CHURN & BURN
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    Churn & Burn

    A card game that teaches how acquisition, retention, and monetization interact — through rounds of strategy, rising costs, and the math that connects them.

    2–50 players · 3–12 rounds

    THE CORE TRADEOFF

    Three levers. One budget. No right answer.

    Each round, every team picks one strategy from each category. The interactions between them are where the learning happens.

    ACQUISITION

    Get users

    Spend big for volume, or go organic and save cash. Cheap installs churn fast. Expensive ones stick — but drain the budget.

    $40

    CPI — Ad Blitz

    RETENTION

    Keep users

    LiveOps, events, and social features compound over time. But the best retention costs $10K/round. Six rounds of that is $60K.

    80%

    Base — World-Class LiveOps

    MONETIZATION

    Extract revenue

    $80/user looks incredible — until it slashes retention by 30%. Pair that with basic upkeep and every user churns. Every one.

    -30%

    Ret. modifier — Squeeze Every Penny

    Students who maximize short-term revenue destroy their user base. Students who invest in retention run out of cash. The winning strategy requires balancing all three — and changes when acquisition costs double in the late rounds.

    SEE IT IN ACTION

    What the game looks like

    Online mode — live or async. Teams pick cards, results calculate automatically, and a leaderboard tracks who's ahead.

    Churn & Burn online card-picking screen — a team selects one acquisition, retention, and monetization card before locking in their round

    Card picking

    Each team selects one card from each category, then locks in.

    Churn & Burn round results screen showing team valuations, progression charts, and per-round data

    Round Results and Leaderboard

    The results of each round show the performance of each team

    HOW A SESSION WORKS

    Setup in 5 minutes. Runs itself after that.

    Works online (live or async) or locally using one projected screen

    01

    Create a session

    Set the number of rounds, teams, and pacing mode. Share the session code or link with your class.

    02

    Teams pick strategies

    Each team secretly selects one Acquisition, one Retention, and one Monetization card. Then everyone reveals.

    03

    The math plays out

    Revenue, costs, retention, and user counts update automatically. A live leaderboard shows who's ahead — and who's bleeding cash.

    WHY USE THIS

    What students walk away knowing

    The post-game discussion is where the real teaching happens. The game gives you the shared experience to anchor it.

    CPI

    Cost Per Install isn't just a number

    Students see that expensive acquisition fills the funnel - but retaining them next round depends on actions.

    ARPU x CPI x LTV

    Unit economics decide everything

    The winning teams aren't the ones who spent the most or earned the most per user. They're the ones who learn how to balance metrics and tactics.

    RET%

    Retention compounds

    Teams that neglect retention watch their user base evaporate round over round. Teams that invest early build a base that generates revenue without new spend.

    ARPU

    Monetization has a cost

    The highest revenue-per-user card can destroy retention. Students learn that aggressive monetization may be a trap — the numbers look good for exactly one round.

    Run it in your next class

    Free. Online or offline. No account needed for the printed version.