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You manage a road network for ten simulated years under an annual budget. Keep the network in good condition (e.g. PCI class) for as little money as possible — the score is condition gained per dollar spent, measured against doing nothing at all. The same seed always builds the same network, so results with a matching seed, challenge and level are directly comparable between players.
Approximate size of the generated network — bigger means more roads to watch and a bigger budget. We recommend you play your first few games at around 100 segments to learn how policy impacts outcomes.
Number or word. The same seed always builds the identical network — share it to compare scores.
Scales the annual budget against the network's renewal need — harder means less money for the same roads.
Hands-on: click treatments onto roads in real time. Policy: design a decision table and ranking rule, then watch it play out.
On, unspent budget carries into the next year in full; off, it is forfeited — use it or lose it. The one exception: if a year's budget cannot cover your dearest single treatment, you may save towards it either way.
Level 2 only. On, the game pauses at each year end so you may amend the policy; off, the policy you set before starting is locked for the whole game.
💰 On this network you may carry budget across years, so that no road is ever impossible to fix — this applies even when budget rollover is switched off.
Unspent budget carries into the next year up to the cost of the most expensive single treatment. Anything above that is still forfeited at the year end, so there is no hoarding beyond one big job.
Rehabilitating a long road is the most expensive thing you can do. If you cannot afford it yet, resurfacing is cheaper — but on a badly deteriorated road it only masks the defect, and the road will fail again quickly. Saving up is usually the better engineering decision.
💻 Although this game works on tablets and phones, it was designed for desktops and laptops — us Civil Engineers, you know!
Road Network Manager is a teaching game about road asset management: you look after a simulated network for ten years on a fixed annual budget, and your score is the condition (e.g. PCI class) you achieve per dollar spent, measured against simply doing nothing at all.
The engineering ideas it is built to make tangible:
Level 1 is hands-on: click treatments onto roads in real time. Level 2 is the real lesson: write a policy — a decision table plus a ranking rule — and watch it manage the network for you.
How do I compare my score with a colleague? See a worked example →
On the public website only, this game uses Google Analytics to count visits and completed games, so we can see whether it is useful and which levels people play. It records a game's setup and final score (seed, challenge, level, spend, condition) — never anything you type and nothing that identifies you personally. There is no advertising and no profiling, and the data is never sold or shared. Analytics runs only if you accepted it in the banner; if you declined, no analytics cookie is set and nothing is sent. Run the game from a local file and analytics never loads at all.
Change my analytics choice →
Because every game is seeded, two people who use the same setup play the identical network with the identical no-intervention future — so any difference in score is purely a difference in decisions. Here is how you and a colleague would run an exact head-to-head:
bridge52
Share codes carry a checksum, so a mistyped or tampered code is politely refused rather than misread.