Competitive response wargame
Most strategies are written as though competitors will stand still. They will not. This is the cheapest way to find out what happens on day two.
The printable canvas and the handoff into Claude Code are part of a paid plan. See what a plan includes. It needs the Claude desktop app on this machine, and your team and the prompt library already installed in that project — we cannot see your disk, so open it there.
What it is
A structured role-play of what other people do after you move. Most strategy documents implicitly assume competitors and partners stand still; they do not. The wargame plays your move forward two or three rounds, with each significant player argued from their own economics rather than from what would be convenient for you.
- The move
- Stated with enough precision that a rival could observe it. "Go direct" is not a move. "DTC site at RRP, 48-hour delivery, October launch" is.
- The cast
- Everyone with a stake: competitors, but also distributors, suppliers and large customers. In channel conflict the partner usually reacts harder than the rival, because the rival was always fighting you.
- Round one
- Each player's most likely response, with a timescale and a cost to them. Argued from their incentives, ideally by someone assigned to that seat.
- Round two and three
- Your counter, their counter to that. Bad moves routinely look fine in round one and terrible by round three.
- The verdict
- Go, modify, or drop — plus the trigger that would make you revisit it.
How you run it
- State the move precisely"Go direct" is not a move. "Launch a DTC site at RRP with a 48-hour delivery promise, in October" is. Vagueness here makes the exercise useless.
- Cast the playersNot just competitors. Channel partners, suppliers and large customers all respond — and in channel conflict the distributor usually reacts harder than the rival.
- Play each seat honestlyArgue each response from their economics and incentives, not from what would be convenient for you.
- Run the second roundTheir response, your counter, their counter to that. Most bad moves look fine in round one and terrible in round three.
- Decide what changesThe move survives, gets modified, or dies. Record which — and the trigger that would make you revisit it.
The prompt
Run this tool in your own Claude
The short prompt starts your partner against the library on your disk. The long one carries everything with it and needs nothing installed.
Your playbook
It lands in the earliest stage this tool suits. Move it on the Playbook page.
You’ll need
- The specific move, stated precisely
- Your main competitors and channel partners
- Some sense of their economics and constraints
You’ll end up with
- A likely response per player, with timing
- Your counter to each
- A go / no-go, or a modified move that survives the response