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CRAMERBEHAVIOR LAB Built by Cramer · cramer.com ↗

Cramer Behavior Lab · Multiplayer

Deck Battle

Pass-and-play, 2–6 players, one device. Each turn: a concept, three plays, ten seconds. Faster answers score higher — but a wrong answer scores nothing. Six turns each. Podium at the end.

You’ll be able to: discriminate between adjacent concepts at speed — the misses teach the boundaries ~15 min

Who's playing?

Pace

Relaxed pace suits mixed-language rooms and levels the field — the speed bonus is halved so accuracy decides it.

Session leaderboard lives on this screen for the whole workshop — run rematches and the standings persist until the page closes.

Pass the device to

Player 1

Ten seconds per question. Ready?

Live standings

Final Standings

Solo players: take the Certification
Facilitator notes

Plain English first, always. Everything in this tool is real, published research \u2014 no invented neuroscience, no borrowed jargon. Here are the receipts.

Format: tables of 3–4, one device each, Relaxed pace for mixed rooms (12–15 min). Run two heats; the session leaderboard on the lobby screen holds bests across rematches — project it.

Evidence: the science behind every card — Kahneman & Fredrickson (1993), Cialdini (1984), Kahneman & Tversky (1979), Ellsberg (1961), Tversky & Kahneman (1974), Iyengar & Lepper (2000), Dai, Milkman & Riis (2014), Norton, Mochon & Ariely (2012). The event plays are Cramer's applied interpretations.

Debrief: collect the decoy lessons the room saw ("that play runs on X, not Y") — those confusions are the exact concept boundaries worth five minutes of teaching before you move on.

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