Group Size15-80 participants
The day6 hours (3-4 hours of play)
FormatIn-person
FacilitatorArvindh Sundar
Welcome to Zombiepuram set up on the table - the printed hex map of the city with faction towers and resource cubes

I've been trying to work out for a long time why negotiation is the leadership skill people describe best and practise least.

Not because they don't know how. Most senior people I meet could teach a decent session on it.

Because the training is usually fine. The frameworks are sound - interests over positions, know your walk-away, all of that - and the people teaching them generally know what they're doing.

It's just that the real negotiations in a leader's week don't announce themselves. They happen in corridors, in budget meetings, in a quiet "can you help me with something", and nobody calls them a negotiation at all.

So people walk in with a framework and walk straight past the moment to use it. Quietly. Most weeks.

Welcome to Zombiepuram is the game at the heart of AI-augmented Negotiation and Influence, my training on negotiation in leadership. It's one of the 7 games.

How it works: a six-hour day, play first, then the EPPA loop

The programme runs on one loop. I call it EPPA - Experience, Patterns, Principles, Application.

The Experience is the game: three to four hours of play inside a six-hour day. The arc is the product, so I don't cut it.

Then we unpack it. Patterns first, which is what kept repeating across the factions. Then Principles, which are built to come from the players, not from me at a flipchart.

Then Application, where each leader takes it back to their own week.

That is the only place AI turns up. After the play, never inside it.

Nobody at the table has a laptop open. The game is people, a map and a lot of talking, and it stays that way.

The game at the heart of it: Welcome to Zombiepuram

This is my flagship, and the biggest thing I make. A whole room, all at once, split into factions trying to survive in a Bangalore that has gone very badly wrong.

Every faction has PUBLIC goals its members can see. Every single member also carries a PRIVATE goal nobody else knows about.

There is a big hex map with resources worth controlling, trading and occasionally fighting over. My team runs the zombies and the world.

And that is it, mechanically. It is built to produce three to four hours of dense political work - reading what somebody actually wants against what they said they wanted, deciding what to reveal, deciding who has earned trust.

Which is your Tuesday, with better lighting.

Hospital and fuel depot location tokens placed on the Zombiepuram hex map of the city

How the Play Is Built

Early on, factions huddle, pick a strategy and go make first contact. The game is built so the opening moves feel polite and slightly tentative, because everybody is working out who to trust and how much to give away.

By the second hour, alliances are meant to be forming. Some announced. Some very much not.

Every faction knows something the others need. Deciding when to share it, with whom, and for what in return is where the leadership actually lives.

The fourth hour is the one I designed most carefully. It is built so alliances strain, and hour-one decisions come to collect.

A faction that burned a bridge to hit its own target will find it needs that bridge. And the quiet person who kept everybody talking, nowhere near the top on points, can end up the most powerful player in the game.

Nobody wins the last phase alone. The design rewards groups who built real trust, and it is built to make the groups who played every conversation as a transaction spend the final stretch scrambling to catch up.

Not one person can win by being senior, because in Zombiepuram nobody is.

Colourful wooden faction tokens beside a printed hex map

What the play is built to reveal

Leadership training has a measurement problem, mine very much included. Most of it measures how well people describe good behaviour. This game gives a group three to four hours of play, incomplete information and competing objectives. It is designed so people stop describing and start behaving.

Where AI comes in: the Application step

By Application, the debrief is built so the players have already named what they saw. The coalitions, the broken promises, the broker nobody expected. AI has nothing to do with any of that, which I think is the right way round.

Then each leader brings one real negotiation that is coming up for them. A budget, a headcount ask, a peer they need something from. Here is what happens next:

What stays human is the part the whole game is about. What to reveal, and to whom.

AI can guess at a private goal. It can't decide how much trust a colleague has earned. That one belongs to the leader, and honestly, I think it should stay that way.

Come and have a look at the calendar

What your leaders walk out with

The receipts

I've been training founders and leaders since 2019, with founders in the US, Canada, Australia, Singapore and India.

One programme at a Fortune 100 company scored 8.82/10 as a satisfaction score, across 113 respondents and six session-days. That is one programme, and I'd rather not stretch it.

Across every scored session-day I have, the satisfaction score is 8.40/10 across 244 respondents. A bit lower, and probably the fairer number to judge me on.

To be straight with you: both of those scores come from other programmes. Welcome to Zombiepuram has been played with a client team at an HR software company, but it has no survey score of its own.

Come and have a look at the calendar

Who it fits

Who would get more from something else

Fair questions

"Why six hours? Can it be shorter?"
That's a fair ask, and honestly it is the one I get most. The six hours is the whole day: the teach, three to four hours of play, breaks and the debrief. The arc of the play is the product. Alliances forming and breaking, trust getting built and spent, private goals colliding with the shared one - that needs time. And the AI-augmented Application step sits inside that day, in the debrief, after the play. We plan it around your group, and I'll tell you plainly what I think it needs.

"What if real political tensions come up?"
They may, a little. The debrief is built for that. I separate what the game surfaced - patterns, tendencies - from what your office holds, which is history and specific people. Making a pattern discussable without making it personal is delicate work, and it needs the person who designed the thing to run it. That's me.

"Is it right for a team already in conflict?"
Depends what you want. If you want shared language for the friction, it's lovely for that, because the dynamic moves into the game world where nobody is being accused of anything.

"Can AI really help with a negotiation?"
With the preparation, I think it can. A sparring partner that will argue the other side for as long as you like is useful, and most of us never get one. It doesn't make the call on what to reveal. Which tools your leaders can use for a live negotiation, and where that information goes, is a fair question too - I'd rather answer that properly for your setup on a call than guess at it here.

Worst case? We have a conversation and you come out of it with a clearer brief, whether or not Zombiepuram is the answer.

Let's see if it fits your leaders

Tell me about your leaders and the politics you're wrestling with. I'll tell you honestly whether Zombiepuram fits, and if it doesn't, I'll tell you that too.

Come and have a look at the calendar

It won't make anybody a natural negotiator in a day. It does mean the next real one starts with a written first line, which is more than most of us manage.

With love from Bengaluru, this is Arvindh saying over and out.