OUR FAVORITE AGILE BOARD GAMES
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- Drusilla Wade
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1 OUR FAVORITE AGILE BOARD GAMES Please no drinks on the tables We will be playing games and don t want a spill. WITH MICHAEL BODÉ In this session, we will: Learn how gamification supports agile learning Play hands-on with two games Give away a free game!
2 I SHOULDN T BE HERE Steve Ostermiller, Agile Trainer
3 WHY GAMES? Fun way to learn Systems oriented Provide safety for failure Provide fast feedback Suppress pre-existing baggage Multi-sensory learning Enable multiple iterations
4 PITCH CAR A dexterity race car game, requiring players to flick their cars around a track and to victory. Design: Jean du Poel Manufacture: Ferti MSRP: $ UK Games Expo Special Award Winner 2003 Tric Trac Nominee 1996 Spiel des Jahres Dexterity Game Winner 1996 Meeples Choice Award 1996 Deutscher Spiele Preis Best Family/Adult Game 3 rd Place
5 GOAL OF THE GAME The goal of the game is to be the first player to flick their car around the track multiple times.
6 RULE 1 HOW TO MOVE Flick your car to move. Alternate turns. Order of play does not change throughout the game.
7 RULE 2 GOING OFF TRACK If you flick your car off the track, then you go back and lose your turn.
8 RULE 3 SKIPPING TRACKS If you skip two complete segments, you must go back and lose your turn. No shortcuts!
9 RULE 4 HIT OFF TRACK If your car is hit by another car and goes off the track, then both go back to where you started.
10 RULE 5 FLIPPING OVER If your car flips over, it is considered crashed. You must go back.
11 RULE 6 NORMAL COLLISION If two cars hit and neither goes off track or flips over, then both cars remain where they stop.
12 GAME SETUP There are 5 players. Setup the cars at the starting line in this order. Skip any missing cars. If you don t have a checkered starting line tile, then start where there is a checkered strip under the tile.
13 PLAY A ROUND Goal is not to win, but to understand the rules. We will play another round, so just focus on the basics. Play 2 laps and first to cross the finish wins. When your table has a winner, everyone raise your hands.
14 AGILE METAPHOR What does the track represent? A workflow? What are the cars? Tasks, backlog items, features? What is a lap? Iteration, sprint, release? What are impediments? Going off track, crashed tasks? What was your velocity? # of cars lapped in # seconds?
15 NEW GOAL As a team, I want you to get as many cars to lap the track in the time allotted. You do not need to alternate flicking. You may adjust all aspects of the game except for going off the track and for crashes. Consider single piece flow, scrum roles, workflow, impediments.
16 HOW DID THAT FEEL?
17 COACH QUESTIONS How did we iterate? How did we challenge our assumptions? Did we change roles or the track? How did we validate our count of cars? How much work in progress did you have? Did you apply the theory of constraints?
18 CLEAN UP AND SWAP OUT Please place the cars in the plastic bag. Place the bag of cars and tracks in the bins.
19 ESCAPE! THE CURSE OF THE TEMPLE A cooperative game in which players must escape (yes...) from a temple (yes...) which is cursed (yes...) before the temple collapses and kills one or more explorers, thereby causing everyone to lose. Designer: Kristian Amundsen Østby Publisher: Queen Games MSRP: $ Spiel des Jahres Game of the Year Recommended 2013 Golden Geek Most Innovative Board Game Nominee 2013 Golden Geek Best Party Board Game Nominee 2013 Golden Geek Best Family Board Game Nominee
20 AT A HIGH LEVEL Work together as a team Roll dice to get resources and move Explore the temple Place crystals Don t get stuck Find the exit Escape as a team!
21 GAME BASICS The entire team gets 16 crystals, placed on this tile. 5 Players. Each player get 4 dice.
22 TEMPLE CENTER
23 STARTING TILES The game starts with 2 random tiles adjoining the center. Connect tiles from open door to stairway.
24 TEMPLE STACK Remaining tiles should be in a stack, to be explored. Tiles should be face down.
25 ROLLING DICE Players roll dice at the start of the game. Any dice a player wants to keep as a resource is set aside. This is your resource pool. Players re-roll dice repeatedly trying for the dice they need. You can add or remove from your resource pool at will.
26 PLAYERS MOVE To enter a room, pay the cost from your resource pool. You can stay together or explore apart. You do all these operations at the same time.
27 EXPLORING ROOMS Exploring always costs 2 explorers. The stairway connects to the door. You can only explore adjoining spaces to your player avatar. Pay the cost of the any room each time to move into it.
28 BLACK AND GOLD MASKS A black mask cannot be re-rolled. One gold mask clears 1 or 2 black masks. Once black masks are cleared, you can re-roll them.
29 PLACING CRYSTALS You will find tiles like this. Pay from your dice resource pool to place the crystal. Move crystals from the backlog to the pillars when you pay the cost.
30 COMBINE PLAYER DICE Players in the same room combine dice. Players go for 10 keys. You can only do one pillar per tile.
31 COMBINE TO CLEAR MASKS Blue player rolls all black masks. Help! Yay! Blue is stuck and cannot move! Help! Black comes to the rescue and rolls enough gold masks to help Blue.
32 ROLL TO ESCAPE Whee! Go here when revealed! 3! Pay as many keys as there are crystals remaining plus one >=
33 WIN SOME, LOSE SOME You all leave, you win!. Hey! Wait for me! If one stays, you lose. You can combine rolls to get out.
34 AND ONE MORE THING This game is time boxed! I will play music for each time box. When you hear it change, you must hurry back to the Temple Center tile. 30 sec. Return to Temple Center 30 sec. Return to Temple Center 3 min. Explore Temple 3 min. Explore Temple 3 min. Escape!
35 IF YOU DON T MAKE IT BACK If you don t make it to the Temple Center, then you lose a die for the rest of the game.
36 SETUP PLACE THE CENTER Place the Temple Center in the middle of the table. Place your figures on the Temple Center.
37 SETUP SHUFFLE THE STACK Shuffle remaining tiles into a stack. Shuffle the exit in with the last 4 tiles.
38 SETUP ADD 2 TILES Place top 2 tiles from the stack and add to the Temple Center.
39 SETUP PLACE 16 CRYSTALS Place all 16 crystals on the backlog. Make sure the backlog is in reach of all players.
40 READY? Your table should look like this with 4 dice in hand.
41 READY FOR ROUND 1? Listen for the cue to go back to the Temple Center. Explore and place crystals! Ready Go!
42
43 RETURN TO TEMPLE CENTER Try to get back to the Temple Center!
44 THOUGHTS SO FAR Are you seeing Agile ideas emerge? If you didn t make it back to the Temple Center, you lose one die.
45 READY FOR ROUND 2? Listen for the cue to go back to the Temple Center. Explore and place crystals! Ready Go!
46
47 RETURN TO TEMPLE CENTER Try to get back to the Temple Center!
48 READY TO ESCAPE?
49 READY FOR ROUND 3? Escape if you can! Ready Go!
50
51 WHAT DID WE LEARN? OMG, don t make me do that again. Clear communication! Co-location can be powerful. A time box forces priorities. Impediments happen, often. Goals involve discovery. Multi-tasking is a myth. A missing team member is more that just their role.
52 CLEAN UP AND WRAP UP Place dice, figures and tiles back into the boxes please and then bring to the front.
53 USING GAME MECHANICS Randomness Resources, skills, or votes Roles and responsibilities Time-boxes and urgency Progress and roadmaps
54 WHERE TO GO FROM HERE? Look at your packet and review the other games listed. Buy some games and experiment. BTW, I m selling these at cost. Play games during the gathering with me.
55 BEFORE YOU GO Complete the survey at the back of your handout and turn in now to enter to win a copy of Escape! = to arrange a gaming session during the gathering.
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