A game engaging debating, listening and decision-making skills.

The Maze

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The Concept

A collaborative game

A game engaging debating, listening and decision-making skills

Teams are divided into groups of 5 to 10 persons.
Each team will have to make its way through the military TEST base and its many virtual rooms.

They will find behind each door either a good or a bad surprise… Make the right choices to move forward!

Collaboration and communication will be the key elements to succeed. With the sharing screen, whiteboard and all the new fonctionnalities of the conference tools, teams are more than ever ready to face this challenge.

Each member of your team will receive valuable cluescommunication will be the key to your survival! It’s up to you to plan the right strategy that will allow you to find John Evans’ notebook and get out of TEST unscathed…

MAZE FR ANNESO (18)
General Information

Gaming terms

Groups

Between 15 and 2000 pax - 5 to 10 people per team

Material requirements

Tables / Projection equipment

Duration of the game

Approximately 1hr30

Goal of the game

Get out of “TEST” with the notebook

Context

Indoor static

The Pitch

Game Scenario

The famous scientist John Evans had just made the most important discovery in the history of stem cell research...

But before even sharing it with the rest of the world, he died one week later!

Katheryn, his old friend, tasks you with finding the notebook in which John recorded his discoveries. This precious notebook is locked in a trunk of a former military base called TEST.

Hurry up: you only have a limited amount of time before TEST is placed under complete lockdown.

Will you get out of this military maze unscathed?

video_maze
The Maze - présentiel
01

Briefing

Upon their arrival, participants are divided into teams of 5 to 10 people and are handed a tablet.

02

Game

Each player then receives one or more cards with directions on which doors to take or avoid in the TEST base. This is the moment for participants to communicate and plan the best strategy to determine the path to John Evans’ safe — and to victory!

03

Debriefing

For this game, the prize-giving consists of the announcement of the winning team… If there is one who has left “TEST”… This is the time for participants to communicate and to come up with a strategy to determine the path that will lead them to the safe – and to victory!

In Immersion

Visual Examples

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imm_serious game gestion de crise 2
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imm_jeu pour gerer les crise 6

Check that all team members are ready to begin. You will now be brought to a TEST room called “Room A”. Press the button above to start the adventure.

The door opens. You enter and the door closes behind you. You are now in Room C and it’s time 3 for your team. The room is dimly lit by a worrisome red glow.

The door of Room D opens slowly and you enter. Once inside, the door closes behind you. It’s now time 8 for your team. Send a team member to the command post to retrieve the room D card. When he/she returns, place the card next to the other ones to continue building the plan. Then, scan the map using the camera button to continue.

There are many Vital Clocks scattered on the floor. Throw away your old clock and pick a new clock.

Room B turns out to be a dead-end. You may have found other Vital Clocks, but this is the exit you need to find.

Your only option is to return to the T Room. Touch the door above when you are ready.

Your eyes are starting to get used to the dim light. You are in a kind of control room.

Dozens of little colorful birds fly everywhere, singing joyfully.

You decide to let yourself be guided by these sounds.

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