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 makes participants prepared for the real use of Scrum.
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 Plan-Do-Reflect cycle.
Despite other simulations, this one has a strong focus on Scrum as a process and provides education of mechanics through the 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:
Hint: Each team has an equal set, but due to decisions they make, the game can go differently in each case. This creates an infinite source for discussions during the debriefing.
Prepare “Backlog” of Story cards and a “Chance set” from well-shuffled Event, Problem, Solution cards. The Backlog is prioritised (sequence number in the top corner) and estimated (hours in the bottom corner).
In the off-line setup, you could arrange a task-board (with Todo, In Progress, 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 really deliver by the end of Sprint and the rest of the Stories simply ignored.
In the off-line setup, bring the flipchart with visualising 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 rights to reproduce and resell.
Or Play Online with your teams or clients.
© Timofey (Tim) Yevgrashyn, 2010.
See our Terms and Conditions for additional details.