Train your executive committee for a cyber crisis.
An immersive workshop at your premises, built around BlackOut, the crisis management serious game from the BlueSecure Game Studio, winner of the CyberNight Jury's Favorite Award.
- 2 to 4 hours
- On site, as a crisis committee
- Executive committee
- Built on your processes
A cyber crisis cannot be delegated to a single person
A leadership decision
Paying a ransom, stopping production, communicating: these calls commit the executive committee, not just the technical teams.
The moment of shock
The first hours of a crisis are confusing. Executives need to be prepared for them, rather than discover them on the day.
A shared responsibility
Leadership, CISO, DPO, communications, human resources: the quality of the response depends on how they coordinate.
The NIS 2 directive, being transposed into French law, provides that members of management bodies are required to follow training in cyber risk management (article 20).
You do not learn a crisis by listening to it. You live it.
Projected on a big screen, BlackOut sets the pace and builds the pressure, like a film. The group does not watch a presentation: it acts as a crisis committee and decides.
- A scripted immersion, paced by the serious game
- Participants who act as a crisis committee
- Decisions put into practice as tabletop exercises, with lessons learned
- Reflexes that last beyond the session
« It is 9:14 a.m. An email has just arrived. You click. Within minutes, every system is down. A ransom note appears. »
The group acts as a crisis committee
Each participant takes on the roles in turn, facing the real dilemmas of a crisis.
Leadership
Arbitrate and decide under pressure
CISO
Qualify, contain, remediate
DPO
Notify the data protection authority on time
Communications
Internal, external and reputation
HR
Manage people and organization
User
The entry point of the crisis
Every decision becomes a tabletop exercise
The game forces a decision
The scenario moves forward and puts the committee in front of a critical choice, in real time.
The group puts it into practice
The decision becomes a hands-on exercise run by the group, or a discussion of lessons learned with the facilitator.
- Qualifying an incident
- Isolation plan and formal authority
- Notifying a data breach to the authority
- Key messages
- Internal communications
- External communications and press
What the executive committee takes away
- 01
Grasp the dynamics of a crisis
How events unfold, how fast it spreads, the shock of the first hours.
- 02
Understand each actor's role
Leadership, CISO, DPO, communications, HR, business units, and how their decisions depend on each other.
- 03
Understand a crisis organization
From the point of view of a typical strategic crisis cell.
- 04
Decide under pressure and uncertainty
Arbitrate realistic dilemmas: ransom, isolation, communications.
- 05
Measure regulatory obligations
Qualification, notification to the authority and deadlines, sector obligations.
- 06
Structure crisis communications
Internal and external, reputation stakes, consistent messages.
- 07
Anchor the right reflexes
Real lessons learned and the blind spots of your current crisis setup.
How a half-day unfolds
A flexible length of 2 to 4 hours, depending on the chosen format.
Opening
Immersion through the scenario, the group under pressure.
The cell
Participants activate a strategic crisis cell.
The game
Critical decisions paced by the serious game.
The table
Hands-on exercises: qualification, notification, communications.
The debrief
Interactive review and lessons learned, related to your organization.
A workshop calibrated to your reality
We gather your context and your incident management processes: each session is built on your real stakes, not on a generic scenario.
Included in the workshop
- The context and stakes specific to your organization
- A map of your incident management processes
- An incident chain designed for your context
- A crisis management memo sheet for participants
Going further
Depending on the time available and the chosen format, the workshop can be extended.
Virtual reality
An extra immersion that places participants in a 360° crisis environment.
Lock picking
A lock and padlock picking workshop, to make physical vulnerability tangible.
For your teams, BlackOut can also be played in teams on site
Game stations, teams of 4 to 5 people, a facilitator and a debrief: it is one of our in-person games.
Frequently asked questions
- Do participants need technical knowledge?
- No. The workshop is designed for members of the executive committee and the functions that make up a crisis cell. Everyone plays every role in turn, including the ones they do not know, which is exactly what helps them understand the constraints of others.
- How long does the workshop last?
- From 2 to 4 hours, over half a day. The length is calibrated with you, depending on the scope and options chosen.
- Is the scenario adapted to our organization?
- Yes. Beforehand, we gather your context and your incident management processes, then build an incident chain adapted to your real stakes.
- How does it relate to the NIS 2 directive?
- The NIS 2 directive, being transposed into French law, provides that members of management bodies are required to train in cyber risk management. The crisis workshop puts them in a real situation. It complements the NIS 2 executive path in the Learning Academy, which meets the training obligation.
- What remains after the workshop?
- A debrief that relates each decision to your organization, the blind spots of your current crisis setup, and a crisis management memo sheet for participants.
- Where does the workshop take place?
- At your premises, in a room with a large screen. We bring the serious game and facilitate the session.
Let's build the session that fits you
Tell us who will take part and what you expect from the exercise. We calibrate the length, scope and options, then send you a proposal.
- At your premises, 2 to 4 hours
- Scenario built on your processes
- Crisis management memo sheet included
Let's talk about your next crisis exercise.
Talks, workshops, serious games: discover our other in-person formats too.