The PMZONE digital simulation board game provides players with a deeper understanding of the fundamental concepts and main challenges of project management, through an enjoyable, hands-on experience.

During the game, players will need to add value to their project, plan their way forward, perform both known and unknown tasks, deal with constraints and risks, operate within budget and resource constraints, consider the bigger picture, be in control of the details, think creatively, manage uncertainty, and remain on target.

The challenges and dilemmas player will confront during the game, will allow them to develop new perspectives and improve their decision-making skills, helping them tackle their real-life projects.

At the end of the game, players will receive a detailed report with their game data so that they can reflect on.

In an instructor led training, instructors will receive a summarized report highlighting their students game performance, with the ability to drill down to students’ individual reports. Students game performance can then be related to the training.

Game Objectives

At a Glance

The board is divided into gates and milestones, and include known and unknown tasks, constraints and risks. Game stats are always shown, as well as a detailed game log.
The game starts by planning the order of executing the known tasks included in the player’s project scope. The order of execution should take into account the task data (cost, resources, value and progress on the board), the availability of the player's budget and resources (during planning and later in the game), the game board layout, and the player's project goals.
Every time player lands on a ‘Planned Task’ on the board, they will need to execute a task from their project sheet. These tasks will earn their project value and might advance them on the board.
Every time player lands on an ‘Unplanned Task’ on the board, they will play an ‘Unplanned Task’ card and execute it or take a delay card. These tasks could add value to the player’s project or might not be worthwhile doing.
If a player is unable to execute a task—or choose not to execute a task during their turn, they will take a delay card and choose the best delay option for their project.
Every time player lands on a ‘Constraint’ on the board, they will pick a constraint card and deal with it. Constraints are real life issues that interact with the player’s project. These may be small issues requiring to purchase a few extra resources or they may change a project significantly.
Every time player lands on a ‘Risk’ on the board, they will pick a risk card and deal with it. Risks could be costly and should be avoided or at least prepared for. They could be serious setback in the game though sometimes they might have a positive impact on the player’s project.
When reaching a milestone, players will need to complete general project management tasks. They will also receive additional money and resources when reaching or passing a milestone or a gate.
There are three types of resources in the game that are used to execute tasks and deal with constraints and risks in the game. Players can buy and exchange resources during the game based on their value. Buying or exchanging resources during the player’s turn will cost double their normal value.
When reaching a gate for the first time, a 'Gate Control Check' would be performed, checking the scope completed and value earned up to the gate. The 'Gate Control Check' will result in passing right through, or delaying at the gate, or going back or even canceling the project and starting over.
At the end of the game, students will receive a detailed report with their game data so that they can reflect on. Instructors will receive a summarized report highlighting their students game performance, with the ability to drill down to students’ individual reports. Students game performance can then be related to the academic curriculum during the course.
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