Abstract
In a project, people encounter the various kinds of unexpected problems, and each project member has to cope with those problems by giving them priority. On the other hand, resources such as human-resources, time, and cost are often limited in a project, and especially un-experienced young members have some difficulties in solving them. In this article, we propose an approach to share the Empirical Project Knowledge by playing "Sugoroku", a board game, and examine its advantage.