Scrum Card Game is a simple simulation that lets players experience work in Scrum sprints and discusses many questions and topics that happen in real life while working in a Scrum team. This experience facilitates learning and prepares participants for the actual use of Scrum. This game manual will prepare you to facilitate your group’s learning experience.
This game is usually played during the Scrum training or a workshop. Participants should know about the Scrum framework or could be introduced to it right before the game. At least you should explain the concept of Iteration (Sprint) and the Plan-Do-Reflect cycle.
Despite other simulations, this one strongly focuses on Scrum as a process and provides education on mechanics through serious play. Also, it is lightweight and easy to carry on a set of cards that you can bring in your pocket to any workshop or training.
In short, a team experience three Scrum Sprints with a normal iteration cycle Plan-Do-Reflect. Each Sprint is three-day-long to simplify learning.
Split the audience into teams of 3-4-5 (max 6) people, equally if possible, and have one set per team.
For each team, you need the following:
Hint: Each team has an equal set, but the game can go differently in each case due to their decisions. This creates an infinite source for discussions during the debriefing.
Prepare a “Backlog” of Story cards and a “Chance set” from well-shuffled Event, Problem, and Solution cards. The Backlog is prioritised (sequence number in the top corner) and estimated (hours in the bottom).
In the offline setup, you could arrange a task board (with Todo, In Progress, and Done columns) and prepare a flip chart with PLAN and ACTUAL visualisation.
Set the Goal: You are a competitive development centre (s) aimed to deliver a new application to the market.
Each player should:
DONE criteria for a Story:
Hint: Teams are not expected to accomplish the whole Backlog, but sometimes they can do so. I usually say that the last Sprint is the one before going to production, and a team should better plan what they can deliver by the end of Sprint and the rest of the Stories ignored.
In the offline setup, bring the flipchart to visualise all Planned and Actual data.
Hint: Do the game debriefing to match your teaching goals.
Here are some topics for inspiration:
I’d love to hear any feedback about how you use the game or ideas on how to extend or alter the game. Please don’t hesitate to contact me.
Order a printed set or download self-printable cards. This material is licensed to each customer individually for your personal use in commercial and internal purposes, without the right to reproduce and resell.
Or Play Online with your teams or clients.
© Timofey (Tim) Yevgrashyn, 2010.
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