Mobile LAN events for teams

Find out who your
team really is.

A sealed arena — no lag, no excuses, nowhere to hide — where the job titles come off and everyone gets counted. We bring the whole production to your venue and run the day that turns a room of colleagues into a team.

The concept film is in production. For now — imagine the room.

01 — The idea

Most away-days are a fun afternoon and a slideshow. By Monday, nothing has changed.

The games
don’t care.

They don’t care about your title, your team, or the fact you’ve “never been good at this.” In a sealed room with the cheaters locked out, there are no excuses left — and nowhere to hide.

The armour comes off. The hierarchy, the cliques, the quiet ones and the loud ones — for one day, the room counts everyone. The humility is the point: you can’t see the person across the table until your own guard is down.

Fun is the bait. Bonding is the result.

A room of people, hands raised, lit by a glowing screen at the height of a Crucible event
The moment the room becomes one.

02 — What it is

A complete competitive event — brought to you.

We call the format King of the LAN: a structured day of team competition across a curated run of games, with live league scoring on the big screen, a playoff finale, and an inclusion layer woven all the way through. Air-gapped and identical, station to station — no accounts, no updates, no “connecting to Steam.” We roll in, build the arena in your space, and run it end to end.

01

Mobile & premium

We bring the entire setup to your venue — a hotel function room, a boardroom, your office. A proper event in a proper space. Never a van.

02

Cheater-free by design

Sealed, operator-owned, identical machines on an air-gapped network. No exploits, no excuses — the integrity that makes the bonding real.

03

Fully facilitated

You don’t lift a finger. We host the whole day — setup, the format, the tempo, the teardown. The system is the referee; we run the room.

04

Built for non-gamers

The titles are chosen to flatten the skill gap so a first-timer can win a round. Nobody is left out, and nobody goes home a loser.

A row of identical gaming stations glowing in a darkened room, ready for an event

03 — The arc of a day

Four acts. One transformation.

Every Crucible day follows the same emotional arc — engineered, then refined over decades of real events. It starts with resistance and ends with a unit walking out the door.

  1. I

    The Doubter

    Coat still on, arms folded, “this isn’t my thing.” Half the room arrives like this — and that’s exactly where we start.

  2. II

    The Eruption

    The games switch the armour off. The room loses its mind at once — the shout across the desks, the whole place turning to look. Faces change here.

  3. III

    The Underdog

    The one who scored nothing gets their moment anyway. The big screen celebrates them, the room cheers. Everyone gets counted.

  4. IV

    The Echo

    Strangers and colleagues walk out a team. Nervous in, buzzing out. The only question left is “when’s the next one?”

The shape of the day

Arrival & seating Warm-up The draft League blocks The playoff The crowning

Roughly six and a half hours, around four and a half of them in-game. Out the door while it’s still hot.

04 — Three ways to run it

Pick the depth. We’ll build the rest.

The Day

A single, compressed day of competition at your venue.

  • ~20 people, full arena
  • The complete arc, minute-by-minute
  • Hosted end to end

The proof — and the funnel. Most teams come back for the residential.

The real thing

The Residential

An overnight. The full arc, including the evening session.

  • The deepest bonding happens after dark
  • Your hotel, your rooms — we run the experience
  • Where day-trippers become a tribe

The product Crucible was built around.

The Flagship

A multi-day tournament season — the full spectacle.

  • Two or more nights, multiple arcs
  • Highest production, one setup
  • The format at its most ambitious

For the team that wants the whole legend.

We quote per event — the way every serious operator in this space does. Tell us your team size, your venue and the depth you want, and we’ll come back with a number. Start an enquiry →

05 — Why it works

What no escape room can do.

Nobody goes home a loser

An awards layer runs underneath the scoreboard — Man of Peace, Comeback King, Team Anchor. Recognition, not ranking. The strongest player gets their trophy; the one who struggled gets celebrated too.

Your department vs theirs

The corporate day runs as a team championship, not an individual one. We never crown the office show-off — the drama is your people, forged into sides, fighting for the same cup.

The level playing field

With the cheaters locked out, there’s no “they were hacking” to hide behind. Everyone has to show up as themselves. That honesty is what lets a team actually see each other.

Games nobody else can run

A deep library of legendary and rare titles, curated for one thing: making a room become a single organism. Fresh meta, no skill gap, everyone equal — novelty on demand.

Twenty-seven years of knowing which moments change a face.

06 — Who runs it

Built by Nick “Rig” Morrison.

In UK competitive gaming since 1995 — back when you qualified in person, in a room. In 2005 he went to the World Cyber Games in Singapore with British esports org Reason Gaming. Twenty-seven years hosting LAN events, and a quarter-century in IT building the exact technical stack Crucible runs on.

Crucible isn’t a gaming-van side hustle. It’s three decades of competing, hosting and building — turned into a product that does one thing on purpose: make a team out of a room.

Crucible is new. The experience behind it isn’t.

27yrshosting LAN events
75%+“would do it again” — 27 years
25yrsin IT & systems
1995competing since

07 — The practical bit

Questions a buyer actually asks.

Do we need to be gamers?

No — the opposite. The day is designed for people who’ve never touched a gaming PC. The crew coaches first-timers, and the titles are chosen specifically to flatten the skill gap so anyone can have a moment.

Where does it happen?

At your venue — a hotel function room, a boardroom, an office space with room and power. We bring the entire arena to you and build it on site. We are mobile; we are not a vehicle.

How many people?

A corporate day is built around roughly 20, but the format generates teams, rounds and scoring around your actual headcount — so it flexes up or down without breaking.

How long does it run?

The day is about six and a half hours. The residential adds the evening session — where the deepest bonding happens. The flagship runs across multiple days.

Is it all violent shooters?

No. The library spans racing, strategy, turn-based and social co-op games. We curate the run for the room in front of us — the goal is a room that erupts together, not a bloodbath.

How much space and power do you need?

A function room that comfortably seats your team around a horseshoe of stations with a big screen at the front — most hotel suites and boardrooms work. For power, standard sockets across a couple of circuits is plenty: we bring our own distribution, and we’ve never tripped a venue yet.

Is the equipment clean?

Fanatically. Fresh hygiene covers on every headset for every person, and every peripheral sanitised between sessions. The founder is the most germ-conscious person in any room — it shows.

Is it insured and professionally run?

Yes. Public liability insurance and a full risk assessment come as standard with every booking — on identical, operator-controlled kit, run by someone who’s done this for 27 years.

What does it cost?

We quote per event, based on team size, format and venue. It sits on the established corporate team-building shelf — premium, facilitated, full-day. Send an enquiry and we’ll come back with a figure.

Find out who your
team really is.

Tell us a little about your team and what you’re after. No pressure, no sales script — just a straight conversation and a quote.

Prefer email? hello@cruciblelan.com