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Playing a Week

Learn the concept, see how it is used in the simulation, and understand what the result tells you as the Project Manager.

Every week is a small project-management cycle: review the position, decide what capacity to use, generate production, apply the Project Manager quality adjustment, calculate the EVM result and then adapt your next decision.

Week 2 game screen showing project position, PM quality adjustment and additional resources
Weekly execution screen: start at the top. Check the project goal, planned work, cumulative cost, cumulative actuals and current progress before making a decision.
1. Read the week

Check which week you are in, the planned 30 objects for the week, cumulative actual objects and cumulative Actual Cost.

2. Check the Project Manager adjustment

The PM quality result can be negative or positive. A negative result represents defective selected objects and reduces accepted production. A positive green result represents useful PM contribution and increases accepted production.

3. Decide on additional capacity

From Week 2, optional resources can be added for the current week. Adding them creates another production opportunity but also increases project cost.

4. Decide on overtime

From Week 2, overtime can be authorised for individual working resources. It costs US$250 per selected resource and gives that resource one extra production roll.

5. Roll production

Roll each resource that will work. The dice are not guaranteed output, so a more expensive week does not automatically produce a better result.

6. Continue to the EVM report

When the required production rolls are complete, continue to the report. The game carries your resource, overtime, production and PM adjustment into the reporting calculation.

7. Calculate and interpret

Complete the report in sequence, then use the dashboard and statistics to understand what changed and why.

Resource cards with production rolls and overtime controls
Resource cards: each working team member has production rolls. When overtime is authorised, an additional roll becomes available and the overtime cost is added to the week.
Week 1 is deliberately simpler

Week 1 uses the three core resources and does not offer overtime or the optional resources. From Week 2, you begin making capacity and cost trade-offs.

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