Where Systems Thinking
Meets Play Design

Because you can't "pivot" your way out of broken systems.
You have to outdesign them
Project Overview

We've Got Systems™ is a darkly hilarious, sabotage-and-strategy card game created by OpenHouse. Designed to teach founders, innovators, and leaders how to survive — and outwit — a system engineered to compromise even the best intentions, it turns business model innovation into a strategic, playful rebellion.Part game, part social experiment, and all creative resistance, We've Got Systems helps players transform systemic traps into radical strategy and imaginative action.

We're eliminating the friction and bias of traditional financing, connecting business builders to quick, easy capital, and helping small to mid-size businesses build something bigger.

Systems Design
Workshop Facilitation
Game Concept Development
Strategic Debrief & Action Planning
Challenge

In today's "conscious capitalism" landscape, critical system literacy is treated as optional. It isn't.

The problem:Traditional workshops made systems thinking dry and overly academic.Abstract conversations weren't helping people anticipate real-world systemic sabotage.We needed a tool that was irreverent, emotional, and strategic — all at once.

Our question: How could we make confronting systemic forces fun, while building real strategic muscles?

Our Studio Approach

Our Studio Approach

At OPENHOUSE, we knew a different kind of design was needed—one that made people feel the system, not just study it. We sat around our studio table asking big questions:

* What if you could experience systemic sabotage in a way that made you laugh, not shut down?
* What if "business model innovation" could be turned into an act of collective play?
* What if radical imagination wasn't an abstract concept, but something you could practice like a sport?

blending three critical ingredients

We went to work blending three critical ingredients:

Narrative Design
We crafted storytelling mechanics where every venture wasn't just a pitch, it was a story of possibility, and every sabotage was a twist you had to outwit.

Behavioral Design
We designed gameplay that "tricked" players into deep learning, creating emotional highs and lows that mirrored real-world resilience building.

Systems Thinking
We structured sabotage and repair rounds around actual market forces, showing players how even well-meaning ventures can be destabilized—and how smart design can counter it.

Ready to Shift?
Bring "We've Got Systems" to your team, event, or classroom and transform the way you approach impact, strategy, and imagination
Book a DEMO
Book A DEMO

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