All In Game package contains everything 8 players need to participate: 1 Game Board, 8 Game Pieces, 8 Game Maps, 1 extra Game Map for Sponsors, Set Up Instructions and Rules. Participants leave the workshop with personalized Game Maps and Game Pieces.

For game play you only need one game package, your strategic goals, pens, and 1 smartphone to access content and use as timer.

A free Sponsor’s Toolkit is included with every order. It covers topics ranging from the introductory invite to game participants to post-game implementation tips.

  • The game overview is a description of All In Game’s objectives & outcomes
  • A short video captures a team of 8 playing All In Game for the first time
  • A podcast on the effectiveness of serious games with the co-creators of All In Game

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