"The Lost Dutchman is unquestionably the best training game I have ever seen for
teaching teamwork."
- Sam Tolbert, Director of Planning, Self Memorial Hospital
"I ran my first Dutchman today! YEEEHAHHH!!! I had 12 people whom we split into 3
teams of 4. Let me compliment you on a great game! The timings were perfect, the
debriefing was awesome, and everyone was happy! They were so impressed!
YEEEHAHHH!!!
Thanks again - I'm fired up!"
- Eugene Zanozin, Australia
Benefits
Exercise plays in less than 2 hours. A total of 3.5 hours allows for
extensive debriefing in a morning or afternoon session.
Uses a variety of clean metaphors that link to organizational issues and
opportunities for improvement through better interactions among people.
Effective presentations for groups from 6 to 600+!
Allows for low reading level; no math required; simple enough for the shop
floor yet powerful and elegant for the boardroom.
Stimulates discussions about how things really work (and solutions!)
Comes packaged with very complete support materials.
Applications
Organizational Development Retreats
Teaching motivational strategies and systems thinking
Organizational Learning and Quality Improvement
Programs on inter-departmental collaboration
Teaching on interpersonal communications and thinking styles
Leadership development programs of all types
Strategic Planning and Team Building
Optimizes Profit Performance
Are you encouraging Collaboration to improve recession profits?
Inspire valuable collaborative efforts with The Search for The Lost Dutchman's Gold Mine -- a proven team
building exercise, used worldwide -- that:
Models best practices of collaboration
Clearly links profitability and results to teamwork and planning and differentially rewards collaboration
over competition
Closely parallels the organization's collaborative style and demonstrates that improving work across
departments/teams benefits innovation, service, retention and profitability.
Dutchman is a fun, experiential exercise that is really about workplace issues and creating an awareness of how
our behaviors directly influence our outcomes.
Results obtained through play by every team and all teams can be accurately measured in terms of resource
management, collaboration and the amount of Gold that is mined. Measurable results are a unique feature of the exercise.
One can readily calculate a return on investment (ROI), calculate wasted inventory and, most importantly, accurately
measure and describe the Opportunity Costs for teams failing to collaborate and share resources and information.
"The Optimizing Profit Performance" is a new option that can be added to the delivery and allows for even more
collaboration and profitability improvement opportunities.
Your debriefing gives you the opportunity to make direct links between the choices people have made and their results
and allows you to talk about options and alternatives that would have improved game results and that would improve results
within the organization. The parallels are straightforward and easy to generate.
Teams are introduced to the play of the game with the Expedition Leader explaining, "The role of the Expedition
Leader is to help teams be successful. The Goal is to mine as much Gold as We can." They will have a total of 20
days (2 minutes each) to get to the mine, mine for gold and return.
Teams start with a grubstake of Resource Cards worth $750. (There are a variety of different cards, some more
useful than others but Supplies, Fuel and Shelter card decisions are most critical since changing weather patterns
affect the consumption of these more essential cards.)
They must decide which of the 3 routes they will take to and from the Mine and then make their plan accordingly.
There is more information available to them if they are willing to delay the start of their journey for one or
two days depending on how much information they would like to obtain. Once obtained, this information can be kept
secret by the team or shared with other teams, depending on the choices that the team makes.
For each day they spend in the Mine, they will acquire 10 ounces of gold (worth $2500). Thus, if a team mines
for 5 days, they acquire 50 ounces. On average, the range is from 4 to 9 gold per team.
(What we generally find is that the teams that ask for assistance, that get the additional information and then
collaborate with other teams will commonly mine as many as 9 or 10 days, or even 11 under optimal collaboration.
It is possible for three teams, working together, to mine 31 days of gold.)
Teams return to Apache Junction (where the game begins and ends) and complete their Final Inventory Forms,
showing their results and resources.
The essential Debriefing takes place, which can cover many themes and ideas, with links to communications,
leadership, motivation as well as the balance of collaboration and competition needed to maximize organizational
performance.
Interestingly, we generally find that teams actually average about 6.5 days of mining instead of the 10 or 11
that could be managed. The cause of this becomes obvious to the group during the debriefing:
Poor Planning
Failure to clarify information
Failure to acquire available information
Competition between tables rather than collaboration
Failure to involve leadership in planning
Desire to "go it alone" rather than to share ideas with other teams
Limited perspective or bad assumptions
Operating in a "race to the finish" mode
In the "Optimizing Profit Performance" delivery option, teams can get access to information and resources
of benefit to them as well as to the group.
Simply put, they substitute free Cave Cards for the $10 Tent Cards to meet the requirement for having shelter
each day they are mining. Using Caves instead of Tents also allows them to mine an additional ounce of gold per
day -- and we provide them with extra Cave Cards that could be shared with another team, thus enabling the other
team to also mine one additional ounce of gold each day. We track when this collaboration actually begins as well
as the cost of them not having shared these resources.
As illustrated below, the change from 10 to 11 indicates that the team now understands that using a Cave Card
generates an extra ounce of gold, and you can see the timing of that shift. Also, the teams managing resources
more effectively can stay more days in the Mine. With a Turbocharger, they can leave as late as Day 17 and still
arrive back on time.
If the team acquiring this information shares it with other teams, our overall Expedition is more successful.
If they choose not to share, retaining a competitive advantage for themselves, they measurably sub-optimize
results. Sometimes, there is just a simple failure to simply share "best practices" - just an error of omission
with no negative intent. Like most businesses, these add-on ounces of gold represent added profit, since there is
no additional cost incurred for the teams or for the group. Not sharing is just sub-optimizing.
The basic Dutchman game plays exceptionally well in focusing groups on the issues of inter-team collaboration and
the choices teams make about optimizing performance results. This "Optimizing Profit Performance" module represents
a very easy and flexible way to add an additional aspect to the performance improvement focus of the exercise.
Pricing
Dutchman is available in several versions based on the number of people playing or there is the Professional
Edition for unlimited numbers of participants. All versions are a one-time cost for unlimited use. There is
also a rental option available if you choose not to purchase the game.
LD-3 is for 2 or 3 teams (up to 18 people) --- $995
LD-4 is a CD edition for 2 to 4 teams (up to 24 people) --- $1695
LD-6 is a CD edition for 2 to 6 teams (up to 36 people) --- $2895