ORIGINAL TEACHING GAME / ADVICE UNDER PRESSURE
Last Convoy
Command a relief convoy while deciding how much to trust your adviser.
Deliver more relief crates than the other team over six dispatches. Keep the shared port above zero integrity; if it closes, both teams lose. Scores measure this game's outcomes, not learning.
Set up the table
Two people or groups play North and South on one device. Alone? Choose for both teams yourself. There is no computer opponent. Keep each team’s order private until the reveal; blank the projector while choosing.
The adviser gives scripted advice to the active team. Some advice may be incomplete or wrong. Check it against the fictional documents inside the game; all the evidence is there.
First visit? Choose Untimed and learn one dispatch before trying the clock. Keep this tab open: unfinished games are not saved. Download your decision record from the debrief.
ADVISER / SCRIPTED SIMULATION
A recommendation is ready
You still confirm each dispatch and can revoke this at any time. Preselection does not verify the facts.
Arithmetic desk
Enter facts you have established. This tool checks arithmetic, not source reliability.
Your dispatch
Evidence not checked.
If both teams send more than six crates combined through the channel, each loses one deliverable crate and the shared port loses one integrity. Orders stay private until both commit.
Written rules and limits
Each team has a fresh allocation of four crates per dispatch. Send two or four through the channel, two along the coast, or hold. Unsent crates expire. Each team has its own channel capacity limit for the dispatch. Cargo above that limit is lost. If local weather exceeds the fleet-specific limit, all channel cargo is lost and that team causes two integrity damage. Equality is permitted. The coast always delivers two in this model.
If both choose the channel and combined cargo exceeds six, each team's otherwise deliverable cargo is reduced by one, never below zero; shared integrity also falls by one. Apply unsafe-route damage as well. Both orders resolve together. Add delivered crates to each score. Port integrity starts at eight; zero ends the game with no winner. Otherwise, after six dispatches the higher score wins; equal scores draw.
Time runs while reading. When time runs out, a team that has not locked its order sends no cargo. The next team’s private evidence stays hidden until the handoff. Pausing freezes the decision desk and timer. Untimed play uses the same rules without a deadline. Verification has no arbitrary point penalty. Its cost is attention and time taken from deciding. No external browsing is required.
The packet has 18 pages per dispatch, including contextual data, outdated baselines and current restrictions. It is deliberately dense, wholly fictional and not a real research paper. The source index is available. A passing evidence check confirms three facts and their pages; it cannot prove understanding. Adviser quality and game balance await human testing.