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Learning Everest
Leading EverestHow to play: the game manual
Leading Everest

How to play: the game manual

Read this once before your first climb. It takes about five minutes. It covers the goal, what you do each day, the screen, the rules of the mountain, the packing list, what each decision costs and how the score is built. The same manual is one click away inside the game, under Help.

The goal

The expedition succeeds only when all six climbers return safely. The summit comes second.

A day in six steps

The climb has eight days. Every day follows the same six steps.

  1. 1Read your cards

    Each morning you receive information that only you can see.

  2. 2Share what matters

    Put important facts on the team board so everyone can use them. Saying a fact aloud is not enough: if it isn’t on the board, the game doesn’t know it.

  3. 3Ask

    Ask teammates what they know. Some information only comes out when someone asks.

  4. 4Decide together

    The team discusses the situation and gives its views. The expedition leader makes the final call.

  5. 5Move together

    The leader sets the plan: climb, stay or go down. The whole team follows it. Every plan is written into Talk and at the top of the day report. If you disagree, say so before you lock in.

  6. 6Lock in

    When everyone is ready, the day plays out and the team sees what happens next.

The screen, part by part

A picture of each part of the game, what it is for, and what to do there.

Picture of the game: The team room
1. The team room

Where the climb begins. The team gathers here before the start.

  • Playing alone? Press Start the climb. The computer plays every empty seat.
  • Playing with others? Send them the invite link first. Each person takes one role.
  • Join the same meeting call your organization uses, or sit together in one room, so you can talk as you play.
  • Allow about an hour to play.
  • Only the person who opened the room can start the climb.
Picture of the game: Packing
2. Packing

Before day 1 the team packs once. Nothing can be bought on the mountain.

  • The top strip shows what every climber carries, the team budget and your own pack.
  • Click each item. A box opens and says what it does, what it costs and how long it lasts.
  • When every item has a green tick, press Accept the list and start.
Picture of the game: Changing the list
3. Changing the list

Press Change the list or my pack to open the full list.

  • Team buys: what the team pays for. Anyone can change it.
  • You carry: your own load. Up to 6 kg is free. More weight costs strength on each climbing day.
  • If the money runs out, a red message appears under the budget.
Picture of the game: The top bar
4. The top bar

Always in view while you play.

  • Days 1 to 8: the gold circle is today.
  • The status shows the step of the day and the weather.
  • Restart opens a new climb. Help opens this guide and the rules.
Picture of the game: You
5. You

Top left. Your role, how you feel today, and your three personal goals.

  • Your goals are private. They can pull against what the team needs.
  • How you feel is your own strength in a word: Strong, Tired, Worn down, Unwell or In danger.
Picture of the game: Your cards
6. Your cards

Left side. Facts that only you can see. New ones arrive each morning.

  • Read them first.
  • Press Share with the team to put a card on the team board.
  • A fact that stays here cannot help the team.
Picture of the game: The team
7. The team

Top right. Where each climber is and what they carry.

  • The green bar is a climber's strength. It shows only after the doctor shares the health check.
  • Press Ask beside a name to ask that person what they know. Some facts only come out when someone asks.
Picture of the game: The team board
8. The team board

Bottom right. Every card that has been shared, for everyone to read.

  • Today is open. Click an earlier day to open or close it.
  • The game only knows what is on this board. It cannot hear what you say to each other.
Picture of the game: Talk
9. Talk

The second tab at the bottom right. The team chat.

  • Type a message and press Enter.
  • Raise a concern marks your message as a worry about the plan.
  • Every plan the leader sets is written here, so the order is on record.
  • Computer teammates answer simple questions, such as what time to start.
Picture of the game: Your decisions each day
10. Your decisions each day

The middle panel. The gold box always says what to do now.

  • The title says which day it is and which camp you are at.
  • Step 1: read your new cards and share the ones the team needs.
  • Step 2: answer today's question. You see the others' views after you give yours.
  • Step 3: press I am ready. When everyone is ready, the day plays out.
  • The team moves together. Only the leader sets the plan.
Picture of the game: If you lead the team
11. If you lead the team

The leader sees two more controls in the middle panel.

  • Team plan: each button names where it leads, such as Climb to Camp 3. Everyone follows it.
  • Your order is shown in words before you lock in.
  • Send a sick climber down: choose who, and at least one teammate to go along. For them the climb is over.
  • If a climber collapses, this panel opens by itself and you choose who carries them down.
Picture of the game: The mountain
12. The mountain

Click the bar at the top of the middle panel to fold it away and see the mountain.

  • A gold box shows the camp you are at, with the names of everyone there.
  • Drag to turn the mountain. Scroll to zoom.
  • A white plume on the summit means the wind is too strong to climb to the top.
Picture of the game: The day report
13. The day report

After everyone is ready, the evening radio call tells what happened.

  • It opens with the leader's plan, then says who moved where and what it cost.
  • Red lines are bad news. Read them: they explain the next day.
  • Anyone on the team can start the next day.
Picture of the game: The debrief
14. The debrief

When the climb ends, the game shows what the team really did.

  • The score, who came home safe and who reached the summit.
  • Each decision, with the facts that were on the board and the ones that were not.
  • Questions to talk about, and a button to print it.

The rules of the mountain

01USD 5,000
Pack at Base Camp

The team has a shared budget of USD 5,000. Each climber chooses what to carry. A heavier pack costs strength during the climb.

028 days
Eight days, up and down

The team moves up one camp at a time. Going down is faster.

03One team
The team moves together

Nobody climbs or goes down on their own. Only the leader can send a sick climber down, and never alone: at least one teammate goes along. For both, the climb is over. If the leader's own climb ends, the strongest climber still going leads the team.

04Up and down
The summit is only halfway

After the summit every climber still has to come down. The game ends when the team is safely off the mountain, not when someone reaches the top.

051 to 100
Strength matters

Each climber has a strength level from 1 to 100. Climbing uses strength. Rest restores it at the lower camps. At Camp 3 and above, nobody recovers.

066 views
Information is not shared automatically

Players see different information. The doctor sees the health of the team. Other players see what belongs to their role.

07Under 25
Emergencies

When a climber's strength falls under 25, they collapse and the team loses the safety points for them. At Camp 2 or lower a helicopter flies them out. Higher up they must be carried down: the leader chooses who carries them, and for the carriers the climb is over.

08One window
Summit day

A summit attempt needs oxygen and a turnaround time. The expedition leader sets the summit rules for the team.

09Reading time
First read, then talk

With two or more players, each day opens with 45 seconds of reading time. Nobody talks, shares or asks until it ends. Then you give your own view before you see the views of others.

103 strength
A hand for a teammate

Each day you can give 3 of your own strength to one teammate at your camp. It costs you exactly what it gives them.

11No right answer
Other people on the mountain

Your team is not alone up there. On the way down, another team may need your help. The game does not grade what you decide.

12100 points each
Personal goals

Every role has personal objectives worth points. Some of them compete with what the team needs.

136 of 6 home
No medal without everyone

A successful expedition needs both: everyone home safely, and at least one climber on the summit. A summit cannot make up for leaving a teammate behind.

What will your team pack?

Before the climb begins, the team packs. Every item is a trade-off between weight, cost, safety and performance. There is one budget of USD 5,000 for the whole team, and every climber carries their own pack. Up to 6 kg costs nothing. Every 3 kg more costs 1 strength on each climbing day. Nobody can carry more than 14 kg. Everyone sees every pack.

01
Oxygen bottle

Oxygen for summit day. Buying it is a choice, not a must: some bottles already wait at Camp 4, and the guide knows how many. A bottle you buy reaches Camp 4 when its carrier does.

  • Weight4 kg
  • PriceUSD 500
  • Per climberUp to 3
02
Food and fuel

Feeds one climber for two days above Base Camp. A team without food loses strength every day.

  • Weight1 kg
  • PriceUSD 60
  • Per climberUp to 8
03Doctor only
Medical dose

Short-term relief for a struggling climber. Only the doctor can carry and give it.

  • Weight0.5 kg
  • PriceUSD 150
  • Per climberUp to 4
04
Spare rope and anchors

Helpers lose no strength when a climber has to be carried down from high on the mountain.

  • Weight3 kg
  • PriceUSD 200
  • Per climberUp to 1
05
Extra tent

Better rest for everyone at Camps 1 to 3.

  • Weight5 kg
  • PriceUSD 400
  • Per climberUp to 1
06
Radio batteries

Without a spare set, weather reports stop after day 4.

  • Weight0.5 kg
  • PriceUSD 60
  • Per climberUp to 1
07
Satellite weather service

A weather outlook every morning for all the days ahead, from day 1. Without it, the forecast for day 7 is a guess.

  • WeightNone
  • PriceUSD 800
  • Per climberUp to 1
08Filmmaker only
Camera kit

The filmmaker needs it to meet the filming goals.

  • Weight6 kg
  • PriceFree
  • Per climberUp to 1
09
Thermos and spare mitts

Halves the cost of a late summit for its owner and prevents frostbite.

  • Weight1 kg
  • PriceUSD 50
  • Per climberUp to 1

Every decision has a cost

Climbing uses strength. Rest, food, equipment and team decisions protect it. Everyone starts between 82 and 95. Under 50 a climber is weak. Under 25 is an emergency.

Climbing up
  • To Camp 1-5
  • To Camp 2-4
  • To Camp 3-9
  • To Camp 4-11
  • Camp 4 to the summit and back-22
A day in camp
  • At Base Camp+10
  • At Camp 1+5
  • At Camp 2+6
  • At Camp 3-2
  • At Camp 4-9
Going down
  • Down to Camp 2+4
  • Down to Base Camp+8
Extras
  • Each 3 kg in your pack above 6 kg, each climbing day-1
  • A night without food and fuel-3
  • Helping to carry a climber down, without spare rope-8
  • Climbing in heavy snow-4
  • A dose from the doctor, for one day+6
  • Giving a hand to a teammate (they gain the same)-3
  • Bringing a climber of another team down with you-6
  • Each bottle missing on summit day-12
  • Turned back by high wind above Camp 4-14
  • Turning around below the summit-14
The team score

1,000 points

Safety carries the greatest weight. A summit never makes up for a climber who does not come home. The score is not the only outcome: the real learning is in how the team reached its decisions.

  • 400Everyone home safely
  • 250Summit achievement
  • 250Personal objectives
  • 100Strength at the end

Do

  • Share important information early.
  • Ask teammates what they know and how they are doing.
  • Raise a concern when you disagree.
  • Tell the team when you are struggling.
  • Agree on the summit rules before the pressure rises.
  • Keep talking to your team.
  • Say it and share it. If it isn’t on the team board, the game doesn’t know it.
  • Plan the descent before you commit to the ascent.

Do not

  • Assume everyone sees what you see.
  • Wait to be asked for information the team needs.
  • Hide a weakness to protect a personal objective.
  • Let the clock or the loudest voice make the decision.
  • Chase the summit at any cost.
  • Forget that reaching the top is only halfway.
  • Show your screen to another player.
A leadership and team decision simulation from Learning Everest.Played on Global HR World · games.globalhrworld.comGlobal HR World
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