Group Size16–60 participants
Duration3 hours
FormatIn-person
FacilitatorArvindh Sundar

Ripple Effect is a business simulation where participants manage companies at separate tables, each with distinct goals and resources. Success requires negotiating with other groups whose objectives don't perfectly align — creating realistic pressure around collaboration.

How It Works

Each table runs its own company with different assets and objectives. Success becomes mathematically impossible without negotiating mutually beneficial arrangements with groups whose goals don't perfectly align with your own.

What Happens in the Room

Tables start confidently. Each group has resources, a brief, and clear goals — for the first 20 minutes, it feels manageable. Then the wall hits. The maths stops working. Local resources can't solve the problem in front of them, and that's the moment the game actually begins.

Someone gets up and walks to another table. That first cross-table contact sets the tone for the whole room. If they go with an open offer, others follow. If they go extracting information without sharing anything, other tables notice and close down. By the midpoint, every table has developed a read on every other table — who can be trusted, who's been evasive, who made a deal and didn't deliver.

Late in the game, alliances get tested. Resource pressure increases, and partnerships that felt solid start bending. Some hold. Some don't. The facilitator watches who breaks agreements quietly and who does it openly, and whether the room catches it in real time.

What It Reveals

The game exposes how people navigate tensions between local team success and broader organisational goals. Specifically:

When to Bring This In

When This Isn't the Right Fit

Who It's For

Organisations where cross-functional collaboration is genuinely challenging. Works particularly well for:

Especially effective when paired with organisational data about collaboration breakdowns.

What Happens in the Room

Tables start confidently. Each group manages their company, allocates resources, and builds an internal plan. Within 30 minutes they hit a wall — their resources can't solve their problem alone. The first cross-table approach is always awkward. Some groups wait to be approached. Some initiate immediately and set the tone for the room.

By the midpoint, alliances are forming. Some openly, some quietly. The groups that made early, generous proposals are trading from a position of strength. The groups that played defensively are scrambling. In the final phase, alliances either hold or fracture under resource pressure — and the difference is almost always traceable to decisions made in round one.

Specific Patterns That Surface

When to Bring This In

When This Isn't the Right Fit

The Debrief

Every session ends with an EPPA debrief: Experience, Patterns, Principles, Application. Participants don't leave with general reflections — they leave with a named behaviour to change and a specific situation to apply it in. The debrief is facilitated by the same person who ran the game. That continuity is what makes the insight land.

Bring This Game to Your Team

WhatsApp Arvindh Call +91 99458 61640