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variables and values (negotiation game)

Two teams - have each team identify as many tradable variables (concessions - real and
perceived) that exist within your product/service offering. You can extent the exercise by
asking the teams next to give real and perceived values to each concession. Also to identify
actual costs to your organization for each. You can award a prize to the member of each
member of the winning team, and maybe a special prize to whoever thinks up the best
variable with the lowest cost and highest perceived value.

sweet traders (negotiation game)

Teams of three - each given an equal amount (as many as you like) of at least six different
types of sweets and/or chocolate snack bars - wrapped preferable or things get a bit sticky -
each type of sweet has a value (eg 1pt, 2 pts, 3 pts, 4 pts, etc.). Devise a complicated scoring
system - something that really makes people think and has many different possible winning
combinations, Eg., bonus points for sets of all one sort. Bonus points for collections
containing one of each, two of each, three of each, etc., bonus points for biggest collection
compared to other teams, etc. Teams must trade with each other to collect the highest value
collection. The purpose is to illustrate need for planning and trading, and continual search for
new ideas and agreements. See how enthusiastically people plan and how actively they trade -
imagine if this dynamism were applied to business.... (Eating the sweets during the exercise is
strictly forbidden and carries a penalty of 1 million points)

pit (negotiation game, team building, or for warm-ups, ice-breakers)

The PIT! trading card game - based on collecting a set of the same sort of cards - normally
based on the commodities exchange - wheat, barley, rye etc., If you can get hold of the game
itself do try it, instead but you can base the game cards on anything, even your own products.
Cards need plain backs so value/type can be hidden during trading. Individuals or teams of
three (better). You need 8-12 cards of as many types as there are teams or individuals (Eg if
you have six teams, you'll need six sets of cards, say ten of each = 60 cards total). The game
needs at least five separate playing individuals or teams. Shuffle cards and distribute evenly.
Players swap cards 'blind' (by shouting how many they wish to swap - not showing or
revealing what type of cards they wish to swap or acquire) - equal quantities of the same sort
of card for each trade, which produces chaotic and enjoyable trading as players hold cards
aloft shouting 'two, two,' or 'three, three', etc, (being the number of cards they are wishing to
swap). Winner is first team to collect all same cards. Illustrates principle of trading, rather
than simply giving away (concessions, discounts, etc). Also demonstrates enthusiasm and
determination, which hopefully can be applied to business. Large teams will need leaders, and
so can be used as a leadership development exercise, including the need for planning,
checking and communication. Teams will sometimes cheat - swapping cards of mixed
varieties - which is technically not allowed, but the strcitness of this rule is up to the
facilitator. Use this point also to illustrate importance of integrity - teams and players will be
reluctant to trade with people who cheat. Also, cheating in this game can create a cliamte in
which other teams begin to cheat as well, with chaotic results.

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