This is designed as an introduction, not a revision exercise — most students playing it won't have met scarcity, choice or opportunity cost before.
Read the real Guardian story behind this game →
| Time | What happens |
|---|---|
| 0–5 min | Briefing: read the scenario aloud, set up teams on the console, hand out workbooks. |
| 5–13 min | Round 1 — Know the Threat. Teams discuss and write; reveal and update league table. |
| 13–23 min | Round 2 — Build the Kit. Teams choose items on paper; enter and reveal. |
| 23–33 min | Round 3 — Panic at the Shelves. Announce the price rises before teams decide; enter and reveal. |
| 33–43 min | Round 4 — The COBRA Briefing. Teams pitch live; rate justification quality on the console. |
| 43–48 min | Bonus round — Real World Recall, quickfire. |
| 48–50 min | Podium reveal and final league table. |
Running a 65-minute lesson instead? Add 5 minutes to Round 2 and Round 3 each for fuller team discussion, and use the extra 5 minutes at the end for the written reflection questions rather than setting them as homework.
| Situation | Correct key word |
|---|---|
| Supermarkets don't have enough tinned food for every household to buy as much as they'd like. | Scarcity |
| A household decides to buy a first aid kit instead of a portable power bank. | Choice |
| Because they bought the power bank, the household can't also afford extra bottled water. | Opportunity cost |
| There isn't enough money in the household budget to buy everything on the list. | Scarcity |
5 points per correct match, 20 points total. Only three key words are used across all four questions, deliberately — the repeat on Q4 is there to reinforce "scarcity" rather than test a fourth new term. This round works well marked as you circulate — you don't need to wait for the console to know who's on track.
Both rounds score automatically from what you tick into the console — there's no separate answer key to mark against, because there's no single correct basket. Round 2 scores on your team's total kit coverage across five household needs (Food, Water, Power & Light, Information, Health & Safety), out of 20.
Round 3 is deliberately scored differently, and it's worth knowing why. It is not "how much extra coverage did you gain" — a team that built a near-complete kit in Round 2 would then have almost no coverage left to gain, capping their Round 3 score for reasons that have nothing to do with how well they spend their final £20. Instead, Round 3 scores each team against their own best possible move: given what they already own and their remaining £20 at the new prices, the console works out the best coverage they could possibly have bought, and scores them on how close they got to that. A team that already owns everything scores full marks automatically — there was nothing left to buy, so nothing to lose marks on.
Round 3's price rise is real: tinned food, bottled water and torches rise in price, while the radio, first aid kit, medication and power bank stay the same. The simple story worth giving students is that everyone tried to buy the same few things at once, so the price went up. If you want the fuller A-level version for the debrief: a sudden rise in demand, with supply unchanged, creates excess demand at the old price, and price rises until quantity demanded falls back in line with supply. The reflection questions push toward this fuller version already — see below.
| Item | Round 2 price | Round 3 price | Mainly covers |
|---|---|---|---|
| Tinned food (10-day supply) | £11 | £16 | Food |
| Bottled water (multi-pack) | £7 | £10 | Water |
| Torch & spare batteries | £6 | £8 | Power & Light |
| Wind-up / battery radio | £10 | £10 | Information |
| First aid kit | £13 | £13 | Health & Safety |
| 7-day medication buffer | £5 | £5 | Health & Safety |
| Portable power bank | £16 | £16 | Power & Light, Information |
| Reserve of banknotes at home | £9 | £9 | Food, Water, Health & Safety (small amounts each) |
There is genuinely no single correct policy stance here — economists and policymakers disagree on this in real life. At this level, mark on whether the team gives a real reason at all, not on which option they pick or how technical their language is.
| Rating | What it looks like | Points |
|---|---|---|
| Strong | Gives a clear reason and correctly uses "scarcity", "choice" or "opportunity cost" — e.g. "the government should ration it because otherwise richer households will buy everything and poorer households will go without." | 20 |
| Adequate | Gives a sensible reason but doesn't use any of the three key words — e.g. "it's fairer if everyone gets some." | 12 |
| Weak | States an opinion with no reason behind it — e.g. "because it's better." | 5 |
| Blank / off-topic | No usable answer given. | 0 |
| Question | Answer |
|---|---|
| Which government department announced the campaign? | Cabinet Office |
| Classic UK emergency advice recommends keeping supplies for how long? | 3 days |
| Which extreme weather triggered the COBRA meeting in the real coverage? | Heatwave & wildfires |
| What does the government call its plan for a large-scale conflict? | War Book |
5 points each, 20 points total.
Written with command terms rather than mark allocations, at introductory level — accept answers in the students' own words, and don't expect exam-style vocabulary yet. Questions 3, 4 and 6 are a deliberate first taste of supply and demand, which the game hasn't formally taught — treat these as teasers to spark curiosity ahead of that topic, not a test of it. There's also a standalone reflection-questions handout with the same questions and a clickable link to the real article, for students to answer in their exercise books.
Scenario based on the UK Cabinet Office's August 2026 national resilience campaign, reported by The Guardian, 25 August 2026.