Teams and classes
Run Countermove with a group.
Two formats, the same engine. A class gives everyone the same company to run, each from the seat they choose. A team match puts tables against each other in one market.
How a session runs
- Create it here
A class or a match takes a minute: a name, a market and the board's mission.
- Players join with a code
Each on their own phone or laptop for a class, one device per table for a match. No accounts.
- Reveal and debrief
Show the leaderboard when you are ready, then talk through what each call did.
Two formats, the same engine
Class
Everyone runs the same company in the same market. One leaderboard ranks the year.
- Best for
- A lesson, a course or a cohort learning the same ideas
- Who plays
- Any number, each on their own phone or laptop
- You control
- When each quarter opens and when the leaderboard is revealed
- Time
- 45 minutes to an hour
Team match
Two to five tables run rival brands in one market. Each quarter resolves when every table has locked its call.
- Best for
- An offsite or workshop where tables compete head to head
- Who plays
- 2 to 5 teams, one device per table
- You control
- The start, a time limit per quarter, and resolving a quarter early
- Time
- About an hour
Players appear under the name they choose; nothing else about them is stored (see Privacy).