What's Included?

| EQUIPMENT | QUANTITY | PURPOSE |
| Game Mat 3m/3m | 1 | The game mat is the central focus point of the enterprise delivery. Although the students will be completely unaware of this, it is a method by which the teams will develop a basic business plan. This is also a structure for any enterprise project as it includes: ideas generation, research, development, analysis and presentation. Play has also been specially designed to simulate elements of risk, chance and external forces to provide a unique yet realistic enterprise experience. It is the driving force behind the enterprise delivery and will keep the game moving with minimal input from the facilitator. The game mat will allow students to visualise goals, remain focused and ultimately engage in the competition of their enterprise activities. |
| Enterprise Effusion Membership Area | Unlimited Access | This membership area is free to purchasers of Effusion and allows schools access to support and guidance regarding enterprise and Enterprise Effusion. Schools can update their manual and training delivery through the use of: a shared forum, creative task ideas, community involvement, Effusion SOS and Latest Resources. |
| Inflatable Die | 1 | This is thrown alternately by each team member determining movement around the game mat. |
| Piggy Bank Counters | 6 | Each team is allocated a piggy bank counter. When a team makes or loses money they put it in or take it out of their pig. |
| Role Badges | 60 | Teams perform a pre-play challenge which is a skills audit, they must discuss which roles are best suited to each team member. When this has been decided fairly each student must pin on their job title badge and wear for the duration of the game. |
| Whistles | 6 | Each team will be allocated a whistle, this will only come into play during a “Dares for Dosh” game card. |
| “Notes for Knowhow” Game Cards | 100 | When a team lands on a square marked with an “N” the facilitator/question master must read aloud a question from the “Notes for Knowhow” pack. These questions are meant to be challenging and teams may deliberate amongst themselves for the answer. These cards can be changed to relate to specific curriculum subjects. |
| “Dares for Dosh” Game Cards | 100 | When a team lands on a square marked with a “D” this is open play for all teams. The facilitator/question master will pass a game card to the team member who is currently on the mat and they must perform the dare. These dares are all business or careers related and may involve drawing a logo for others to guess the company or miming a profession etc. These cards encourage team building and develop confidence and presentaion skills. |
| Bank Notes | 100 x 50 100 x 100 100 x 250 100 x 500 | Each time a team completes a Zone or successfully answers a game card question or task they will receive an amount of money specified. When a team gains money they put it into their pigs and when they lose money they must take it out and give it back to the banker, unless stated otherwise. |
| Banker's Money Grid | 1 | This is a money grid to aid the banker when rewarding eeds for different challenges, zones and tasks. |
| Cash Flow Chart | 6 | Each team is allocated a Cash Flow Chart. From the second that play starts the Finance Director in each team must record the income and expense for their enterprise. At the end of the game this must balance exactly with the contents of their piggy bank. |
Zone Challenge Sheets Creative Branding Research Analysis Market Money |
x 6 of each
| Once the teams land on a zone they are given a challenge sheet by the facilitator and they leave play to work on that challenge. This is an independent learning opportunity and the Managing Director is responsible for guiding their team. |
| Presentation Scoring Chart | 1 | This is a guide for the facilitator to use in order to decide on a winning team at the end of play. The best presentation will show a thorough understanding of all outcomes relating to zone challenges. It also takes into account the amount of profit each team has made and whether or not the books balance! |
| Student Handouts | 1 CD | This contains all handouts and some supplementary information you may find useful to copy or manipulate for student accessibilty. Each handout is clearly marked for each stage of the game. NB new handouts/information will be available on our website periodically. |
| Stop Watch | 1 | This is for the facilitator to use where time constraints have been stated, particularly during Dares for Dosh play. |
| Dry Wipe pens | 6 | For the Finance Director to use on their cash flow chart. |
| Inflatable Trophy | 1 | This is presented to the winning team at the very end of the game. Remember to take photographs and we will submit them on our website along with your School details |
| Effusion Trolley | 1 | An Enterprise Effusion Trolley to carry and store all of your student resources and game equipment. |