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Building Resilience game

Images: Tommi Mattila/Nordregio Forum 2025 (right), Miia Itänen/Nordregio (left)

Setting

The Building Resilience game was developed for the Nordregio Forum 2025, where it was played in a setting of four tables with approximately 20 participants consisting of Nordic policymakers, planners, and other regional development experts. The game consists of five possible Nordic geographic settings—island community, rural village, small town, suburb, and large city. Due to the number of people, four of the five settings were played: island community, rural village, small town, and city.
The game begins with groups taking stock of infrastructure items already in place. These include transport points such as bus stops, train stations, or harbours, as well as cultural landmarks such as churches, set up by the facilitator in advance and correlating to the specific setting. After the facilitator has described the setting, the group decides together upon 3-5 items (depending on the size of the community) they will add to build an ideal Nordic community using the building blocks provided. This could be schools, grocery stores, libraries, community halls, hospitals, police stations, sport centres, or other community spaces in the environment.
Once the group has made their decision, the facilitator describes a crisis scenario that has hit their community. The list of crises ranges from storm damages and 72hr+ power cuts to contaminated drinking water and misinformation attacks (see Table 1). These crises were developed based on common threats outlined in existing Nordic national risk assessments or security strategies. The common denominator amongst all the scenarios is that the crisis urges the participants’ playable characters to leave their homes and discuss the situation with other community members (i.e., the other group members).
Table 1. Summary of the game set-up and choices selected by game players during the Nordregio Forum event (December 2025).
Geography
Initial resources
Added resources
(selected by players)
Crisis situation
Final addition
(selected by players after reflection)
Island community
Sheep, Ferry terminal, Church
Grocery store, School, Healthcare centre
Power cut following a storm
Satellite communication system powered by solar panels
Rural village
Bus station, Church
Grocery store, School, Healthcare centre, Community centre
Water contamination of unknown reason
Tower security instalments
(Group was happy with all original choices)
Small town
Church, Kebab restaurant, Train station
Sports centre, Store, Library, Emergency room
Long power cut and disturbed supply chains
School
Large city
Metro station, Main square, Church
Hospital, Powerhouse, Grocery store, Police station, School
Digital systems collapse followed by misinformation attack
Library, Community centre, or Voluntary organisation (e.g., Red Cross)
Using the infrastructure items that they placed on the site during Step 1, they must decide where to go for reliable local information on what has happened and whether something is being done to help with the situation. Who do they wish to talk to? Where do they seek refuge? The groups discuss the situation together but can make individual choices, moving their playable character to their chosen location.
During Step 2, the group reviews their first choices as the facilitator provides details about the further development of the crisis. For example, the players may need to decide which place would be most suitable to find supply deliveries or they may wish to find out whether there is organised help for more vulnerable members of the community. When seeking to meet these needs, the group members once again review the mix of public and private sites/institutions at their disposal and continue to discuss their choices for seeking trusted authorities during their crisis situation.
In Step 3, the facilitator informs the group that the crisis is coming to a resolution. The group now has an opportunity to use “recovery funding” to help the community bounce back and invest in one more infrastructure item. This step invites the group to review the community they built from the viewpoint of recent events: did they have everything they needed, or had they neglected some essential authority, institution, cultural site, or community location that could have provided key support during the crisis?
When the game was tested during the Nordregio Forum event, the game concluded with an interview, where the groups discussed the logic and emotions behind their decisions, also based on their personal experiences with similar crisis situations in their own contexts.

Discussions on psychological resilience

In our final discussions, we noticed that the four groups were largely satisfied with the choices they had made before knowing about the crisis, and all were able to decide on which places to visit for guidance. In addition, some members pointed out that, in a real situation, they would likely not leave their homes in the event of a short-term crisis. The first gathering places included the church (island community), the community centre (rural village), the library (small town), and the school (large city).
Throughout the game, smaller communities relied more on social ties and informal organisations, while the groups in more urban settings expected more from formal institutions and faced more challenges in coordinating their actions. People playing in the large city setting had more initial uncertainty before deciding on where to go, possibly due to the more scattered geography of an urban setting and the broader variety of choice. In smaller places, the prevailing sentiment was that it would be relatively easy to find where the more knowledgeable members of the community were. Similarly, a notable difference between the urban setting and the most rural setting was the formality of support sought: in the city, the group was drawn towards various actors representing the public sector (the library, town hall, or hospital) whereas in the rural setting, the group agreed that there would be a trusted community member who would informally take on the responsibility of organising activities and informing others.
The role of traditional first responders such as hospitals and the police was relatively small during the game. The groups discussed seeking advice from these authorities (for example in the case of contaminated drinking water) but also viewed that, in a less acute situation, it would be better to seek help from a place that could handle large groups of people. In other words, the public places were selected not because of their crisis-response roles but because of their role as social infrastructure and community event organisers (such as libraries, community centres, and schools). The group that selected the church as their gathering place (the island community) did so mostly for practical reasons: the church bell could be rung to gather people together. At a later stage in the game, the players were asked to search for the possible distribution of emergency supplies. Sports centres and schools were preferred as spaces to wait out the crisis together due to their size equipped for handling larger logistics.
As new tasks were introduced, people from smaller and assumedly more tight-knit communities experienced less need to review their choices, as they were more likely to trust that the information would find its way to them if they remained in one well-known, central location. During the rebuilding stage, some groups wanted to address the situation of not having any specific preparedness-related actors in their settings, investing in resources such as the Red Cross or stronger communication links. Some groups also decided to invest in building a stronger community for people living there by building a new school in the area.
In all scenarios, the group members reported that they believed they would feel safe waiting for supplies or relying on their neighbours, even if it were a real-life scenario.