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Frequently Asked Questions

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Pillars FAQ
Process Questions
  As an instructor, or game administrator, how do I set up a game?
  As a student, or game player, how do I join a game that my professor has set up?
  How do I pay as an individual, what are my options?
  How do I pay as a group, what are my options?
  How do coupon codes work?
  What is the Game Code?
 
Strategic Questions
  What key concepts are presented in playing cities?
  What do I do when one of my teams takes over the whole world?
  How do I slow the game down or speed the game up?
 
Game Administration Questions
  Can I find a step-by-step guide to show me how to get up and running?
  How do I do a practice session with my class?
  What is resetting a game?
  How do I use the features of start game, pause game, reset game, end game?
  How will students be able to research their STARTING OPTIONS and assess their position in between class periods?
  How do I schedule the game sessions?
  How do students know which team they are on?
  Can I assign myself, as a game instructor, to one of the teams?
  What happens when I delete my game?
  Why/when should I delete my game?
  Why/when should I end my game?
  Why would I use a schedule?
  Do I have to use a schedule?
  How do the different game settings affect the game?
   
Game Software Questions
  What is a decision screen?
  What is a research screen?
  How can I find help on the rules of the game?
 
Miscellaneous Questions
  How do I submit my comments or concerns about the game itself?


Q.
Is pillars web based or Internet based?
A.
Pillars is Internet based. Which means that the game interface is not in a web browser. Instead, Pillars installs as an application on your computer, but utilizes your Internet connection to communicate with the other teams and our servers.
 
Q.
What hardware, network setup, OS do I need?
A.
Any version of Microsoft Windows that is later than Windows 98 will work. No specific network setup is required, just an Internet connection. Pillars will usually recognize any proxy information that is required, sometime special circumstances do apply. If this is the case then we will be glad to work with you. The hardware configuration that is required is 128mb RAM, Pentium II or higher, 50mb of free hard drive space and a high speed Internet connection is highly recommended.
   
Q.
What do I have to install?
A.
You will need to download and install the Pillars client. This is a simple process; you will run one setup file. After signing into the web site you will find the software available on the Downloads page.
   
Q.
How do I get the latest version of the software?
A.
You can download the latest version of the software from our web site. You will need to sign up for a free account first. After signing into the web site you will find the software available on the Downloads page.
   
Q.
As an instructor, or game administrator, how do I set up a game?
A.
This is a simple process. Once you sign up for a free account you may create your game. Click here to find a complete overview of what you need to do to prepare for using Pillars.
   
Q.
As a student, or game player, how do I join a game that my professor has set up?
A.
First, you will need to sign up for a free account. After that, you will need to obtain the game code from your professor. Once you have the game code, you can join that game by logging into the site using your new account, and clicking ‘Join an existing game’ on your home page. Click here for a complete overview of what you need to do to prepare for competing in the Pillars simulator.
   
Q.
How do I pay as an individual, what are my options?
A.

When you join a game, the web site will take you to a payment area. This will forward you to PayPal, which handles all the payment transactions. You can use PayPal two ways. For credit cards, you may simply pay using that card without signing up for a PayPal account. If you do not wish to use a credit card, PayPal will accept a checking account, but you must sign up for an account first. More information is available here: (https://www.paypal.com). After your payment is accepted, you will be forwarded to your game home page. Here you will see the game you joined.

If you cannot pay online, you can also send a check for the correct amount to our mailing address (see Contact Us page). Be sure to include with your check your User Name (e-mail address) and the Game Code for the game you need to register for. Also include which Team you should be added to.

   
Q.
How do I pay as a group, what are my options?
A.

This can be accomplished in several ways. If the university or organization that is hosting the game wishes to pay for the students in one lump sum, contact us first and we will guide you through the process of making a PayPal payment. We will then give you a coupon code that allows your students to register for free. You will have access to see who has signed up for your game.

On the other hand, if you need to pay for another student you can do so by using your Paypal account or credit card when they are joining the game under their Dunatos web site account.

   
Q.
How do coupon codes work?
A.
Coupon codes offer discounts on the price of the game per student. During promotional periods, some games can be played for a discounted price, even for free in some cases. If you received a coupon code during a recent promotional period, then you may use that code for any newly created game. When you create a game, there is a place to enter a coupon code if you have one. Once you have entered your coupon code and have created your game, then anyone who joins that game will get the discounted price. More instructions are here.
   
Q.
What key concepts are presented in opening markets?
A.
The Pillars help files are a great way to learn about key concepts in the game. For this particular question, refer to this link.
   
Q.
What do I do when one of my teams takes over the whole world?
A.
In this situation, the team that does this is obviously more prepared than the rest of the class. The students on this team should be rewarded for their hard work. However, the rest of the class does miss many key concepts when this happens. The best situation is to have all students involved and competing. We suggest that you reset the game. This causes everyone to start over from the beginning. The unprepared students should now be familiar with the game and how it works, and they should do better the second time around. We also suggest that you change some of the game settings. If you will lower their starting cash, initial cities on the map, and increase the time per month, then the game will go slower. This allows the other students more time to think things through.
   
Q.
How do I slow the game down or speed the game up?
A.

To slow the game down, try lowering the starting cash, time per month, and initial cities on the map. To speed the game up, do the opposite. For help on changing the game settings, click here.

   
Q.
Can I find a step-by-step guide to show me how to get up and running?
A.
You can find one here… (Step-By-Step).
   
Q.
How do I do a practice session with my class?
A.
You can do as many practice sessions as you would like. Simply start your game and when you are finished practicing, you can reset your game. Use the Reset Game feature to reset your game at any time.
   
Q.
What is resetting a game?
A.
Resetting a game is basically beginning again, starting all over from scratch. The game resets to the way it was when you first started the game except that the virtual world is regenerated so that the variables will be different. You can do this from the web site. When you log in to the web site you will see a Reset Game link next to your game.
   
Q.
How do I use the features of start, pause, resume, reset and end game?
A.
A help page dedicated to this topic can be found here.
   
Q.
How will students be able to research their STARTING OPTIONS and assess their position in between class periods?
A.
Start the game and immediately after doing so, pause the game. This will allow students to login to the simulator, view the virtual world, view the initial state of their business, and begin planning their initial strategy.
   
Q.
How do I schedule the game sessions?
A.

Two ways. First you can do it manually by clicking start game or resume game whenever all teams are ready to go. Then you may click pause game or end game when the session is finished.

Secondly, you can set up a schedule automatically.

   
Q.
How do students know which team they are on?
A.
It is the responsibility of the game administrator to inform the players which teams they are on before the competition begins. When the student joins the game they will get to choose which team to be on just before they make their payment. You may also rearrange the teams if you like. Go to your game's home page, the link ‘Manage Teams’ will allow you to switch students and teams.
   
Q.
Can I assign myself, as a game instructor, to one of the teams?
A.
You are automatically signed up as a member of Team 1. You do not have to log in or participate in any way if you do not wish to. However, this does allow you to play as Team 1, assigning all students or other game players to other teams. You may switch the team that you are on at any time by going to your game home page and clicking the link entitled “Manage Teams”.
   
Q.
What is a decision screen?
A.
When you first log on to Pillars, you have the choice of getting the decision screen. Only one person per team can get the decision screen, the other team members will get research screens. The two screens do not look any different, and all information will be displayed to both. The decision screens will have all action buttons enabled; the research screen will only have research buttons enabled. This way only one person may execute a decision.
   
Q.
What is a research screen?
A.
The research screen is given to all members of a team who do not choose to be the decision maker. Usually the first team member who logs into Pillars will choose the decision screen, and all subsequent team members who log in will get the research screen. The research screen has all the information that the decision screen does, just the action buttons for decisions are disables. All the ability to do research is still available to them.
   
Q.
How can I find help on the rules of the game?
A.
The Pillars help files are available online at (Pillars Tutorial).
   
Q.
How do I submit my comments or concerns about the game itself?
A.
Feel free to contact us by email at any time with any comments, concerns, questions or suggestions. You can find our contact information on the Contact Us page.
   
Q.
What happens when I delete my game?
A.
When you delete your game, it completely erases the game and any data associated with it. This is recommended if you have too many games on your My Home page and you want to clean it up a bit.
   
Q.
Why/when should I delete my game?
A.
Feel free to delete your game at any time after it has been completed. Remember that in doing so you will lose all data associated with that game.
   
Q.
Why/when should I end my game?
A.
End your game when your students are completely finished playing the game. By ending your game you will allow the students access to the Game Charts and final results so they can see how they did in the competition.
   
Q.
Why would I use a schedule?
A.
Use a schedule if you would like the simulator to start automatically at a certain date/time. This allows you to run the game without manually pausing/resuming it.
   
Q.
Do I have to use a schedule?
A.
The schedule is not required. You can start/pause/resume your game at any time by using the manual functions instead of running your game automatically via the schedule feature.
   
Q.
How do the different game settings effect the game?
A.
  1. Merger Time - This does not have much effect on the game but simply determines how many minutes teams have to make decisions when two or more products merge.
  2. Starting Cash - Too much starting cash will mean that teams don't have to make tough decisions since cash is plentiful, but not enough cash could slow down the game when there isn't enough cash to make any moves. Typically you want to stick with the default values on this setting unless you have the extremes of 4 or 8 teams. If you have less teams then give a little more cash and vice versa.
  3. Initial Cities - This will determine how fast the game moves at the beginning since it takes two cities to initiate a product market. If there are initial cities already opened then product markets can be formed immediately. If you reduce this setting then you will want to give a little more starting cash to help teams get started.
  4. Time Per Month - This directly correlates with the game speed. In other words, how many real minutes equal one simulated month. We recommend 2 or 3 minutes although you can change this throughout the simulation if you want to slow the game down or speed it up. You have to pause the game first before you change this setting.
  5. Bonus Questions - This determines whether or not students get the Bonus Question pop-up every quarter of a year. Changing the reward/penalty amounts determine how big of an impact this feature has on your simulation.
  6. Bonus Reward - This is the reward for answering a bonus question correctly.
  7. Bonus Penalty - This is the penalty for answering a bonus question incorrectly.
   
Q.
What is the Game Code?
A.
The Game Code needs to be given to everyone who is going to compete in this specific simulation. The students will need the Game Code when they register for your game to make sure they register for the correct game.
   

 

 

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