Move all three stakeholder groups to engagement level 3 and 100% ability before the stage counter runs out. The game ends the moment all three get there.
Each round you get 3 coins. Unspent coins carry over, up to a maximum of 9. Coins above that expire.
Fill empty hand slots by clicking the Engagement or Ability deck, up to 4 cards. Select the cards you want to play, then end the round.
Engagement cards resolve first and raise each group by the levels shown, up to level 3.
Ability cards resolve next. Each group moves its engagement level × the card value. A group at level 0 does not move.
Any group that no engagement card reached this round drops one level.
One event card is drawn for each event square (!) a group finishes on. Click the card to play it.
The stage counter moves forward one. Go-live is in the middle: keep engaging people after it.
Challenging mode (choose it from New game) adds:
Every group must be at 50% ability or more by the end of the go-live round, or you are replaced as change manager and the game ends.
Two fewer rounds: 9 in total, with go-live in round 5.
Three more event squares, 21 in total.
Ten dice squares: four on the zero-engagement row, three on level one, two on level two and one on level three, because the less engaged people are, the harder they are to reach. While a group sits on one, the next engagement or ability value your cards give it is rolled, from zero up to the card value. A rolled engagement still counts as engaging them.
After go-live the most you can hold drops from 9 coins to 6. Anything over is lost.