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Guide8. Campaign Variants & Alternative Cohort Formats

Campaign variants icon8. Campaign Variants & Alternative Cohort Formats

These formats reuse the same quests, roles, encounters, and progression, but compress or reshape the timeline.


Hyper sprint format iconFormat A: The Hyper Sprint (1-Day Intensive)

Use when:

  • Conference-adjacent events
  • Retreats / offsites
  • Partner DAOs
  • Onboarding bursts
  • “Taste of RaidGuild” experiences
  • High-energy, limited-time windows

Think: one-day dungeon crawl, not a marathon.


Hyper sprint goal iconGoal of the Hyper Sprint

  • Rapid immersion into RaidGuild culture
  • Hands-on collaboration
  • One concrete artifact by end of day
  • Strong signal on who “gets it”

This is not about polish — it’s about activation.


Hyper sprint schedule iconSample Hyper Sprint Schedule (6–8 hours)

Act I — Arrival & Alignment (1–1.5 hrs)

Encounter: Welcome to the Tavern

  • Intros (fast, structured)
  • What RaidGuild is (and isn’t)
  • “Not a hackathon” framing
  • Theme reveal
  • Show 1–2 prior demos (short)

Output: shared context + energy


Act II — Divergence (1.5 hrs)

Encounter: Meme Driven Development

  • Fast ideation
  • Meme → pain → idea loops
  • Breakout groups
  • Idea wall / board

Output: many ideas, social bonding


Act III — Convergence & Party Formation (1 hr)

Encounter: Choose Your Quest

  • Cluster ideas
  • Vote / signal
  • Form teams (2–4 people)
  • Pick one scoped goal

Output: teams + clear objective


Act IV — Build Sprint (2–3 hrs)

Encounter: The Buildlands (Compressed)

  • Heads-down building
  • Mentors float between teams
  • Hard scope constraints
  • “What can you demo in 2 hours?”

Output: something that exists


Act V — Demo & Reflection (1 hr)

Encounter: The Arena

  • 3–5 min demos per team
  • Group reflection
  • Callouts for standout contributors
  • Explain progression paths (cohort grad, RIPs, etc.)

Output: shared accomplishment + next steps


Hyper sprint rewards iconHyper Sprint Rewards (Loot)

  • Hyper Sprint Graduate status (lightweight)
  • Eligibility to join future cohorts
  • Strong signal for mentorship / RIP invites
  • Raider of the Day recognition

Think of this as a gateway drug to the full cohort.


Mini-cohort format iconFormat B: One-Week In-Person Mini-Cohort

(Daily 1–2hr Sessions + Mentor Time)

Use when:

  • Local chapters
  • Coworking spaces
  • City-based Guild meetups
  • University programs
  • Residency-style programs

This is a condensed campaign, social-first, relationship-heavy.


Mini-cohort schedule iconSample 5-Day In-Person Flow

Day 1 — Arrival & Theme Immersion

Encounters:

  • Introductions
  • Guild overview
  • Theme reveal
  • Expectation setting
  • Social bonding

Homework: light ideation


Day 2 — Ideation & Exploration

Encounters:

  • Meme Driven Development
  • Theme deep dive
  • Lightning talks
  • Creative workshops

Homework: bring one idea


Day 3 — Convergence & Team Formation

Encounters:

  • Pitch ideas
  • Team formation
  • Scope definition
  • Repo / tools setup

Homework: initial build or spec


Day 4 — Build + Mentor Sessions

Encounters:

  • Heads-down build
  • Scheduled mentor rotations
  • Mid-day check-in
  • Scope correction

Homework: demo prep


Day 5 — Demo Day & Reflection

Encounters:

  • Live demos
  • Feedback
  • Recognition
  • Next-step pathways (RIPs, cohorts, RAIDs)

Outcome: tight social bonds + real artifacts


Mini-cohort rewards iconMini-Cohort Rewards

  • Full Cohort Graduate status (if expectations met)
  • Demo Day eligibility
  • Mentor visibility
  • Strong path into RIPs / RAIDs
  • Raider of the Month eligibility

Campaign design principles iconKey Design Principles Across All Formats

These are invariant — regardless of length:

  • Not a hackathon
  • Relationships > submissions
  • Agency > assignments
  • Shipping > perfection
  • Culture is taught by participation
  • Progression is earned, not granted

The format changes. The values do not.

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