Loyalty Labyrinth
Navigate the maze of what truly keeps customers coming back.
Learning Objective
Leadership teams can distinguish the moves that genuinely retain customers from the dead-ends that only look like loyalty — and map a defensible path to durable retention under trade-offs.
How to Play
Setup
Build a maze on a board where paths represent retention strategies (rewards, community, switching costs, service quality, personalisation). Some paths dead-end (e.g. "lock-in without value"); others connect to the centre, "Durable Loyalty". Teams start at the entrance with a customer token.
Rules
- Per turn, a team chooses a path and justifies why it deepens loyalty for their customer.
- The facilitator reveals whether the path advances, stalls, or dead-ends, based on retention evidence.
- Dead-ends (e.g. punitive lock-in, points with no emotional value) force the team to backtrack.
- "Competitor" events test whether the team's path actually holds the customer.
- First team to reach Durable Loyalty with the customer still willingly engaged wins.
Debrief
Reserve ten minutes — retention strategy is full of false paths. Ask three questions in order:
- Which path looked like loyalty but turned out to be a dead-end of lock-in?
- Where does your real strategy rely on switching costs instead of earned preference?
- What is one path to durable, willing loyalty you're currently under-investing in?
CX Principle Reinforced
Retention by value beats retention by lock-in. Switching costs and contracts hold customers captive, but captivity isn't loyalty — the moment the cost drops, captive customers leave and warn others. Durable loyalty comes from earned preference: reciprocity, identity, and consistently low-effort experiences. Leaders often confuse the two because lock-in shows up in retention dashboards while resentment hides until churn. The labyrinth forces the distinction and maps the path to loyalty customers choose freely.
Format
- Format: In-person or virtual (maze board) — leadership-oriented
- Players: 2–16
- Duration: 45–60 minutes
- Level: Hard
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