Part A covered the theory each simulation brings to life. Part B is about choosing well.
A useful way to think about these tools is this: each one is a spotlight. It shines on a particular constraint supervisory capability, team fundamentals, operations flow, negotiation across teams, virtual collaboration, or innovation. If you pick the wrong spotlight, you still get learning but it wont land where the business needs it.
The spaces these eight tools own (and what that means)
1) Flight from Savo owns supervisory capability
Best for: first-line supervisors, new team leaders, and anyone moving from doing to coordinating.
Strengths
- Clear, teachable model (five supervisory skills) that is easy to coach and assess.
- Makes supervision practical: translating direction into plans, organising work, developing people, managing performance, and managing relationships.
- Strong for what do I do differently on Monday?.
Watch-outs
- If the real issue is peer-to-peer teamwork (no formal supervisor) it can over-focus on the supervisor role.
- Needs a debrief that turns the five skills into micro-behaviours (what to say/do) rather than labels.
Use it when: you need a capability uplift in supervisors, not just a team bonding session.
2) Mars Rover (Teamwork Version) owns team fundamentals
Best for: new teams, merged teams, teams in friction, and cross-functional groups needing a reset.
Strengths
- Brilliant at showing the difference between group work and teamwork.
- Low-blame: it diagnoses the operating system (interdependence, communication flow, shared goals).
- Produces concrete working agreements quickly.
Watch-outs
- Mature teams may say we know this unless you link learning to their real workflow.
- If leadership behaviour is the main constraint, it can surface it but wont practise leader habits directly.
Use it when: the organisation needs a shared baseline for teamwork and coordination.
3) Maestro owns performance under pressure and uncertainty
Best for: teams that need to improve planning, role clarity, decision-making and communication when the brief is unclear.
Strengths
- Exposes how teams respond when they cant analyse their way out.
- Great for leadership emergence: who leads, how they lead, and how the team follows.
- Strong debrief territory for decision-making processes and communication.
Watch-outs
- Without a tight debrief, teams can fixate on the performance rather than the process.
- Some groups may over-index on competition; you may need to reframe to learning goals.
Use it when: you want to improve team execution in ambiguous, high-pressure situations.
4) Hat Factory owns planning, scheduling, and production control
Best for: operations leaders, project teams, and anyone who needs to understand flow, prioritisation, lead times and trade-offs.
Strengths
- Makes operations thinking tangible: sequencing, resource allocation, inventory, delays, cost control.
- Strong bridge between teamwork and how work actually flows.
- Produces measurable comparisons between strategies (what choices improved performance).
Watch-outs
- If the audience expects leadership content, you must translate ops lessons into leadership behaviours (clarity, decision rules, escalation, handoffs).
- Can become overly tactical unless you explicitly connect to real processes.
Use it when: the business constraint is planning and flow (missed deadlines, firefighting, poor prioritisation).
5) Common Currency owns cooperative competition and negotiation
Best for: organisations with internal competition, silo behaviour, or weak cross-team negotiation.
Strengths
- Forces the paradox: you compete, but you cant win alone.
- Makes information asymmetry and resource scarcity visibleand therefore discussable.
- Useful for negotiation, strategic planning, conflict resolution and change (via the change variation).
Watch-outs
- Can trigger win at all costs behaviour; you need to hold the line on relationship + outcome.
- Debrief must connect to real internal markets: budgets, headcount, shared services, priorities.
Use it when: you need better collaboration across teams without removing healthy performance pressure.
6) Tall Ships owns high-performing team factors (Seven Cs)
Best for: teams that need an effectiveness boost and a structured improvement loop.
Strengths
- Three rounds create a built-in improvement cycle: do, reflect, improve, adapt to new requirements.
- Strong for team diagnostics: planning, communication, coordination, learning agility.
- Easy to position as a team effectiveness workshop.
Watch-outs
- If the Seven Cs language isnt already part of your organisation, you must define it clearly and keep it practical.
- Teams may chase the build and miss the behavioural learning without disciplined facilitation.
Use it when: you want a fast, structured way to improve team effectiveness and embed a continuous improvement mindset.
7) Rainforest Game owns boundary-crossing collaboration (especially virtual)
Best for: dispersed teams, matrix organisations, cross-company partnerships, and teams struggling with distance and assumptions.
Strengths
- Purpose-built for virtual/dispersed collaboration and cross-boundary work.
- Four-phase model gives a practical map: reaching out, sharing information, exploring alternatives, making it happen.
- Highlights relationship-building as a performance enabler, not a nice to have.
Watch-outs
- Needs enough time for debrief and action planning; otherwise it becomes we should communicate more.
- If participants rarely work across boundaries, the transfer may be weaker unless you anchor it to real projects.
Use it when: the constraint is collaboration across distance, functions, or organisations.
8) Junkyard Games owns innovation as a repeatable process
Best for: teams needing to build innovation habits, confidence, and a practical improvement process.
Strengths
- Separates creativity (ideas) from innovation (ideas that work and create value).
- Teaches a 7-step innovation process and normalises iteration.
- Great for psychological safety around risk and experimentation.
Watch-outs
- Some teams treat it as arts and crafts unless you explicitly connect to real process improvement.
- Needs a debrief that turns the 7 steps into a workplace rhythm (how we test, learn, and improve).
Use it when: you want innovation to be a behaviour and a process, not a slogan.
A simple selection guide for L&D professionals
Choose based on the primary constraint:
- Supervisory capability gap? Start with Flight from Savo.
- Team is a group not a team? Start with Mars Rover (Teamwork).
- Poor execution under pressure/ambiguity? Use Maestro.
- Planning, prioritisation, flow problems? Use Hat Factory.
- Silos and internal negotiation issues? Use Common Currency.
- Need a team effectiveness boost with an improvement loop? Use Tall Ships.
- Virtual/dispersed collaboration is the pain? Use Rainforest.
- Innovation is needed but people play safe? Use Junkyard Games.
Sequencing (when you want more than one)
A practical sequencing pattern is:
1. Mars Rover or Tall Ships to establish team fundamentals and a shared language.
2. Then choose the specialist lever:
- Flight from Savo (supervisors)
- Hat Factory (operations flow)
- Common Currency (cross-team negotiation)
- Rainforest (virtual boundaries)
- Junkyard (innovation)
3. Use Maestro as a stress test: can the team execute under pressure with the new behaviours?
Bottom line
These simulations are not interchangeable. Theyre different lenses on performance.
Pick the one that matches the real constraint, and make the debrief do the heavy lifting: translate experience into specific behaviours, working agreements, and next-step experiments.
