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Let’s Be Awesome
A framework to improve customer and team collaboration
Game Objective and Rules of Play
Jason	Tice	–	www.theagilefactor.com	-	www.asynchrony.com	–	www.wwt.com
	
Twitter:	@theagilefactor	–	Email:	jason@theagilefactor.com		
	
Background:	
“Let’s	Be	Awesome”	is	an	ideation	framework	for	customers,	stakeholders	and	teams	to	have	focused	conversations	to	
determine	what	aspects	of	the	team	/	customer	relationship	require	the	most	attention	at	the	current	time.		The	
framework	then	guides	the	selection	of	practices	that	support	prioritized	applying	a	fit-for-purpose	mindset.		In	prior	
experience	we	have	learned	that	the	characteristics	of	a	successful	relationship	between	team	members	and	their	
customer	varies	between	teams	-	this	is	due	to	the	uniqueness	of	the	people	involved	and	variations	in	the	work	being	
performed.		We	have	observed	the	relationship	between	team	members	and	customers	can	suffer	when	standard	
processes	and	metrics	are	used	without	consideration	for	unique	needs.		Other	teams	struggle	when	they	establish	
customer-working	agreements	at	the	beginning	of	a	project,	but	don’t	realize	when	it	is	necessary	to	update	those	
customer	agreements	as	changes	occur.		We	have	also	seen	teams	struggle	to	meet	delivery	expectations	when	they	
were	mandated	to	support	standard	processes	for	customer	interaction;	however,	the	teams	could	have	found	more	
time	to	focus	on	software	development	and	delivery	if	they	had	autonomy	to	use	fewer	or	different	practices.		“Let’s	Be	
Awesome”	is	intended	to	facilitate	a	safe	discussion	where	all	team	members	and	customers	can	share	their	needs,	then	
decide	on	practices	to	support	those	needs,	and	select	metrics	to	guide	success.		All	leave	the	game	with	clear	priorities	
of	what	to	focus	on	for	a	successful	partnership.		The	“Let’s	Be	Awesome”	game	board	allows	team	members	and	
customers	depart	from	a	game	session	having	created	an	information	radiator	with	actionable	working	agreements	to	
build	and	sustain	an	effective	customer	/	team	relationship.	
	
Objective	Of	The	Game:	
The	objective	of	“Let’s	Be	Awesome”	is	to	establish	consensus	between	team	members	and	customers	on	what	aspects	
of	the	team	/	customer	relationship	require	the	most	focus	at	the	current	time.		The	game	board	is	intentionally	
constrained	forcing	players	to	focus	on	what	is	most	important.		As	needs	are	identified,	practices	to	support	needs	are	
suggested,	then	a	metric	is	selected	for	each	practice	to	assess	impact.		The	game	guides	conversation	to	determine	the	
frequency	by	which	the	identified	practices	should	be	executed.		All	discussion,	selection	and	prioritization	of	needs,	
practices,	metrics	and	frequency	should	be	done	mutually	to	include	both	customer	and	team	member	needs.		As	
consensus	is	achieved	during	a	“Let’s	Be	Awesome”	session,	customers	and	team	members	emerge	with	a	clear	
understanding	of	what	the	group	feels	are	the	highest	priority	needs	to	build	or	sustain	a	successful	relationship.		Having	
achieved	consensus	during	the	game,	all	participants	can	hold	each	other	accountable	to	execute	the	practices	and	
metrics	selected	during	the	game	at	the	specified	frequency.	
	
Game	Roles	&	Roles	for	Workshops:	
“Let’s	Be	Awesome”	should	be	played	with	whole-teams,	customers	and	stakeholders	for	software	development	
work.		If	you	happen	to	be	playing	“Let’s	Be	Awesome”	in	a	workshop,	decide	on	a	role	/	persona	for	each	member	of	
your	group	-	your	group	should	have	a	mix	of	people	who	understand	(or	have	performed)	these	roles	in	the	past.	
	
Game	Setup:	
• “Let’s	Be	Awesome”	is	intended	to	be	played	like	Poker	game	-	players	can	sit	at	a	table	surrounding	the	game	
board,	or	the	game	board	could	be	setup	as	a	canvas	on	the	wall	where	all	players	can	focus	on	it.	
• Find	your	packet	of	BLUE	“Set”	cards	-	these	are	the	cards	used	to	create	your	game	board:	
o Layout	cards	1-9	across	the	top	of	your	game	board	to	create	your	columns	
o Layout	cards	10-17	downward	under	“Priorities”	(card	1)	to	create	your	lanes	
• Next	find	your	packet	of	WHITE	“Play”	cards	-	these	cards	include	an	assortment	of	the	following:	
o Needs	(N)	-	core	elements	of	the	customer	/	team	relationship	
o Practices	(P)	-	activities	that	teams	&	customers	can	do	to	support	needs	
o Metrics	(M)	–	ways	to	measure	to	assess	impact	/	effect	
o Frequency	(F)	-	how	often	the	team	&	customer	will	support	a	practice	
o Each	“Play”	card	has	a	large	upper	case	letter	in	the	upper	right	corner	to	denote	what	type	of	card	it	is.
Let’s Be Awesome
A framework to improve customer and team collaboration
Game Objective and Rules of Play
Jason	Tice	–	www.theagilefactor.com	-	www.asynchrony.com	–	www.wwt.com
	
Twitter:	@theagilefactor	–	Email:	jason@theagilefactor.com		
	
• Shuffle	the	“Play”	cards	well	and	then	deal	out	FIVE	cards	to	each	player,	place	the	remaining	cards	in	a	draw	pile	
next	to	the	game	board.	
• As	players	receive	their	cards,	they	can	look	at	them,	but	they	should	keep	them	hidden	from	other	players.		
	
Game	Setup	Diagram:	
After	you	setup	your	game	board,	it	should	create	a	grid	that	looks	similar	to	this:	
	
PRIORITIES	 NEEDS	 PRACTICES	 FREQUENCY	 METRICS	 TREND/	
TARGET	
WHY	 HOLDING	AREA	 INCINERATED	
First	Priority	 	 	 	 	 	 	 	 	
Second	Priority	 	 	 	 	 	 	 	
Third	Priority	 	 	 	 	 	 	 	
Fourth	Priority	 	 	 	 	 	 	 	
Fifth	Priority	 	 	 	 	 	 	 	
Sixth	Priority	 	 	 	 	 	 	 	
Seventh	Priority	 	 	 	 	 	 	 	
Eight	Priority	 	 	 	 	 	 	 	
	
How	To	Play:	
During	play,	the	following	card	placement,	movement	and	limit	rules	are	in	effect	at	all	times:	
• The	“Needs”	Column	may	ONLY	contain	Need	cards	(marked	with	N	in	the	upper	right)	
• The	“Practices”	Column	may	ONLY	contain	Practice	cards	(marked	with	P	in	the	upper	right)	
• The	“Frequency”	Column	may	ONLY	contain	Frequency	cards	(marked	with	F	in	the	upper	right)	
• The	“Metrics”	Column	may	ONLY	contain	Metrics	cards	(marked	with	M	in	the	upper	right)	
• Cards	may	not	be	stacked	or	layered	anywhere	on	the	board,	unless	they	are	in	the	“Incinerated”	column		
• No	more	than	8	cards	of	any	type	may	be	in	the	“Holding	Area”	at	anytime	
• Only	cards	in	the	“Holding	Area”	may	be	moved	to	the	“Incinerated”	column	
• An	unlimited	number	of	cards	may	be	placed	in	the	“Incinerated”	column	
• Once	a	card	is	placed	in	the	“Incinerated”	column,	it	cannot	be	removed	
	
YOUR	TURN	-	Play	begins	with	a	person	volunteering	to	play	first	or	using	a	suitable	random	selection	method	to	
determine	the	first	player.		
	
PLAY	A	CARD	-	When	it	is	your	turn,	you	may	do	ONE	of	the	following	actions:	
• Place	a	card	from	your	hand	into	an	open	position	on	the	board	–	if	cards	remain	in	the	draw	deck,	pick	the	top	
card	to	replenish	your	hand	so	it	has	5	cards.	
• Move	a	card	on	the	board	to	another	open	&	valid	position	on	the	board	(see	board	rules	above).	
• Swap	a	single	card	in	the	“Needs”,	“Practices”,	“Frequency”,	or	“Metrics”	column	with	any	card	of	the	same	type	
in	the	“Holding	Area”.	
• Discard	a	card	in	the	“Holding	Area”	by	moving	it	into	the	“Incinerated”	column	-	once	a	card	is	incinerated	it	is	
out	for	the	remainder	of	the	game.	
• Pass	-	you	do	not	wish	to	play	a	card	at	this	time.	
• FREE	PLAY	–	Use	the	FREE	PLAY	pass	to	play	any	METRIC	card	in	your	hand	on	the	board	WITHOUT	the	need	to	
play	a	full	row	on	the	board.		The	FREE	PLAY	pass	allows	you	to	reserve	a	row	for	a	single	Metric	that	is	so	
important	you	want	to	track	it	regardless	of	what	practices	are	in	play.		Once	FREE	PLAY	is	used,	you	can	change	
the	metric	protected	by	FREE	PLAY	if	all	team	members	unanimously	agree	when	a	change	is	proposed.
Let’s Be Awesome
A framework to improve customer and team collaboration
Game Objective and Rules of Play
Jason	Tice	–	www.theagilefactor.com	-	www.asynchrony.com	–	www.wwt.com
	
Twitter:	@theagilefactor	–	Email:	jason@theagilefactor.com		
	
AFTER	YOU	PLAY	A	CARD,	TELL	YOUR	FELLOW	PLAYERS	WHY	-	As	you	are	playing	your	card	or	after	you	make	your	
move,	you	need	to	share	with	the	group	why	you	played	as	you	did.		This	explanation	is	especially	important	if	you	
“Pass”	-	if	you	don’t	see	a	need	to	play	a	card	or	move	a	card	on	the	board,	please	share	why.		Increased	frequency	of	
people	passing	can	demonstrate	the	group	is	starting	to	establish	consensus	around	how	the	cards	have	been	placed.	
	
NEXT	PLAYER	-	After	explaining	why	you	played	(or	passed)	as	you	did,	play	advances	to	the	next	player.	
	
LISTEN	TO	YOUR	FELLOW	PLAYERS	-	While	waiting	for	your	turn,	you	may	NOT	speak,	rather	you	should	LISTEN	and	pay	
attention	to	how	your	team	members	play	their	cards	and	the	reasons	for	why	they	played	or	moved	cards	as	they	did.	
	
Tricky	rules	that	some	players	struggle	with:	
When	the	board	becomes	full	-	As	play	begins,	it	does	not	take	long	for	the	game	board	to	become	FULL	-	remember	
you	can	only	play	a	card	from	your	hand	onto	the	board	if	there	is	an	open	spot	on	the	board.	
	
• Stacking	or	layering	of	cards	is	only	allowed	for	“Incinerated”	cards	–	no	stacking	or	layering	anywhere	else!	
	
	
When	the	board	is	full,	you	ONLY	have	the	following	options:	
	
• Move	any	card	in	the	“Holding	Area”	to	the	“Incinerated”	column	to	create	an	open	space	on	the	board	-	the	
open	space	created	by	this	move	will	be	in	the	“Holding	Area”	but	on	future	moves,	other	players	will	be	able	to	
move	/	swap	cards	in	/	out	of	the	“Holding	Area”.	
• Swap	a	single	card	in	the	“Needs”,	“Practices”,	“Frequency”	or	“Metrics”	column	with	another	card	in	the	same	
column	OR	a	card	of	the	same	type	in	the	“Holding	Area”.	
• Pass	-	don’t	forget	to	share	why	you	passed.	
	
Working	with	your	team	members	-	As	the	board	fills	up,	remember	you	are	only	allowed	ONE	play	per	turn,	so	if	you	
want	to	move	cards	around	to	adjust	priority,	or	make	space	for	a	new	card	on	the	board	from	your	hand,	you	will	have	
to	work	with	your	fellow	team	members	to	do	this.		If	you	have	an	idea	for	a	complex	move,	wait	for	your	turn,	then	
share	the	idea	and	ask	if	others	are	willing	to	help	you	achieve	that	idea	by	moving	cards	as	needed	when	it	is	their	turn	
in	support	of	your	plan.	
	
Discarding	Cards	-	If	you	have	a	card	in	your	hand	that	you	do	NOT	wish	to	play	(you	don’t	feel	the	card	is	needed),	cards	
may	NOT	move	directly	from	your	hand	to	the	“Incinerated”	column	-	you	are	allowed	to	play	a	card	from	your	hand	into	
the	“Holding	Area”	if	there	is	an	open	slot	in	the	Holding	Area,	and	then	ask	if	another	team	member	would	move	the	
card	to	“Incinerated”	on	their	turn.	If	the	“Holding	Area”	is	full,	you	will	need	to	move	one	of	the	cards	to	the	
“Incinerated”	column	and	explain	why,	this	will	create	space	to	play	the	card	on	your	next	turn,	if	space	remains	in	the	
holding	area.		HINT	–	make	sure	you	explain	your	moves,	so	your	other	team	members	can	support	you	with	them.	
	
FREE	PLAY	–	Each	game	includes	1	FREE	PLAY	that	can	ONLY	be	used	for	a	METRIC	card.		To	initiate	FREE	PLAY,	the	Need,	
Practice	&	Frequency	cards	on	the	FREE	PLAY	row	must	be	cleared	from	the	board	BEFORE	the	FREE	PLAY	card	can	be	
used	to	reserve	a	row	of	the	board.		When	beginning	FREE	PLAY,	normal	card	play	rules	are	in	effect	–	cards	for	Need,	
Practice	and	Frequency	need	to	be	moved	to	other	rows	(if	room	exists),	or	to	the	HOLDING	AREA	(if	room	exists)	before	
the	FREE	PLAY	card	can	be	played.		Once	FREE	PLAY	is	in	effect,	the	metric	protected	by	FREE	PLAY	can	be	changed	if	the	
team	unanimously	agrees	to	swap	the	FREE	PLAY	metric	with	a	different	metric	in	someone	else’s	hand,	or	a	metric	in	
the	Holding	Area.		FREE	PLAY	can	be	ended	at	any	time,	if	the	team	unanimously	agrees.		When	FREE	PLAY	ends,	the	row	
reserved	for	FREE	PLAY	is	once	again	available	for	normal	play,	and	the	FREE	PLAY	card	is	removed	from	the	board.
Let’s Be Awesome
A framework to improve customer and team collaboration
Game Objective and Rules of Play
Jason	Tice	–	www.theagilefactor.com	-	www.asynchrony.com	–	www.wwt.com
	
Twitter:	@theagilefactor	–	Email:	jason@theagilefactor.com		
	
Ending	The	Game:	
“Let’s	Be	Awesome”	game	play	ends	when	all	players	have	played	all	their	cards	onto	the	board	(no	cards	in	players’	
hands),	the	draw	deck	has	been	exhausted	and	there	is	consensus	on	how	the	cards	have	been	placed	on	the	
board.		The	following	two	events	trigger	the	end	of	the	game:	
	
• #1	-	All	“Play”	cards	have	either	been	placed	on	the	game	board	in	accordance	with	the	rules	or	have	been	
“Incinerated”.	
	
• #2	-	There	has	been	two	consecutive	rounds	of	all	players	“passing”	on	their	turn	–	this	demonstrates	consensus	has	
been	achieved	on	the	placement	of	the	cards	on	the	board.	
	
DISCUSS	&	RECORD	WHY	-	Before	leaving	the	game,	team	members	are	asked	to	reflect	and	to	capture	reasons	or	
motivations	why	they	prioritized	“Needs”,	“Practices”,	and	“Frequency”	as	they	did.		These	reasons	are	captured	on	
large	Post-It	notes	and	added	to	the	game	board	in	the	“Why”	column.		Team	members	can	discuss	&	write	these	“Why”	
statements	for	each	need,	practice,	frequency	combination	working	as	a	full	team,	in	small	groups	or	in	pairs	and	then	
sharing	and	posting	what	they	wrote.	
	
DISCUSS	&	RECORD	TRENDS	&	TARGETS	-	Next	team	members	review	the	metrics	that	have	been	prioritized	by	game	
play	–	using	Post-It	notes,	team	members	indicate	the	desired	trend	(upwards,	downwards,	stable,	etc)	or	target	for	
each	metric	specified.		Hitting	a	metrics	target	may	indicate	that	a	team	has	achieved	a	level	of	proficiency	with	a	
specific	practice	and	should	review	the	needs,	practices,	and	metrics	selected	to	identify	if	there	are	other	opportunities	
for	improvement	which	may	result	in	changing	prioritized	needs,	practices	or	metrics.		If	a	team	is	tracking	a	new	metric,	
they	should	indicate	a	hypothesized	trend	for	that	metric	(are	you	hoping	that	the	metric	trends	upwards	or	
downwards).	
	
At	conclusion,	the	game	board	should	be	displayed	or	captured	as	a	reminder	of	how	the	team	and	customer	agreed	to	
work	together	and	the	team	and	customer	should	set	a	future	time	and/or	criteria	which	remind	them	to	come	back	and	
play	again	to	ensure	they	remain	focused	on	the	most	important	needs	for	a	successful	customer	/	team	relationship.	
	
Game	Play	Options:	
• Write-Ins	-	Allow	players	to	provide	Write-In	cards	for	“Needs”,	“Practices”,	or	“Frequency”	that	they	think	of	during	
discussion	in	the	game	-	use	Post-Its	to	allow	Write-Ins	-	once	introduced,	a	Write-In	card	is	played	like	any	other	
card	in	the	game.		Standard	card	rules	apply	for	Write-Ins:	the	card	needs	to	be	placed	in	an	open	spot	on	the	board,	
it	can	be	moved	to	the	“Holding	Area”	and	it	can	even	be	“Incinerated”	if	necessary.	
	
• Time-Box	-	Rather	than	allowing	play	to	continue	until	all	cards	have	been	played	and	consensus	is	achieved,	
establish	a	time-box	for	the	game	(~20	minutes)	whereby	the	team	and	customer	will	agree	to	honor	the	cards	on	
the	board	as	they	are	displayed	at	the	end	of	the	time-box	or	consensus	is	achieved	(whichever	comes	first)	-	adding	
a	time-box	to	the	game	creates	a	sense	of	urgency	supportive	of	increased	focus	and	staying	on	task	as	people	play.
Let’s Be Awesome
A framework to improve customer and team collaboration
Game Objective and Rules of Play
Jason	Tice	–	www.theagilefactor.com	-	www.asynchrony.com	–	www.wwt.com
	
Twitter:	@theagilefactor	–	Email:	jason@theagilefactor.com		
	
Debrief	Sheet	
Reflect	/	Write	/	Share	
	
LEARN	-	What	did	you	learn	regarding	how	to	use	agile	practices	&	metrics	to	
collaborate	with	customers?	
	
	
	
	
	
	
	
	
DO	-	What	will	you	do	to	enable	better	collaboration	between	your	team	and	
customer?	
	
	
	
	
	
	
	
SUCCEED	-	How	will	you	measure	success	of	the	changes	you	advocate	for	or	
implement?

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Let's Be Awesome - Big Apple Scrum Day 2017 - Game Objective & Guide

  • 1. Let’s Be Awesome A framework to improve customer and team collaboration Game Objective and Rules of Play Jason Tice – www.theagilefactor.com - www.asynchrony.com – www.wwt.com Twitter: @theagilefactor – Email: jason@theagilefactor.com Background: “Let’s Be Awesome” is an ideation framework for customers, stakeholders and teams to have focused conversations to determine what aspects of the team / customer relationship require the most attention at the current time. The framework then guides the selection of practices that support prioritized applying a fit-for-purpose mindset. In prior experience we have learned that the characteristics of a successful relationship between team members and their customer varies between teams - this is due to the uniqueness of the people involved and variations in the work being performed. We have observed the relationship between team members and customers can suffer when standard processes and metrics are used without consideration for unique needs. Other teams struggle when they establish customer-working agreements at the beginning of a project, but don’t realize when it is necessary to update those customer agreements as changes occur. We have also seen teams struggle to meet delivery expectations when they were mandated to support standard processes for customer interaction; however, the teams could have found more time to focus on software development and delivery if they had autonomy to use fewer or different practices. “Let’s Be Awesome” is intended to facilitate a safe discussion where all team members and customers can share their needs, then decide on practices to support those needs, and select metrics to guide success. All leave the game with clear priorities of what to focus on for a successful partnership. The “Let’s Be Awesome” game board allows team members and customers depart from a game session having created an information radiator with actionable working agreements to build and sustain an effective customer / team relationship. Objective Of The Game: The objective of “Let’s Be Awesome” is to establish consensus between team members and customers on what aspects of the team / customer relationship require the most focus at the current time. The game board is intentionally constrained forcing players to focus on what is most important. As needs are identified, practices to support needs are suggested, then a metric is selected for each practice to assess impact. The game guides conversation to determine the frequency by which the identified practices should be executed. All discussion, selection and prioritization of needs, practices, metrics and frequency should be done mutually to include both customer and team member needs. As consensus is achieved during a “Let’s Be Awesome” session, customers and team members emerge with a clear understanding of what the group feels are the highest priority needs to build or sustain a successful relationship. Having achieved consensus during the game, all participants can hold each other accountable to execute the practices and metrics selected during the game at the specified frequency. Game Roles & Roles for Workshops: “Let’s Be Awesome” should be played with whole-teams, customers and stakeholders for software development work. If you happen to be playing “Let’s Be Awesome” in a workshop, decide on a role / persona for each member of your group - your group should have a mix of people who understand (or have performed) these roles in the past. Game Setup: • “Let’s Be Awesome” is intended to be played like Poker game - players can sit at a table surrounding the game board, or the game board could be setup as a canvas on the wall where all players can focus on it. • Find your packet of BLUE “Set” cards - these are the cards used to create your game board: o Layout cards 1-9 across the top of your game board to create your columns o Layout cards 10-17 downward under “Priorities” (card 1) to create your lanes • Next find your packet of WHITE “Play” cards - these cards include an assortment of the following: o Needs (N) - core elements of the customer / team relationship o Practices (P) - activities that teams & customers can do to support needs o Metrics (M) – ways to measure to assess impact / effect o Frequency (F) - how often the team & customer will support a practice o Each “Play” card has a large upper case letter in the upper right corner to denote what type of card it is.
  • 2. Let’s Be Awesome A framework to improve customer and team collaboration Game Objective and Rules of Play Jason Tice – www.theagilefactor.com - www.asynchrony.com – www.wwt.com Twitter: @theagilefactor – Email: jason@theagilefactor.com • Shuffle the “Play” cards well and then deal out FIVE cards to each player, place the remaining cards in a draw pile next to the game board. • As players receive their cards, they can look at them, but they should keep them hidden from other players. Game Setup Diagram: After you setup your game board, it should create a grid that looks similar to this: PRIORITIES NEEDS PRACTICES FREQUENCY METRICS TREND/ TARGET WHY HOLDING AREA INCINERATED First Priority Second Priority Third Priority Fourth Priority Fifth Priority Sixth Priority Seventh Priority Eight Priority How To Play: During play, the following card placement, movement and limit rules are in effect at all times: • The “Needs” Column may ONLY contain Need cards (marked with N in the upper right) • The “Practices” Column may ONLY contain Practice cards (marked with P in the upper right) • The “Frequency” Column may ONLY contain Frequency cards (marked with F in the upper right) • The “Metrics” Column may ONLY contain Metrics cards (marked with M in the upper right) • Cards may not be stacked or layered anywhere on the board, unless they are in the “Incinerated” column • No more than 8 cards of any type may be in the “Holding Area” at anytime • Only cards in the “Holding Area” may be moved to the “Incinerated” column • An unlimited number of cards may be placed in the “Incinerated” column • Once a card is placed in the “Incinerated” column, it cannot be removed YOUR TURN - Play begins with a person volunteering to play first or using a suitable random selection method to determine the first player. PLAY A CARD - When it is your turn, you may do ONE of the following actions: • Place a card from your hand into an open position on the board – if cards remain in the draw deck, pick the top card to replenish your hand so it has 5 cards. • Move a card on the board to another open & valid position on the board (see board rules above). • Swap a single card in the “Needs”, “Practices”, “Frequency”, or “Metrics” column with any card of the same type in the “Holding Area”. • Discard a card in the “Holding Area” by moving it into the “Incinerated” column - once a card is incinerated it is out for the remainder of the game. • Pass - you do not wish to play a card at this time. • FREE PLAY – Use the FREE PLAY pass to play any METRIC card in your hand on the board WITHOUT the need to play a full row on the board. The FREE PLAY pass allows you to reserve a row for a single Metric that is so important you want to track it regardless of what practices are in play. Once FREE PLAY is used, you can change the metric protected by FREE PLAY if all team members unanimously agree when a change is proposed.
  • 3. Let’s Be Awesome A framework to improve customer and team collaboration Game Objective and Rules of Play Jason Tice – www.theagilefactor.com - www.asynchrony.com – www.wwt.com Twitter: @theagilefactor – Email: jason@theagilefactor.com AFTER YOU PLAY A CARD, TELL YOUR FELLOW PLAYERS WHY - As you are playing your card or after you make your move, you need to share with the group why you played as you did. This explanation is especially important if you “Pass” - if you don’t see a need to play a card or move a card on the board, please share why. Increased frequency of people passing can demonstrate the group is starting to establish consensus around how the cards have been placed. NEXT PLAYER - After explaining why you played (or passed) as you did, play advances to the next player. LISTEN TO YOUR FELLOW PLAYERS - While waiting for your turn, you may NOT speak, rather you should LISTEN and pay attention to how your team members play their cards and the reasons for why they played or moved cards as they did. Tricky rules that some players struggle with: When the board becomes full - As play begins, it does not take long for the game board to become FULL - remember you can only play a card from your hand onto the board if there is an open spot on the board. • Stacking or layering of cards is only allowed for “Incinerated” cards – no stacking or layering anywhere else! When the board is full, you ONLY have the following options: • Move any card in the “Holding Area” to the “Incinerated” column to create an open space on the board - the open space created by this move will be in the “Holding Area” but on future moves, other players will be able to move / swap cards in / out of the “Holding Area”. • Swap a single card in the “Needs”, “Practices”, “Frequency” or “Metrics” column with another card in the same column OR a card of the same type in the “Holding Area”. • Pass - don’t forget to share why you passed. Working with your team members - As the board fills up, remember you are only allowed ONE play per turn, so if you want to move cards around to adjust priority, or make space for a new card on the board from your hand, you will have to work with your fellow team members to do this. If you have an idea for a complex move, wait for your turn, then share the idea and ask if others are willing to help you achieve that idea by moving cards as needed when it is their turn in support of your plan. Discarding Cards - If you have a card in your hand that you do NOT wish to play (you don’t feel the card is needed), cards may NOT move directly from your hand to the “Incinerated” column - you are allowed to play a card from your hand into the “Holding Area” if there is an open slot in the Holding Area, and then ask if another team member would move the card to “Incinerated” on their turn. If the “Holding Area” is full, you will need to move one of the cards to the “Incinerated” column and explain why, this will create space to play the card on your next turn, if space remains in the holding area. HINT – make sure you explain your moves, so your other team members can support you with them. FREE PLAY – Each game includes 1 FREE PLAY that can ONLY be used for a METRIC card. To initiate FREE PLAY, the Need, Practice & Frequency cards on the FREE PLAY row must be cleared from the board BEFORE the FREE PLAY card can be used to reserve a row of the board. When beginning FREE PLAY, normal card play rules are in effect – cards for Need, Practice and Frequency need to be moved to other rows (if room exists), or to the HOLDING AREA (if room exists) before the FREE PLAY card can be played. Once FREE PLAY is in effect, the metric protected by FREE PLAY can be changed if the team unanimously agrees to swap the FREE PLAY metric with a different metric in someone else’s hand, or a metric in the Holding Area. FREE PLAY can be ended at any time, if the team unanimously agrees. When FREE PLAY ends, the row reserved for FREE PLAY is once again available for normal play, and the FREE PLAY card is removed from the board.
  • 4. Let’s Be Awesome A framework to improve customer and team collaboration Game Objective and Rules of Play Jason Tice – www.theagilefactor.com - www.asynchrony.com – www.wwt.com Twitter: @theagilefactor – Email: jason@theagilefactor.com Ending The Game: “Let’s Be Awesome” game play ends when all players have played all their cards onto the board (no cards in players’ hands), the draw deck has been exhausted and there is consensus on how the cards have been placed on the board. The following two events trigger the end of the game: • #1 - All “Play” cards have either been placed on the game board in accordance with the rules or have been “Incinerated”. • #2 - There has been two consecutive rounds of all players “passing” on their turn – this demonstrates consensus has been achieved on the placement of the cards on the board. DISCUSS & RECORD WHY - Before leaving the game, team members are asked to reflect and to capture reasons or motivations why they prioritized “Needs”, “Practices”, and “Frequency” as they did. These reasons are captured on large Post-It notes and added to the game board in the “Why” column. Team members can discuss & write these “Why” statements for each need, practice, frequency combination working as a full team, in small groups or in pairs and then sharing and posting what they wrote. DISCUSS & RECORD TRENDS & TARGETS - Next team members review the metrics that have been prioritized by game play – using Post-It notes, team members indicate the desired trend (upwards, downwards, stable, etc) or target for each metric specified. Hitting a metrics target may indicate that a team has achieved a level of proficiency with a specific practice and should review the needs, practices, and metrics selected to identify if there are other opportunities for improvement which may result in changing prioritized needs, practices or metrics. If a team is tracking a new metric, they should indicate a hypothesized trend for that metric (are you hoping that the metric trends upwards or downwards). At conclusion, the game board should be displayed or captured as a reminder of how the team and customer agreed to work together and the team and customer should set a future time and/or criteria which remind them to come back and play again to ensure they remain focused on the most important needs for a successful customer / team relationship. Game Play Options: • Write-Ins - Allow players to provide Write-In cards for “Needs”, “Practices”, or “Frequency” that they think of during discussion in the game - use Post-Its to allow Write-Ins - once introduced, a Write-In card is played like any other card in the game. Standard card rules apply for Write-Ins: the card needs to be placed in an open spot on the board, it can be moved to the “Holding Area” and it can even be “Incinerated” if necessary. • Time-Box - Rather than allowing play to continue until all cards have been played and consensus is achieved, establish a time-box for the game (~20 minutes) whereby the team and customer will agree to honor the cards on the board as they are displayed at the end of the time-box or consensus is achieved (whichever comes first) - adding a time-box to the game creates a sense of urgency supportive of increased focus and staying on task as people play.
  • 5. Let’s Be Awesome A framework to improve customer and team collaboration Game Objective and Rules of Play Jason Tice – www.theagilefactor.com - www.asynchrony.com – www.wwt.com Twitter: @theagilefactor – Email: jason@theagilefactor.com Debrief Sheet Reflect / Write / Share LEARN - What did you learn regarding how to use agile practices & metrics to collaborate with customers? DO - What will you do to enable better collaboration between your team and customer? SUCCEED - How will you measure success of the changes you advocate for or implement?