OUR FAVORITE AGILE BOARD

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 ! I SHOULDN’T BE HERE

Steve Ostermiller, Agile Trainer WHY GAMES?

• Fun way to learn • Suppress pre-existing baggage • Systems oriented • Provide safety for • Multi-sensory learning failure • Enable multiple • Provide fast feedback iterations 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: $89.99

2007 UK Games Expo Special Award Winner 2003 Tric Trac Nominee 1996 “Dexterity Game” Winner 1996 Meeples’ Choice Award 1996 Best Family/Adult Game 3rd Place GOAL OF THE GAME

The goal of the game is to be the first player to flick their car around the track multiple times. RULE 1 – HOW TO MOVE

Flick your car to move. Alternate turns.

Order of play does not change throughout the game. RULE 2 – GOING OFF TRACK

If you flick your car off the track, then you go back and lose your turn. RULE 3 – SKIPPING TRACKS

If you skip two complete segments, you must go back and lose your turn. No shortcuts! 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. RULE 5 – FLIPPING OVER

If your car flips over, it is considered crashed. You must go back. RULE 6 – NORMAL COLLISION

If two cars hit and neither goes off track or flips over, then both cars remain where they stop. 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. 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. 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? 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. HOW DID THAT FEEL? 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? CLEAN UP AND SWAP OUT

Please place the Place the bag of cars in the plastic cars and tracks in bag. the bins. 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: MSRP: $40

2013 Spiel des Jahres Game of the Year Recommended 2013 Golden Geek Most Innovative Nominee 2013 Golden Geek Best Party Board Game Nominee 2013 Golden Geek Best Family Board Game Nominee 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! GAME BASICS

The entire team gets 16 crystals, placed on this tile.

5 Players.

Each player get 4 dice. TEMPLE CENTER STARTING TILES

The game starts with 2 random tiles adjoining the center. Connect tiles from open door to stairway. TEMPLE STACK

Remaining tiles should be in a stack, to be explored.

Tiles should be face down. ROLLING DICE

Any dice a player wants to keep as a resource is set aside. Players roll dice at the start of the game.

This is your resource pool.

You can add or remove from your resource pool at will. Players re-roll dice repeatedly trying for the dice they need. 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. 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. 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. 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. COMBINE PLAYER DICE

Players in the same room combine dice.

Players go for 10 keys.

You can only do one pillar per tile. 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. ROLL TO ESCAPE Whee! Go here when revealed! 3!

Pay as many keys as there are crystals remaining plus one.

2 + 1 >= 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. 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 30 sec. Return to Temple Center Temple Center

3 min. 3 min. 3 min. Explore Temple Explore Temple Escape! 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. SETUP – PLACE THE CENTER

Place the Temple Center in the middle of the table.

Place your figures on the Temple Center. SETUP – SHUFFLE THE STACK

Shuffle remaining tiles into a stack.

Shuffle the exit in with the last 4 tiles. SETUP – ADD 2 TILES

Place 2 tiles from the stack and add to the Temple Center. SETUP – PLACE 16 CRYSTALS

Place all 16 crystals on the backlog. Make sure the backlog is in reach of all players. READY?

Your table should look like this with 4 dice in hand. READY FOR ROUND 1?

Listen for the cue to go back to the Temple Center.

Explore and place crystals!

Ready… Go!

RETURN TO TEMPLE CENTER

Try to get back to the Temple Center! THOUGHTS SO FAR

Are you seeing Agile ideas emerge?

If you didn’t make it back to the Temple Center, you lose one die. READY FOR ROUND 2?

Listen for the cue to go back to the Temple Center.

Explore and place crystals!

Ready… Go!

RETURN TO TEMPLE CENTER

Try to get back to the Temple Center! READY TO ESCAPE? READY FOR ROUND 3? Escape if you can!

Ready… Go!

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. CLEAN UP AND WRAP UP

Place dice, figures and tiles back into the boxes please and then bring to the front. USING

Randomness

Resources, Roles and skills, or votes responsibilities

Time-boxes and Progress and urgency roadmaps 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. Tweet @ContactBode. BEFORE YOU GO

Complete the survey at the back of your handout and turn in now to enter to win a copy of Escape!

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Tweet @ContactBode to arrange a gaming session during the gathering.