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Game Changer
Trust-Building Game with Tank

Trust-Building Game with Tank

I received a call from Getta asking me to come to the office. As I walked in, she shared some information about the team members' responses. "They've agreed to join you on the mission," she said, "except for one participant who wants to meet us in person before making a decision."

Naturally, I was curious. "Who is it, and what exactly does he want to discuss?" I inquired.

Getta replied, "Tank wants to ensure that you are trustworthy."

I nodded, realizing the importance of building trust. "I suppose it's necessary for us to meet and understand each other better. Should we arrange a meeting for everyone to discuss our plan?"

Getta explained, "Our data analytics and strategists have already prepared a comprehensive mission plan. We'll have a meeting in 42 hours. In the meantime, you will meet Tank in one hour. My secretary will guide you to a room downstairs where you can prepare for the meeting."

I followed the secretary downstairs, where I found a cozy room with fish tanks and soft cushions. In the room, a man with a chart greeted me warmly, "You must be Maya. I welcome you with open arms."

I responded, "Hello, yes. Could you please introduce yourself?"

He simply said, "I'm Victor," and proceeded to provide more information, "My role here is to help prepare you for the meeting with Tank. He's quite particular about trust. To facilitate this, I've devised a card game."

"A card game?" I was surprised by the unconventional approach to team building and connection.

Victor pressed a button on a floating square, revealing a map. "Allow me to introduce you to Alter Ego map - a card game for human design. It was developed by international students and career-changing professionals in a German code boot camp before Earth became inaccessible to people."

The game involved forming a team of 3-6 people with the goal of discovering their hidden alter egos and performing at their best. It encouraged players to recognize their strengths, be aware of others' abilities, and adapt to various situations.

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Since I had never played the game before, I decided to explore the room while waiting for Tank. The room was filled with intriguing sculptures and games, creating a relaxed atmosphere.

One painting caught my eye—a small painting of a woman framed with the words "Mona Lisa created to flirt with the audience, and jealous women threw cake at her. That's why you should never give up." The painting, although old, resonated with me. It made me reflect on jealousy and the intrusive thoughts people harbor. I recalled a childhood incident where I was mocked for not having a father and had a drink thrown at my dress. No one defended me, and I felt a deep sense of injustice. These memories had remained with me, and I wondered whether it was jealousy that fueled such actions.

Tank entered the room, and I turned to greet him. His stern gaze swept over me from high to low.

Victor, trying to ease the tension, extended a handshake, "Hi, it's me, Victor. We were discussing the game."

Tank, seemingly uninterested, simply replied, "Let's begin."

Victor nodded and said, "Alright."

The gameplay involved navigating a mysterious mansion while taking on the persona of one's alter ego. The goal was to uncover secrets and match alter egos to players. Deductive reasoning and clever bluffs were crucial.

Each player's alter ego started as a basic character, evolving as the game progressed. Players made choices, faced challenges, and developed their alter egos. The game aimed to help players discover their true selves.

Tank had the first move, and he selected a quest card for the mansion's kitchen. His task was to find five items: a knife, a key, a torch, a list, and a gem. He completed the task with astonishing speed, leaving me impressed.

He swiftly located those items, leaving me awestruck. With the help of his virtual avatar, he entered the kitchen, making a beeline for the cupboards where he uncovered a knife and a torch. A thorough search beneath the floors yielded nothing, but his keen eye caught a list hidden in the cracks of the walls. This list contained the mansion owner's desires, akin to a bucket list. As he read through it, he discovered a crucial clue—the bedroom key was concealed beneath the sink, within a wall section adorned with blue bricks. Swiftly, he swung open the sink's doors and retrieved the blue brick, revealing a sack bag containing the key. The final item on his quest was the gem, and with just 10 seconds to spare, he spotted it among a basket of belongings—a radiant red rasper gem. In a mere three minutes, he successfully completed the entire quest, earning the system's approval.

Now it was my turn. I examined the three quest cards before me and selected the one related to the piano room. My task was to play the piano and discover the correct rhythm to unlock the library. The challenge was daunting because I had never played the piano before. However, as I began to play, it felt strangely natural. I ventured into a world of musical experimentation, trying out different melodies: melancholic, majestic, slow, and uplifting. Despite my lack of experience, I had three minutes to complete the task.

As I continued to play, I found myself gradually entering a state of flow. Time seemed to slip away, and before I knew it, the majestic library doors swung open. The quest indicated that I had successfully completed the task, and my avatar guided me to a room where I collected a bag filled with the items I needed.

Tank's expression shifted from skepticism to surprise. "Okay, we've got something interesting here."

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