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OUR FAVORITE AGILE BOARD GAMES
WITH MICHAEL BODÉ
• Learn how gamification supports agile learning
• Play hands-on with two games
• Give away a free game!
Please no drinks on the tables
We will be playing games and
don’t want a spill.
In this session, we will:
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
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 Spiel des Jahres “Dexterity Game” Winner
1996 Meeples’ Choice Award
1996 Deutscher Spiele Preis 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.
If you skip two complete segments, you must go
back and lose your turn. No shortcuts!
RULE 3 – SKIPPING TRACKS
If your car is hit by another car and goes off the
track, then both go back to where you started.
RULE 4 – HIT OFF TRACK
If two cars hit and neither goes off track or flips
over, then both cars remain where they stop.
RULE 6 – NORMAL COLLISION
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
A workflow?
Tasks, backlog items, features?
What does the track represent?
What are the cars?
What is a lap? Iteration, sprint, release?
Going off track, crashed tasks?What are impediments?
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.
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
cars in the plastic
bag.
Place the bag of
cars and tracks in
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: Queen Games
MSRP: $40
2013 Golden Geek Most Innovative Board Game Nominee
2013 Golden Geek Best Party Board Game Nominee
2013 Golden Geek Best Family Board Game Nominee
2013 Spiel des Jahres Game of the Year Recommended
• Explore the temple
• Place crystals
• Don’t get stuck
• Escape as a team!
• Find the exit
AT A HIGH LEVEL
• Roll dice to get resources and move
• Work together as a team
GAME BASICS
5 Players.
Each player get 4 dice.
The entire team gets 16
crystals, placed on this tile.
STARTING TILES
The game starts with 2 random tiles adjoining the
center. Connect tiles from open door to stairway.
ROLLING DICE
Any dice a player wants to
keep as a resource is set
aside.
This is your resource pool.
Players roll dice at
the start of the game.
Players re-roll dice
repeatedly trying for the
dice they need.
You can add or remove from
your resource pool at will.
PLAYERS MOVE
You can stay together or explore apart.
You do all these operations at the
same time.
To enter a room, pay the cost from your resource pool.
You can only explore adjoining spaces
to your player avatar.
Pay the cost of the any room each time
to move into it.
EXPLORING ROOMS
Exploring always costs 2 explorers.
The stairway connects to the door.
BLACK AND GOLD MASKS
One gold mask clears 1 or 2 black masks.
A black mask cannot be re-rolled.
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.
Blue is stuck and cannot
move! Help!
Help!
Black comes to the rescue
and rolls enough gold masks
to help Blue.
Yay!
Whee!ROLL TO ESCAPE
Pay as many keys as there are
crystals remaining plus one.
3!
2 + 1 >=
Go here when revealed!
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
Temple Center
3 min.
Explore Temple
30 sec. Return to
Temple Center
3 min.
Explore Temple
3 min.
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 the exit in with the last 4 tiles.
Shuffle remaining tiles into a stack.
SETUP – PLACE 16 CRYSTALS
Place all 16 crystals on the backlog.
Make sure the backlog is in reach of all players.
Go!
Listen for the cue to go back to the
Temple Center.
Explore and place crystals!
Ready…
READY FOR ROUND 1?
THOUGHTS SO FAR
If you didn’t make it back to the
Temple Center, you lose one die.
Are you seeing Agile ideas emerge?
Go!
Listen for the cue to go back to the
Temple Center.
Explore and place crystals!
Ready…
READY FOR ROUND 2?
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 GAME MECHANICS
Roles and
responsibilities
Randomness
Resources,
skills, or votes
Progress and
roadmaps
Time-boxes and
urgency
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.