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Brand Evolution Strategy for Female Founders.

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Brand Evolution

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Brand Evolution Strategy for Female Founders.

The Wickedly Branded® Game Room

Book Club Games for

Women Who Came To Play

Fourteen games and activities from the book, made for kitchen tables, living rooms, and video calls. Pull a card. Spot a Flying Monkey. Make up a word. Go home with an envelope to open on the day you forget what you know.

Free to play. No reading required. No account. Nothing to download.

What is the Wickedly Branded® Game Room?

The Wickedly Branded® Game Room is a free set of fourteen party games and activities from Beverly Cornell’s book, Wickedly Branded®: Claim Your Voice, Visibility, and Authority in a World Not Built for Women. It runs in a web browser on a phone or a laptop. Book clubs, workshops, birthdays, and girls’ nights play it in person or on a video call, and every guest can join in whether she has read the book, is halfway through, or has never opened it.

Picture the best birthday party you went to at eleven: the games, the cake, the goody bag. Now give that party to grown women with businesses, opinions, and very little time to play.

The games follow the book’s four stages: Recognize, Claim, Be Seen, and Lead. You will laugh at a Flying Monkey, sort a suitcase full of shoulds, and tell another woman exactly what you see in her.

Bring the wand. Wear the sequin hat. The sparkle is there on purpose. It invites back the whimsical side so many women set down in order to be taken seriously at work.

Serious questions do not require solemn people.
Beverly Cornell, Wickedly Branded®

How does a Game Room gathering work?

A host sets it up in six steps, and the Game Room walks her through each one.

01

Choose your gathering

In person is the full party. Virtual runs on a video call.

02

Invite your guests

Create the invitation in the Game Room and send it. Everyone brings a themed snack or drink.

03

Plan the party

Decor, menu, drinks, cake, and a Party Cart checklist, all optional.

04

Choose your games

Every game shows its time and what it needs. Put them in the order you like.

05

Run it from one screen

The Game Room tells you what to say and when to move on. Guests scan one code and play on their own phones.

06

Wrap it up

Envelopes, the Birthday Candle, a group photo, and goodbyes.

The suggested in-person party runs two hours and forty-five minutes. The virtual plan runs ninety minutes. Single games take five to twenty-five minutes, so one or two fit inside a book club you already have.

Which games are in the Game Room?

Fourteen games and activities, sorted by the book’s four stages. Play one at your next book club or string them into a whole party. Nobody needs to have read a page.

RECOGNIZE

See what has shaped you

Spin the Tornado

Image of gradient tornado of overwhelm -

RECOGNIZE · 10 MINUTES · ON THE SHARED SCREEN

What you do

Spin, and the Tornado picks a check-in question about one of five patterns: the Messy Middle, Legacy Load, the Should Suitcase, the Flying Monkeys, or the Vanishing Finish Line. Anyone who wants to can answer.

How it fits the book

The Tornado of Overwhelm is the book’s name for everything taking up the space at once: competing demands, unfinished decisions, expectations, and invisible responsibility. Five named patterns feed it. One spin gives the whole room a shared word for whichever has been loudest lately.

The Should Suitcase

RECOGNIZE · 10 MINUTES · ON HER OWN PHONE

What you do

Take each should out of the suitcase and decide: keep it, put it down, or not sure yet. At an in-person party, the host opens a few and the room yells, “WHO SAYS?!”

How it fits the book

Chapter 3 asks what you are carrying because you think you should. Some shoulds are yours. Some you inherited without ever choosing them. And “not sure yet” is a real answer, because some of these rules have had decades to perfect their disguises.

Flying Monkey Bingo

RECOGNIZE · 15 MINUTES · ON HER PHONE, WITH THE HOST CALLING

What you do

Flying Monkeys are the voices that question you, from “Niche down” to “Who do you think you are?” The host calls them one at a time. Tap the ones you have heard, get five in a row, and fly anyway.

How it fits the book

Chapter 4, “Beware the Flying Monkeys,” is about the outside opinions that reopen decisions you already made. As Beverly writes, “Dorothy had flying monkeys. We have Wi-Fi, algorithms, and a remarkable number of strangers with microphones.” Name one out loud in a room that laughs, and you will spot it faster the next time it swoops in at your desk.

CLAIM

Choose what belongs now

The Magic Hat

CLAIM · 10 MINUTES · SHARED SCREEN OR HER OWN PHONE

What you do

Shuffle the deck, pull a card, answer honestly, and pass the hat. Passing is always fine.

The deck

A full deck with a suit for each stage. Brains, Heart, and Courage are the face cards, every suit has a wild card, and two Magic cards hide in the deck.

How it fits the book

The questions are written to interrupt the polished answer and help you name what you want now, which is what the Claim stage asks of you. The suggested party plan turns the cards over right after Recognize, when the room is warmed up and honest.

BE SEEN

Make your perspective recognizable

Show Your True Green

BE SEEN · 25 MINUTES · IN PAIRS, THEN ON HER PHONE

What you do

Pair up. One partner asks, “What feels completely obvious about me that I may not realize other people associate with me?” The other answers, then you switch. Write your True Green card and take home seven days of small ways to keep it visible. On a video call, each woman holds up one thing that is unmistakably hers and tells the room why.

How it fits the book

Show Your True Green is the book’s language for letting more of what is distinctly yours stay visible, including the part you usually edit out. The seven days turn one brave sentence at a party into a week of small visible moves.

My Shimmering Thread

BE SEEN · 15 MINUTES · ON HER PHONE, WITH THE HOST GUIDING

What you do

List the roles, places, and seasons of your life. Then look for what kept showing up, whatever the job title said.

How it fits the book

The book calls that recurring pattern the Shimmering Thread: the experiences, strengths, questions, values, instincts, and ways of seeing that may have looked unrelated while you were living them. Finding it gives you evidence of what has been distinctly yours across more than one season.

My Name Card

BE SEEN · 5 MINUTES · ON HER OWN PHONE

What you do

Write your name and finish one sentence: “I want to be known for…” Your card tells the room how to see you before the first game starts.

How it fits the book

Be Seen asks what you want people to associate with you. The name card comes from the Gathering Guide, and it lets every guest say it first, in one sentence, before anyone has to guess.

LEAD

Use your authority intentionally

Pass the Magic

LEAD · 10 MINUTES · ON HER OWN PHONE

What you do

Name a woman who opened a door for you, or one whose name deserves to travel farther. Make her a card and choose one move: introduce, recommend, invite, credit, share, teach, or let her lead. If it takes under two minutes, do it at the table.

How it fits the book

The Lead stage asks what your experience can make possible for other people. The book puts it plainly: “generous intentions are lovely, but introductions usually require someone to send the email.”

The Glimmer Jar

LEAD · 5 MINUTES · ON HER OWN PHONE

What you do

Write one specific thing you saw in another woman tonight, drop it in the jar, and shake. Every woman goes home with her Glimmers.

How it fits the book

In the book, Glimmers are outside evidence that something is working: a client repeats your language, or someone recommends you for the very thing you want to be known for. The jar sends each guest home with that evidence in other women’s words.

Wickedly Branded Means…

LEAD · 5 MINUTES · ON HER OWN PHONE

What you do

Finish one sentence in your own words: “Wickedly Branded means…” There is no right answer, only yours. Keep it on your phone or add it to the wall beside lines from the book.

How it fits the book

Underneath the book sits one question: what does it mean to become increasingly recognizable as yourself? This is where each guest writes her own answer.

PLAY ANYTIME

The Wicked Dictionary

PLAY ANYTIME · 15 MINUTES · ON THE SHARED SCREEN

What you do

Guess what seven made-up words from the book mean, like capabletivity, shouldspell, and votecreep. Then mash two words together, give your new word a meaning, and try to stump the room.

How it fits the book

Beverly coined these words as a nod to the playful made-up language of Wicked, and each one names something women rarely have a word for.

Votecreep, from Chapter 4, is what happens when one useful outside opinion becomes several and everyone slowly gets a vote on a decision you once knew how to make. Your best invention can join the Wall of Made-Up Words.

The Birthday Candle

PLAY ANYTIME · 5 MINUTES · ON THE SHARED SCREEN

What you do

Finish the sentence “Now, I choose…” out loud or on your phone. Then everyone blows out the candle together and makes it official.

How it fits the book

A birthday marks a new year. The Birthday Candle marks a new choice. It gives each guest one clear sentence about what she is choosing now, said in a
room of women who will remember it.

The Way Home

ALL FOUR STAGES · RUNS ALL NIGHT · ON HER OWN PHONE

What you do

Play one game from each stage and watch your path light up. When all four are lit, click your heels three times. There is no place like home.

How it fits the book

The Way Home is Beverly’s name for the book’s whole journey: Recognize, Claim, Be Seen, and Lead, ending at home, where the brand feels like you.

FOR BOOK READERS

Book Trivia

FOR BOOK READERS · 10 MINUTES A ROUND · SHARED SCREEN OR HER OWN PHONE

What you do

Twenty-four questions in three rounds, plus a bonus round on the book’s big ideas. One answer in every question is ridiculous, so good guessers can win too.

How it fits the book

This is the one game made for women who have read it. It is open-book, so bring your copy and your sticky notes.

What do guests take home?

Every woman leaves with more than a full stomach.

My Envelope

Anything she wants to keep from a game goes into her envelope, wax seal and all. The front reads, “Open when you forget what you know.” She downloads it before she leaves.

Her Glimmers

The specific things other women saw in her that night.

A Party Photo

One picture in a Wickedly Branded frame, made on her phone.

The Soundtrack

Every woman brings one song that belongs somewhere in the story of who she became. The songs go home as a playlist.

A Place on the Walls

Her made-up word can join the Wall of Made-Up Words, and her sentence can join the Wickedly Branded Wall. Both walls stay PG.

Everything you write stays on your phone, except what you share on socials and the words and sentences you choose to add to the walls.

How do I host a Wickedly Branded® book club party?

This is yours. The book says do it your way and break the rules, so start there. You bring the house and the games. Your guests bring a themed snack or a drink. A book club, a birthday, a slumber party, and a girls’ road trip all count. Women often do this kind of thinking alone. A gathering gives them language to use with each other.

What the host side gives you:

    • An invitation to send, with a calendar file and one guest code
    • Plan the party: decor, menu, drinks, and cake ideas, plus a Party Cart checklist
    • A game menu with the time and setup for every game
    • “Say this” and “Do this” on every screen, with a timer that starts when you reach each game
    • Signs for the shared screen and printable name cards
    • Book club questions grouped by Recognize, Claim, Be Seen, and Lead
    • A wrap-up page for after everyone leaves, with a thank-you message ready to send

The in-person party plan

2 hours 45 minutes

Part of the partyMinsWhat happens
Welcome10Name cards, drinks, and one Magic Hat card kept face down
Arrive and eat20Music, food, and the Should Suitcase
Make a Wish opening10The host explains the four stages
Recognize25Spin the Tornado and open a few Shoulds
Claim25Turn over the Magic Hat cards
Be Seen25Show Your True Green in pairs
Lead20Pass the Magic
The Birthday Moment15The Birthday Candle and the Glimmer Jar
The Presents5Everyone downloads her envelope
Goodbye10Hugs, photos, and one last song

The virtual book club plan

90 minutes

Part of the callMinsWhat happens
Welcome and hello10Soundtrack on, hellos in the chat
Recognize: Spin the Tornado15The host spins, and guests drop one Should in the chat
Claim: The Magic Hat20One card for everyone, three quiet minutes to write
Be Seen: Show Your True Green20Each woman holds up her True Green thing
Lead: Pass the Magic10One name and one move
The Birthday Candle10Blow it out together, then toast
The Presents3Everyone downloads her envelope
Goodbye2Group screenshot and the goodbye song
Host tip

Go home before everyone is exhausted. End on time. Inhabitable Success applies to book clubs too.

“If one question takes the room somewhere more interesting and nobody gets past page two, I would consider that a success.”

Beverly Cornell, Wickedly Branded®

Questions hosts ask

Do guests need to read the book first?

No. Every game explains its idea in a sentence or two before anyone plays, and the book’s terms open a short definition when you tap them. Book Trivia is the only game made for women who have read it.

No. The Game Room opens in the web browser on a phone, a tablet, or a laptop. There is no account to create and nothing to download. Guests join by scanning one code or tapping the link in the invitation.

Yes. The Game Room is free for hosts and guests right now.

Yes. Choose Virtual when you plan your gathering. The host shares her screen with sound on, guests play along on their own phones, and the chat carries the answers. The suggested virtual plan runs ninety minutes.

 The suggested in-person party runs two hours and forty-five minutes, and the virtual plan runs ninety minutes. Single games take five to twenty-five minutes. The host can add, remove, and reorder games, and change any time in five-minute steps.

Yes. The games work at workshops, team gatherings, masterminds, birthdays, and girls’ nights. Choose the games that fit your group and skip the others.

Everything you write stays on your phone, except what you share on socials and the words and sentences you choose to add to the walls. The host never sees what is in a guest’s envelope.

A phone, plus a TV or a laptop if you want a shared screen. Wands, stickers, sparkle, and a sequin magic hat are encouraged and entirely optional.

Wickedly Branded®: Claim Your Voice, Visibility, and Authority in a World Not Built for Women publishes October 23, 2026, and is on presale at Amazon now. Find it on the Wickedly Branded® book page.

Who made the Game Room?

Beverly Cornell wrote Wickedly Branded® and built the Game Room to go with it. She is the founder of Wickedly Branded®, a brand strategy firm for established women entrepreneurs, which she started in 2011 after fifteen years of brand roles in Fortune 500 companies and tech startups. She hosts the podcast Marketing, Magic, and the Messy Middle and is also the author of Marketing for Entrepreneurs.

Every game comes from a chapter of the book, the Gathering Guide, or the Playbook. April Hiatt, Founder of WISE WOMEN Masterminds®, wrote the foreword, and the book carries endorsements from Andrea Waltz, Kerri Schlottman, and Pia Silva.

“When I speak or guest on podcasts, people often tell me afterward that they have started spotting their own Flying Monkeys.”
Beverly Cornell, Wickedly Branded®

Read it, halfway through, or never opened it?

Come play

What would your table talk about if nobody had to bring the polished answer?

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