Business Course Simulation Rules

Each team will have to develop and launch a game during the course of the semester in simulation (you have about 2 years in simulation time). All of the assignments are geared towards getting your company up and running and successful.


To make it more realistic each team has a startup budget of $100,000 which they have to operate within. If you want a bigger budget you need to figure out how to finance their company through some outside means. There are two forms of currency, money and fans. Fans are people who know about the game and company and are planning on buying their product when it launches. Fans aren’t worth anything until the last assignment when they translate to a guaranteed 10 sales per fan. I have had students make use of their fans and take up to 50% of their sales early through making use of something like Steam Greenlight. It gives them fewer sales at launch and a small return on money but can get them through low funds.

If a team goes bankrupt that team will be disbanded and the members evenly divided among the remaining teams. Any graded work submitted up to that point under the failed company will still count towards the student’s final grade.

After each large assignment every team will roll dice (I use to have a random event occur. This is where the cards spreadsheet comes in to play. Every team must roll and “draw” from the Chance cards. The odds of good to bad outcomes for these are 50/50. The outcome of the card happens to the team and they need to take that into account for their project in the future. They can then choose to spend some of their money ($1000) on  an additional roll for a community chest card. These cards are balanced towards the good outcomes 75/25. This also becomes something they need to take into account. They always have to roll for chance cards. The community chest are a bonus they can opt to take.

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