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Communication
Defuse the Bomb
Communication Under Pressure
Preview

The Scenario
Two players, two screens. One person sees a live bomb with wires, modules, and symbols. The other holds the instruction manual — but cannot see the bomb. They have exactly 5 minutes to communicate clearly enough to defuse every module. The twist: they cannot swap screens.
What You'll Gain
- Reveals communication gaps in a visceral, memorable way
- Forces precise vocabulary and structured information transfer
- Creates a shared experience teams reference long after the session
- Surfaces who gives clear instructions vs. who executes well
- Works as a standalone energiser or as a communication debrief trigger
Main Features
- Two-device split-screen design — one bomb, one manual
- 5-minute countdown timer per round
- Multiple bomb modules (wires, buttons, symbols)
- Separate Defuser and Manual Reader screens
- No pre-game communication allowed between roles
- Instant replay and debrief after each round
Knowledge Terms Covered
- Asymmetric information
- Communication protocols
- Role differentiation
- High-stakes communication
- Feedback loops
- Structured communication (read-back technique)