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Mental Models Game Brochure 15.11.2016


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Simple two page brochure that explains the functions of different cards of the game. More information about the game from

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Mental Models Game Brochure 15.11.2016

  1. 1. More information from the website #Mentalmodelsgame and directly from game creator Ville Keränen email phone +358 40 731 2084
  2. 2. The Mental Models Game includes 50 question cards from various domains such as • leadership • marketing • sales • innovation • strategy • personal mastery • life • team work • learning • team coaching • design • etc. Pick one card on each round. Operative Mode cards define the size of the group in which dialogue takes place before presenting the mental models to all other players. The game has four operative modes: • Single • Couple • Small group • and Big Group. Depending on the number of players you may choose which operative modes to include in your game session. Pick one card on each round. Presentation Mode cards define the way mental models are shared among the players after 5 mins talk and preparation time. The game has six presentation modes: • Talk, • Draw & Doodle • Prototype & Build • Riddle • Act • and Wild Card. The game host can decide which presentation modes to include in the game. Pick one card on each round. You can add your own questions to the game as well. The default deck includes 24 empty template cards for you to customise the game to suit your needs. You can add questions prior the game session, or after playing few rounds invite the players to add their own questions into the game. The game has five instruction cards including definition of Mental Models and tips how to play the game. The idea is to support you to play the game. For better and throughout instructions of the game, make sure to check out the YouTube videos at _ Info The game has four warm up questions. The idea is to help people to understand the game better before the real questions start. You can use them for the first round of the game, and put them aside for the rest of the game. Pick one card either randomly or choose it before for the practice round of the game. The game has four check in and six check out cards to be used only in the very beginning and in the very end of the game session. They are kind of bonus cards, and you do not have to use them in your session if you do not want to. The idea of a check in is to help everybody be present for the game both mentally and physically: Kind of like jazz band tuning their instruments before a jam session starts. The idea of the check out is to do a debriefing of the game session, e.g. share each other insights of the game or next moves.