The Job Reality Profile, built in students’ native format: collectible-style Career Cards. The four careers drafted in Lesson 4 — two inside the industry, two outside — each become a card carrying nine required items: pay band from live ads, training door, rhythm, the four meters, a wow fact, sources for every stat — and THE CATCH: one hard truth per career, because cards without catches are ads, not evidence. A 15-minute evidence sprint fills the stats, a peer honesty check hunts the hype, and THE TABLE lets pairs play their cards stat-by-stat — including the round that is the whole unit in one minute: your own inside pick versus your own outside pick. Then the assessed Scout’s Call: silent, individual, open-book — the career named in sentence one, three sourced stats, the catch faced, the runner-up separated on a named stat.
The whole unit lands on the desk — draft picks, starting stats, scout report, meters, caught quotes — then 15 minutes on live job boards harvesting sourced stats for all four picks. The hardest hunt is THE CATCH: “the ad won’t print it. Where else did we learn hard truths this unit?” The meters. The guest. The diaries.
Pairs swap ONE card each and inspect: unsourced stats and soft catches (“sometimes it’s hot” doesn’t count) send the card back for repairs, and the inspector signs when it passes. Repairs are normal, not shameful — say so.
Round one: strongest card versus a partner’s, stat by stat, circle the winner per stat — nobody sweeps. Round two is the unit’s point: each student plays their own inside pick against their own outside pick, and writes the trade-off in one sentence — the profile’s thesis in miniature.
Silent, individual, open-book, about half a page, four moves — marked against the pack’s rubric with the integrity rule read aloud first: no right career. Then the bridge as files close: “You know this industry now. Next term it stops giving you answers, because it’s run out of some. Next term, it’s hiring inventors.”