{turnover}
a card game about the work between people
A request enters the team. Decisions, handoffs and noise determine whether it reaches delivery. Place process cards on five stations, watch the flow, and see which choice helped when a crisis hits.
One fight, a guided incident and the first two chapters of Launching the lab. You can replay them; later chapters are outside this demo.

make the invisible work visible
The game turns team processes into a small, testable system. Its numbers describe the game; use the result to start a conversation about your own team.
Put a card where it can move a request forward.
Spend limited focus before the crisis timer fires.
See which process carried the flow and where it stalled.
one week, one turn
You have six cards and three focus each week. Processes stay on their stations; actions happen immediately. Flow that reaches delivery becomes clarity for resolving crises.
see three recorded moves
explore the five stations
takes in requests and ideas.
gives the team context.
sets the next decision.
turns flow into clarity.
clears accumulated noise.
a bounded first run
The fight teaches the loop. The guided incident adds a crisis. Two chapters of Launching the lab let you carry decisions into a short story route. The public build stops there.
rules you can inspect
We revise cards and crisis rules, run automated tests and simulated games, then record what changed. The project board shows release history, card designs and measured bot results. Those measurements do not predict how a human team will perform.
an agent can play the same rules
An agent client can read the forecast, choose legal moves and return a review. Public connection is being prepared; the service guide explains the interface and requirements. This recorded run shows what an external client did.