Military Might!
A Special Operations Game - of Missions, Tactics and Planning
Might! is a high impact participative team building simulation that is simple
and straightforward to deliver. Focused on strategic planning, shared missions,
communications and collaboration, the exercise shares some of the main packaging
and delivery features of PMC's flagship program, The Search for The Lost
Dutchman's Gold Mine.
Might! is designed to generate powerful but flexible debriefings.
The exercise supports experiential learning and interactive discussions about:
- Collaboration
- Leadership
- Communications and Styles
- Resource Management
- Teamwork
- Strategic Planning and Risk Taking
- Forming and Executing Objectives
- Team Motivation
Some Key Design Factors Include:
- Rewarding a moderate level of aggressiveness and risk taking, while not rewarding
excessive risk nor excessive competitiveness with other teams.
**a balanced approach will
result in maximum results**
- Planning is paramount. Plan the work and work the plan.
- Flexibility is essential. New information becomes available that needs to be
integrated into the existing plan in a logical way.
- Training is optimizing and beneficial, not a waste of time.

Military Might! focuses on enhancing teamwork and collaboration. Teams choose from
a set of required missions and acquire information from the Command Center as well
as weaponry from other teams. They then have to put their plans into action, trusting
that luck will not turn bad and their planning fails. In addition, as play continues,
teams acquire new information that rewards flexibility and inter-team communications.
Might! comes "unencumbered" by the common restrictive covenants, per-participant
fees, annual licenses and other things that characterize other packages that make
collaboration between users and the designer difficult if not impossible. We partner
with our clients. As a result, we receive continuous feedback about new ideas and
alternatives for how the exercise is delivered. Thus, you can expect continuous
updates, delivery options and improvements over time. This has been PMC's pattern
of building relationships and product improvements since 1984.
Scenario:
Teams of Special Ops forces were transported to a foreign location to deal with a
terrorist group which is planning a major offensive. Our mission is for squads to
make their way to the enemy base, accomplish as many target missions as possible
and return to base. Squads have only 18 days to get to the enemy base and back, safely.
Teams of 6 have many decisions to make in their planning, including vehicle choices,
route they wish to travel and additional training options, intelligence and/or vehicle
modifications. Along the way, random events occur causing teams to improvise, adapt
and collaborate with other teams in order to accomplish pre-planned objectives and
other goals.

Military Might! is educational and engaging; it is an experiential exercise designed
to generate a variety of typical team behaviors that can be readily debriefed in a
number of ways. The overall goal is to accomplish all the missions; teams need to
communicate amongst themselves to develop an overall plan of action. And while some
level of risk taking is rewarded, excessive risky behavior generates problems. Poor
planning and competition also tend to suboptimize results.
Teams find the challenges and situation to be motivating -- they face deadlines for
decision-making and can quickly see the impacts of their choices on their results.
The game is not difficult to play but teams need to understand the basic approach and
must generate specific plans of action that will have to be modified as new information arises.
Collaboration between teams towards common goals generally maximizes results in most
organizations. It is the same in this exercise. We balance objectives, challenges and
interpersonal relationships and build on the normal spirit that comes from being a part
of a team. A debriefing point, for example, is that while fun competition between teams
is motivating to most people, excessive competition will generate long-term negative
impacts. Focus is on building healthy levels of competition within and between teams.
The overall goal is optimizing overall Mission success.
The exercise is designed so that no one dies. "Combat" is de-emphasized; there is no
violence. Missions may fail. Teams will see the result of poor planning but they will
all be somewhat successful. Every team contributes a score to the overall result. The
discomfort from the exercise is such that teams will look for ways to improve rather than
be discouraged by a lack of success.
Key learning outcomes are clear and the facilitator / Commander is positioned to be an
available expert resource.
Knowledge of the military is not necessary. Might! would be ideal for sales groups or
the more aggressive organizational teams. It is meant to be fun, while also teaching basic
themes of teamwork's importance to success.
And we will guarantee your complete satisfaction or your money back.
Military Might! sells for an introductory price of $995.