Facilitator
Protects the teamHigh stamina. Shields a nearby colleague every fourth turn. Best at the front.
Build your team. Talk it through.
Overcome the challenge together.
Ready when you are.Recruit or upgrade · Battles play automatically.
High stamina. Shields a nearby colleague every fourth turn. Best at the front.
Your starting team is ready. Recruit a colleague below, or start your first round.
Recruit for 3 credits. Upgrade a colleague to make their skills stronger. Maximum five colleagues; everyone returns rested for the next round.
High stamina. Shields a nearby colleague every fourth turn. Best at the front.
Restores stamina to the most tired colleague every third turn. Keep them behind the front line.
Strong close-range problem solving. Pair with an Analyst for extra impact.
Solves problems from a distance. Pairs with the Maker to share useful evidence.
Steady mid-range support. Pairs with a Champion to restore the whole team’s stamina.
A resilient all-rounder. Helps the team recover when paired with a Designer.
The obstacles are workplace challenges. Your colleagues are allies. The goal is to show why listening, complementary skills and support matter when leading change.
See the real staff adoption workAn original single-player auto-battler. No affiliation with Riot Games or Teamfight Tactics. Characters, rules and outcomes are fictional.
A team talk changes how the whole group performs. Listening provides protection, a shared plan improves coordinated action, and coaching supports recovery. These are metaphors, not measured workplace effects.
Support colleagues matter as much as the strongest problem solver. Team bonds reward complementary contributions, while positioning makes protecting others a practical choice.
Recruit and arrange a team, observe a round, then revise. This applies a short design–test–refine loop inspired by SAM. Briefing, building, testing and reflection also make parts of the ADDIE cycle tangible.
A lost round offers support credits and another attempt. Colleagues recover between rounds. The debrief makes the lesson visible without interrupting every decision with theory.
You learn the rules by seeing their consequences. Progression and stars provide feedback, but the central activity is making decisions about a team. A next evaluation would ask players what they would transfer to a real staff-development situation.
Game balance is deliberately simplified. Scores and combat effects do not predict organisational outcomes. Read about SAM ↗