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Sin Tarjeta de Visita

The learner is a 54-year-old hired director general of a packaging manufacturer in Zaragoza, removed after nine years when a new majority owner puts in its own team, with a paid twelve-month post-contract non-compete covenant.

4 rondas Ejecutivo English, Español

Vista previa

Sobre la simulación

The learner is a 54-year-old hired director general of a packaging manufacturer in Zaragoza, removed after nine years when a new majority owner puts in its own team, with a paid twelve-month post-contract non-compete covenant.

Decision 1, Monday 8 March 2027: the story he tells (a vague statement, one true short sentence, or attacking the board in public), the old company (staying on as adviser to his successor, a clean handover and farewell, or vanishing) and his week (rest with no structure, a week with anchors, or a full diary).

Decision 2, the neutral zone in June: how he explores (wait for clarity, three small 90-day experiments, or a big bet on his own consultancy), what he answers to two offers (an interim seat outside the sector, waiting until the covenant ends, or covertly advising the competitor through a company in the name of his wife while cashing the compensation) and who he spends time with (the old sector circle, new people, or withdrawing).

Decision 3, in October: the house with his wife (taking it over as a project, a weekly conversation, or leaving for two months), support (alone, a registered psychologist, or books and a retreat) and the money (idle, a plan with an adviser, or a sailboat). Decision 4, after the covenant ends: the role (the first big chair, the role chosen on written criteria, or drifting), the new story and which practices stay.

A deterministic month-by-month model over 18 months turns these into four indices (his anchors, energy, home and next stage), his cushion in thousands of euros and open risk. The score combines the quality of each decision with those outcomes and is capped when he covertly advises the competitor during the covenant. Spanish (primary, Spain) and English.

Para quién es

Una simulación avanzada para participantes acostumbrados a trabajar con los principales marcos y dilemas de la materia, pensada para formación de directivos y profesionales con experiencia.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • Lo que cuentas
  • Carduel
  • Tu semana
  • Cómo exploras
  • Lo que contestas
  • Con quién pasas el tiempo
  • La casa
  • Tu apoyo
  • El dinero
  • El trabajo

Qué siguen los participantes

Lo que los participantes siguen en pantalla a medida que avanzan las rondas:

  • Decisión 1 · La primera semana
  • Decisión 2 · La zona neutra
  • Decisión 3 · La casa
  • Decisión 4 · Después del pacto

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