![]() Leading EverestFacilitator guide |
Leading EverestFacilitator guideEverything you need to run a session with one team or ten. The climb teaches little on its own. The conversation after it is where the learning happens, and that part is yours.
01 The one ruleLeading Everest is for learning and development only. Nothing in it is meant for appraisal, selection or any other decision about a person. Say this aloud at the start. People take risks in a game only when they know nobody is keeping score on them. 02 Before the dayTeams Three to six people in a team. Put intact teams together when you can. A team of seven to nine plays with six climbers and the others as named observers. Who leads Do not make the real boss the expedition leader. Give that seat to someone who rarely leads, and give the boss a role with less say, such as the client or the filmmaker. Rank then stops deciding who speaks. Who is named Choose "roles only" unless the team has agreed to names. Choose "no one" for a first session with a works council or a new group. Tech Send everyone the two-minute tech check the day before. Each player needs a laptop and a current browser. Each team joins the same meeting call your organization uses, or sits together in one room. Timer Use "No timer" for a first session. Use 6 minutes a day when you want pressure to be part of the lesson. Computer teammates Choose "Share only when asked" when teams have empty seats. It keeps the work with the people. 03 Three plansAllow two hours for a first session. The climb itself takes about an hour with a team that talks. The longer plan gives more time to the talk after it; the shorter one is for teams that have played before.
90minutes For a team that has played before, or a tight slot.
Our advice 120minutes Our advice for most groups, and for every first session.
150minutes When the change at work matters most.
04 The briefing, to read aloud
05 While they climb
06 Rules that players ask aboutThe team moves together Nobody climbs or goes down on their own. Only the leader sets the plan. Computer teammates follow it too, and say so once when they would rather do something else. Sending a sick climber down Only the leader can do it, and never alone: at least one teammate from the same camp goes along. For all of them the climb is over, so it costs the team a summit. When a climber collapses High on the mountain the climber must be carried down. A panel opens for the leader, who chooses the carriers. Everyone else follows the plan. The team loses the safety points for that climber. When the leader's climb ends If the leader goes down or is carried off, the strongest climber still going leads the team from the next day. When the mountain decides On day 8 the storm arrives and everyone still high must go down. The screen says so and locks the other plans. Who ordered what Every plan the leader sets is written into Talk and at the top of the day report. Use it in the debrief when people remember a day differently. Resume or restart A player who returns to a climb is asked to resume it or to start a new one. Restart opens a new room and leaves the old one as it was. Help inside the game The Help button holds a picture guide to every part of the screen, a one-minute tour and the full rules. 07 The debrief, step by step
08 What this is based onUnshared information Groups tend to discuss what everyone already knows and to miss what only one person knows. The cards are built to make that visible. Safety to speak People hold back when speaking up feels risky. The quiet cards, the old condition and the symptoms, test whether the team makes it easy to say a hard thing. Goal conflict Each role has its own goals. Teams fail quietly when those are never said out loud. Rules made in calm, broken under pressure The turnaround time is agreed when everyone is rested, and tested when the summit is close. Six competencies, mapped Each debrief section is labeled with the competencies it shows evidence for. The full mapping to Korn Ferry, SHL, SHRM and CIPD, and the research base, is on What it measures. Map the six to the client's own framework in the briefing. The limits of the numbers The game only sees what is put on the team board. It cannot hear what people say to each other. Treat every counter as a question to ask the team, never as a verdict. 09 Care
With respect to the Sherpa community, whose skill and work make every climb of Everest possible. |
A leadership and team decision simulation from Learning Everest.Played on Global HR World · games.globalhrworld.com ![]() |


