games.realityshow.com · the training ground
Nine free browser games. Each one takes a skill that decides whether people watch you, buy from you, read you right, feel good around you, act at 10X, get rich, stay obsessed, sell, or close, and turns it into reps: levels, XP, ranks, missions, badge walls, and a grade on every attempt. Everything saves on your device. Nothing is sent anywhere.
The Story Mastery System as a 25-level campaign: five skill trees (Hook, Setup, Fun & Games, Climax, Resolution), five levels each, with boss battles. Then the inverse game: 50 photo prompts you have to tell a story about, out loud, graded on the spot.
The full sales cycle in five phases: Contact & Categorize, Qualify & Discover, Pitch & Handle Objections, Rehash-Paperwork-Close, and Referrals & the Chain. Quizzes, live scenario calls, spoken drills, the 31 daily reminder cards, and an objection gym that fails you for arguing.
The Human Evaluation chart turned into a pattern-recognition trainer: 22 life categories, 9 tone levels, real-life scenarios, photos, and bare actions. Identify the category, place the tone, guess what they're thinking, predict their next move, against a shrinking clock.
Voice-first. You arrive carrying a bad feeling, say it once, then retell it in your favor loaded with all eight sense channels. The game measures how far you moved it. Speed mode shrinks the clock; the drill deliberately calls the senses you skip.
Grant Cardone's The 10X Rule as a seven-level campaign: the rule, success as duty, control and the four degrees of action, 10X goals and domination, obsession and expansion, fear and omnipresence, excuses and getting started. Plus the 32 traits as a daily deck, an excuse gym, a four-degrees sorter, the legal-pad goal log, and a sixty-second fear clock.
The Millionaire Booklet as an eight-step campaign: decide, do the math, increase income, find who's got your money, stay broke, save to invest, add flows, repeat. Thirty booklet cards, a broke-talk gym that fails you for agreeing, a step sorter against the clock, and the morning-math daily log.
Grant Cardone's Be Obsessed or Be Average as a seven-level campaign: permission, obsession as the only option, what to be obsessed with, feed the beast and starve the doubt, dominate and stay dangerous, sales and the obsessed team, control and persistence. Plus 31 obsession cards, a naysayer gym that fails you for agreeing, a feed-or-starve sorter, the daily feed-the-future log, and a sixty-second danger clock.
Grant Cardone's Sell or Be Sold as a seven-level campaign: selling as a way of life, commitment and the most important sale, the price myth and second money, people, agreement and trust, give and hard sell and massive action, the power base, time and attitude, and the five-step process with success as a duty. Plus 32 sold cards, an objection gym that fails you for fighting the objection, a five-step sorter, the daily battle plan, and the dreaded-call clock.
The Closer's Survival Guide as a seven-level campaign: the critical exchange point, know or no, the make-break point and the ten reasons closers fail, the twenty rules, then the arsenal by family: assumption and agreement closes, money and inventory closes, stall, time and pressure closes. Plus a 40-close deck, an objection gym, a family sorter, the daily objections notebook, and the one-more-time clock.