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Exciting News! BC & Associates Marketing is now Wickedly Branded!
From clarity to execution, our services are built for established women entrepreneurs ready to evolve, grow, and create what’s next.
The free Brand Magic Lens helps identify where your strongest opportunities are in about four minutes.
Explore the method, frameworks, and thinking behind evolving a brand without throwing away everything that already works.
Understand the philosophy and framework behind Wickedly Branded’s approach.
See how established women entrepreneurs have transformed their brands, clarified their marketing, and created more room for what’s next.
Explore real stories, work, and outcomes from businesses at different stages of evolution.
Practical resources to help you gain insight, take action, and keep evolving without having to figure everything out from scratch.
Find the gap between how you see your brand and how others actually experience it.
Dive into our blog, podcast, and expert thinking to help you make clearer decisions about your brand, visibility, marketing, and what’s next.
Conversations about branding, reinvention, visibility and building what comes next.
Get to know Beverly, the team, our values, and what makes Wickedly Branded® different.
Learn why Beverly built Wickedly Branded® for established women building what comes next.
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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.
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®
A host sets it up in six steps, and the Game Room walks her through each one.
In person is the full party. Virtual runs on a video call.
Create the invitation in the Game Room and send it. Everyone brings a themed snack or drink.
Decor, menu, drinks, cake, and a Party Cart checklist, all optional.
Every game shows its time and what it needs. Put them in the order you like.
The Game Room tells you what to say and when to move on. Guests scan one code and play on their own phones.
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.
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.
See what has shaped you
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.
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.
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?!”
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 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.
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.
Choose what belongs now
Shuffle the deck, pull a card, answer honestly, and pass the hat. Passing is always fine.
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.
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.
Make your perspective recognizable
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.
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.
List the roles, places, and seasons of your life. Then look for what kept showing up, whatever the job title said.
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.
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.
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.
Use your authority intentionally
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.
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.”
Write one specific thing you saw in another woman tonight, drop it in the jar, and shake. Every woman goes home with her Glimmers.
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.
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.
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.
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.
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.
Finish the sentence “Now, I choose…” out loud or on your phone. Then everyone blows out the candle together and makes it official.
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.
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.
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.
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.
This is the one game made for women who have read it. It is open-book, so bring your copy and your sticky notes.
Every woman leaves with more than a full stomach.
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.
The specific things other women saw in her that night.
One picture in a Wickedly Branded frame, made on her phone.
Every woman brings one song that belongs somewhere in the story of who she became. The songs go home as a playlist.
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.
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:
| Part of the party | Mins | What happens |
|---|---|---|
| Welcome | 10 | Name cards, drinks, and one Magic Hat card kept face down |
| Arrive and eat | 20 | Music, food, and the Should Suitcase |
| Make a Wish opening | 10 | The host explains the four stages |
| Recognize | 25 | Spin the Tornado and open a few Shoulds |
| Claim | 25 | Turn over the Magic Hat cards |
| Be Seen | 25 | Show Your True Green in pairs |
| Lead | 20 | Pass the Magic |
| The Birthday Moment | 15 | The Birthday Candle and the Glimmer Jar |
| The Presents | 5 | Everyone downloads her envelope |
| Goodbye | 10 | Hugs, photos, and one last song |
| Part of the call | Mins | What happens |
|---|---|---|
| Welcome and hello | 10 | Soundtrack on, hellos in the chat |
| Recognize: Spin the Tornado | 15 | The host spins, and guests drop one Should in the chat |
| Claim: The Magic Hat | 20 | One card for everyone, three quiet minutes to write |
| Be Seen: Show Your True Green | 20 | Each woman holds up her True Green thing |
| Lead: Pass the Magic | 10 | One name and one move |
| The Birthday Candle | 10 | Blow it out together, then toast |
| The Presents | 3 | Everyone downloads her envelope |
| Goodbye | 2 | Group screenshot and the goodbye song |
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®
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.
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®
What would your table talk about if nobody had to bring the polished answer?
Exciting News! BC & Associates Marketing is now Wickedly Branded!