For teachers

An entrepreneurship game for a high school class

Time To Market is a startup strategy card game for ages fourteen and up. A teacher can run it in one class period, in small groups, and finish with guided discussion questions. The print-and-play mini game and the rulebook are free.

What students do

Each group builds a company, assembles a team, and races its idea to launch. Every turn asks students to manage three scarce resources: Time, Money, and Influence.

The free mini game is a complete sprint of about thirty minutes that covers five startup milestones.

How to run it in class

  • Download the free print-and-play mini game and the rulebook (PDF).
  • Print and cut the pages of cards, then hand them to small groups.
  • Play a twenty- to thirty-minute startup simulation.
  • Debrief with discussion questions.

What the debrief covers

  • Why some teams worked and others failed.
  • How the characters reflect real founder mindsets.
  • The trade-offs between time, cash, and influence.
  • How infrastructure cards shaped long-term outcomes.
  • How gameplay decisions connect to real startup principles.

After the mini game

The complete classroom edition has the full 162-card deck, with more founder teams and infrastructure options for repeat use. It suits entrepreneurship, business, and career and technical education programs.

Questions

What ages is Time To Market for?

Ages fourteen and up.

How long does it take in class?

The free mini game is a complete startup sprint of about thirty minutes. A full game takes twenty to forty-five minutes.

Can I try it before buying the classroom edition?

Yes. The print-and-play mini game and the rulebook are free.

Keep reading

30-Day Founder Guarantee: play it, love it, or return the game within 30 days for a refund of its price.