Team Building
You'll find Scott to be a highly skilled facilitator who consistently exceeds expectations with
the delivery of his outstanding team building programs to groups as small as 8 or as large as
600+. His style and approach work interactively with groups of hundreds and more.
The Search for The Lost Dutchman's Gold Mine is the world-acclaimed team building program
created by Scott in 1993. It contains powerful debriefing metaphors to link the play back to
workplace issues and behaviors.
Dutchman is a game that presents an engaging challenge to teams – the focus is on mining gold,
managing resources and having fun. The nature of the exercise allows us to focus the debriefing
on real issues within the workplace with the goal of generating ideas and improving workplace performance.
Collaboration between teams is one of the key learning points
built into this simulation. Teams will recognize how their total ROI depends on their level of
collaboration and communications. We can also focus discussions on:
- Changing goals
- Leadership
- Motivation
- Trust
- Interpersonal communications
Overview of Dutchman:
- Works for any number of participants, as many as 600 can
easily be accommodated and we often play with 100 and more
- Participants play in tabletops of 5 or 6 people
- Designed to play and debrief in 3-4 hours, or longer if desired
- Creates an interactive, fun learning experience
The Play:
Dutchman participants enter the room with each taking a seat at a table with 4 or 5 others.
On each tabletop they'll find a colorful map, a Grub Stake of resource cards, planning tools,
job aids and other information about the exercise. Putting on cowboy hats and colorful
bandannas (which add visual impact and energy) the group settles in as Scott, in his
Expedition Leader role, relays the history of the Lost Dutchman's Mine and details the
nature of the challenges they will face.

Teams learn that they will have 20 days of 2 minutes each to manage their journey to the
Jacob Waltz' Mine and return home to Apache Junction. They can choose from 3 paths with
different risks, planning for weather changes and focusing on the optimal use of limited
but sufficient resources. Additional information valuable to their journey's success is
available, but they must decide if they are willing to delay their start by one or two
days in order to obtain it.
Once Scott concludes the intro, teams have 15 minutes to plan. They must work together
to make decisions about tactics, resource management and risk.

Play begins with by lots of lively interaction among players and teams in the spirit
of collaboration and competition. During this time, they discover the impact of their
early decisions on their results. They can also choose to get advice or collaborate with
others, but this is generally limited by their competitiveness. Once teams return to
Apache Junction, they complete their paperwork, take a break and then return for what
can be a high impact debriefing session targeted to specific learning outcomes and
objectives. The debriefing is extremely flexible and easily targeted to different desired outcomes.

Debriefing Dutchman to
Organizational Effectiveness:
Scott will work with you to link the behaviors in this exercise to your own workplace
issues and situations. His debriefing makes this exercise truly unique and extremely
powerful as a tool for change and improvement. Often discussed is how this game
parallels the need for leadership, clear missions and visions, and issues of teamwork
and collaboration.
Other Team Building Exercises:
Although Dutchman is Scott's flagship team building exercise, for different themes and outcomes, he
also facilitates his other team exercises, Seven Seas Quest or Buccanneer, The Collaboration Journey,
Military Might! and Innovate & Implement.
Please contact Scott to discuss which team building event would best fit your needs and situation.