You start with one bottling line on a floating island. Fix the slow machine, pick a price, hire a CFO, take the company public. Somewhere along the way you figure out why the fourth worker adds less than the first, and what a P/E ratio is for.
A line can only run as fast as its slowest machine. Add a machine and watch the bottleneck move.
It's the same game every way. What changes is who else is on the scoreboard.
Nine chapters of goals, each with a deadline and up to three stars. Short challenges like Unblock the Line, Price War and Patent Cliff drop you into one problem at a time. Every run you finish goes on your scoreboard.
Make a group and share the code. Everyone's companies show up on the same street and the same scoreboard, and you can make an offer on a friend's business. Quiz scores stay private.
Make a class and put the QR code on the board. Students join as guests with no email needed, and you can follow each one's concepts, quizzes and score.
It can end with a public company that owns a rocket maker. New ideas show up in roughly the order an intro econ course covers them: production first, then markets, then finance.
Lay belts, place machines and hire staff on a floating island. Spot the slow station, fix it, and see why the fifth worker adds less than the first.
Every business sells into a different kind of market. Take the going price as a solar maker, fight a price war as a chip foundry, or face a regulator as the power company.
Go public, report quarterly earnings, hire a CFO, buy out rivals, invest your cash and sell a business through a broker. Meanwhile interest rates and inflation move under you, and the board wants answers every quarter.
Raise the price and you sell fewer bags. Lower it and you sell more, but each one earns less. Drag the price and find where profit peaks. In the game you make this call every day, for every business.
Each bag costs $4 to make. In the game, the market type changes the shape of this curve: a monopoly gets a steep one, and a perfectly competitive seller gets a flat line: one price, take it or leave it.
Marginal gets tested with high school and college students. It fits next to an intro micro or macro unit, a business elective, or a personal finance class.
Bottlenecks, capacity and utilization, marginal product, diminishing returns, division of labor, the learning curve, economies of scale and scope, buffers, preventive maintenance.
Fixed vs. variable cost, marginal cost, sunk cost, opportunity cost, the cost of quality, inventory holding cost.
Perfect competition, monopolistic competition, oligopoly, price wars, monopoly, deadweight loss, regulation, elasticity, MR = MC, shortages and surpluses.
The business cycle, inflation, interest rates and monetary policy, fiscal policy, unemployment, exchange rates, income elasticity.
Income statements, IPOs, earnings and EPS, P/E ratios, dividends, buybacks, valuation, acquisitions, antitrust, capital gains tax, diversification.
The principal-agent problem, boards of directors, what a COO, CFO, CMO, CTO and CPO do, subscriptions and churn, freemium, network effects.
Free while it's in beta, on iPhone and iPad with iOS 17 or later. Shake your phone in the game to send feedback. Every report gets read.