Run mode · pick a weekend

Choose a city and the app becomes one screen: who is in the room, every block on that weekend’s real clock, and what is still left before doors.

Part two · Principles

Ten things worth naming.

01Twenty conversations

The number that matters to judges.

  • How it plays out
02Let it die on contact

Don't save a kid from a weak idea. Customers teach faster than you can.

  • How it plays out
03Honest invalidation counts

"I proved this doesn't work" is a real result, and it can win.

  • How it plays out
04Results, not decks

A polished deck with no customer contact won't win.

  • How it plays out
05Ship ugly

Under an hour. Ugly is fine. That's the point.

  • How it plays out
06Spend ten hours in the room

The workshop is thirty minutes. The job is the other ten hours.

  • How it plays out
07Protect the grind block

Saturday afternoon decides the weekend.

  • How it plays out
08Show, don't sell

Parents convert by watching their kid work, not by hearing a pitch.

  • How it plays out
09Deliver the magic

Celebrate every hard first while it is still happening.

  • How it plays out
10Say what you don't know

The open questions stay visible.

  • How it plays out

01PrincipleTwenty conversations

The number that matters to judges.

The weekend succeeds when each student documents twenty conversations with strangers. Smooth logistics and strong workshops only matter if they lead there.
How it plays out

Everything else serves that. The page gives a stranger something to look at; the offer gives them something to say yes to. A kid who talks to twenty strangers and fails has had the weekend. A kid with a beautiful page and no conversations has had a craft project. Every no is data; every ghost is data.

02PrincipleLet it die on contact

Don't save a kid from a weak idea. Customers teach faster than you can.

We talked about banning categories (no more apps for other kids) and decided against it. A $5 desk-cleaner app dies on contact with customers, and that dying is the lesson. You cannot deliver it with a comment.
How it plays out

So when a kid commits to something you think is weak, let them. Get them to a real stranger faster instead of pre-empting the result. The kid who learns their idea was wrong from twenty strangers has learned how to run a business. The kid who learns it from you has learned that adults have opinions. The exception is safety, not quality.

03PrincipleHonest invalidation counts

"I proved this doesn't work" is a real result, and it can win.

Every instinct in a room full of kids says push them toward a happy ending. Sunday asks for a call instead: continue, pivot, or stop. All three win if the reasoning is real.
How it plays out

A kid who shuts their business down on stage with clean data shows better founder judgment than one limping forward because quitting felt bad. Drill this in on day one, not Sunday morning. Kids need permission before they need the rubric.

04PrincipleResults, not decks

A polished deck with no customer contact won't win.

Four equal quarters: spiky POV, shipping, data, honesty and plan. Revenue is a tiebreaker. Polish, design and the first impression are outside the rubric.
How it plays out

During the walk-around, mentors interview students at their stations about the evidence. If a student asks where to spend the last hour, send them toward one more conversation instead of another revision.

05PrincipleShip ugly

Under an hour. Ugly is fine. That's the point.

Everyone leaves Saturday's first sprint with a first-draft landing page. Students who finish ideation early may start as soon as they have a team. The target is a rough page a stranger can react to.
How it plays out

Two reasons. It's tangible, something to show family, and you cannot rip apart a page that doesn't exist. The failure mode is a student still perfecting when the sprint ends. Interrupt them.

06PrincipleSpend ten hours in the room

The workshop is thirty minutes. The job is the other ten hours.

The decks deliver the content and they do it fine. You're there for the work blocks, when a kid is stuck, embarrassed, ghosted by eleven people, or privately deciding they'll do the outreach later.
How it plays out

That's the job, and it's why mentors float at one per five to eight kids. If you find yourself preparing to be impressive on stage, you're preparing for the easy part.

07PrincipleProtect the grind block

Saturday afternoon decides the weekend.

The long afternoon sales block. Every other block has natural energy: the opening runs on novelty, the last day has a finish line. This one has neither, and it's where the twenty conversations happen or don't.
How it plays out

A quiet room at 5:00 often means students have postponed the outreach. Read the room every twenty minutes and intervene loudly.

08PrincipleShow, don't sell

Parents convert by watching their kid work, not by hearing a pitch.

By Saturday evening families have been inside the work since doors. They've watched their own kid build something and take it to a stranger. Nothing you say competes with that.
How it plays out

The highest-converting artifact is the kid's own three-minute video, which is why it's attached to the first follow-up email. So the firesides aren't sales pitches. The ask at the end is administrative: scan the QR, book the Shadow Day, schedule the call.

09PrincipleDeliver the magic

Celebrate every hard first while it is still happening.

Mark the moment on the spot. Stop the room for ten seconds, make the win visible, then send the student back to work. The reward can be tiny. Catching the moment is what makes it land.
How it plays out

Keep the reward kit at the front of the room and give the MC one job: catch the moment. Outreach breaks the ice. A reply proves a stranger listened, and a sale proves somebody paid.

Name every First Dollar Club member again at Sunday's close, regardless of final placement. The real lift comes earlier, when one student's win gives the rest of the room permission to try.

Ideas to steal

  • Ring the bell for a first sale and hand over a framed First Dollar keepsake.
  • Give the first cold email a public shoutout, an icebreaker patch and an ice cream or venue-safe treat.
  • Play a five-second launch sound for the first live URL, flash it on the projector and add the student's name to the Ship Wall.
  • Add every first reply to a Reply Wall. Read the good part aloud with permission and hide the customer's name.
  • Start the No Club. The first clear rejection earns a No. 001 sticker and a room-wide cheer for making a real ask.

10PrincipleSay what you don't know

The open questions stay visible.

Parts of this weekend are unresolved. Whether to split age tracks. Where the Sunday break goes. Those are marked Pinned here and in the source.
How it plays out

A guide who knows a thing is unresolved improvises confidently; one who thinks they missed something freezes. Seattle is a beta and the Hamptons is the flagship, so if you find something that breaks, that's the product working. Put it in the Monday retro.