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Facilitator's Guide 
The GetScrumban Game 
getScrumban.com 
Version 0.1 (beta – Sept. 2014)
Table of Contents 
• Introduction 
• Getting Started 
• Modes of Play 
• Teaching Core Concepts 
– Leveraging Game Events 
– Coaching Tips 
– Game Debrief 
– Other Resources 
Version 0.1 (beta – Sept. 2014)
Introduction 
The GetScrumban game simulates how 
a Software Development team using 
Scrum as their chosen framework can 
use Scrumban's core principles and 
practices to amplify their current 
capabilities, overcome common 
challenges, or forge new paths to 
improved agility. 
This “beta” version of our Facilitator’s 
Guide is intended to provide basic info 
relevant to employing the game as a 
training tool. We will modify and add 
content as feedback is gained from the 
community. 
Version 0.1 (beta – Sept. 2014)
Core Concepts the Game Reinforces 
The game allows players to experiment with and experience 
the impact of these principles & practices: 
– Expanded Visualizations 
• Value Streams 
• Types of Work 
• Risk Profiles 
– Pulling Work vs. Assigning Work 
– Evolutionary Adjustments vs. Radical Change 
– Cost of Delay vs. Subjective Prioritization 
– Distinct Classes of Service vs. Single Workflow 
– Continuous Flow vs. Time-boxed Iterations 
– Value of Options 
– And more… 
Version 0.1 (beta – Sept. 2014)
Using this Guide 
This guide is intended to provide facilitators with 
supplemental information and materials that can be used to 
improve the benefits of game play. 
Purple-shaded boxes call out 
segments of game play that 
represent appropriate opportunities 
for discussing core concepts. 
As you become more familiar with the game, you’ll 
undoubtedly discover other areas and aspects of play that 
represent other opportunities. We invite all facilitators to 
share their learnings & suggestions with our trainer 
community. 
Version 0.1 (beta – Sept. 2014)
Getting Started 
Single Game vs. Trainer’s Account 
Our platform allows anyone to create a single game session 
(to be played by one person or one team). 
If you’ll be facilitating game play among multiple teams 
during a training session, however, we strongly encourage 
you to create concurrent sessions under a Trainer’s Account. 
This will allow your students to compete against one another 
under a common leaderboard you control (and enable you 
to coordinate game invitations among multiple participants). 
Version 0.1 (beta – Sept. 2014)
Training Account Sign-up 
Version 0.1 (beta – Sept. 2014) 
Individuals who’ve already 
created an account can start 
new single-session games 
here. 
Create a trainer or 
organizational account by 
clicking here.
Training Account Sign-up 
Version 0.1 (beta – Sept. 2014) 
There a 3 levels of trainer’s 
accounts. Select a version that 
best fits your anticipated 
volume of usage.
Game Sign-in 
If you’ve set up a multiple 
game session, instruct your 
participants to begin play by 
clicking on this icon and 
entering their game code. 
Version 0.1 (beta – Sept. 2014)
Game Sign-in 
Version 0.1 (beta – Sept. 2014) 
Be sure to instruct your teams 
to give themselves a unique 
name. This is relevant to 
distinguishing themselves on 
both your in-class and our 
global leaderboards.
Video Introduction 
Our introductory video provides 
background that is relevant to 
understanding game play and 
highlights common challenges in a 
context with which most 
participants will be familiar. 
Version 0.1 (beta – Sept. 2014)
Game Timeline 
The Game Timeline is the 
mechanism through which 
significant events during game 
play are communicated. 
Participants should click on the 
“Close” button to view their 
visual work board. 
Version 0.1 (beta – Sept. 2014)
Initial Task Board 
Product / Project 
backlog. Hover over 
icons to get details 
on urgency & 
business value. 
Work items left over from the 
team’s previous Sprint. 
Version 0.1 (beta – Sept. 2014) 
Team point estimates are 
displayed within gold box in 
lower right corner of each 
user story / bug card.
Initial Task Board 
Version 0.1 (beta – Sept. 2014) 
INSTRUCTION TIP 
The game begins on a Sprint 
Planning Day. 
This is a perfect opportunity to 
discuss Cost of Delay concepts 
in the context of the projected 
business values for features. 
Facilitators can also call out 
how the visualization of this 
info represents a mode of 
sharing info that is different 
from typical Scrum contexts.
Initial Task Board 
Version 0.1 (beta – Sept. 2014) 
Scrum team members. Workers 
surrounded by a green “halo” 
are analysts, blue are 
developers, and orange are QA 
engineers. 
INSTRUCTIONAL TIP 
Facilitators can point out that daily Scrums are 
supposed to bring clarity to what individual 
workers are engaged with, what they’re 
committing to complete, and any impediments 
to their progress. 
This is a good point to ask participants to 
consider how visualizing work status in more 
detail could be beneficial.
Modes of Play 
Individual Play, Team Play or Both? 
Consider whether you want individuals to play this game on 
their own, as part of a team, or in both modes (at different 
times, naturally). 
Team play improves an individual’s ability to communicate 
with their team and work together to secure an objective. 
Team interaction also better exposes how Scrumban improves 
shared understandings and systemic perspectives. 
Individual play assures complete engagement and absorption 
in the learning experience. 
Version 0.1 (beta – Sept. 2014)
Team Play - Considerations 
The ideal size for a team is between 
2-3 people. Players may disengage if more individuals are 
involved on a single team. 
Because the game involves constant decision-making, some 
teams may engage in lengthy analysis. When you have 
multiple teams engaged, simultaneous play will help 
counter-act this. Offering an additional bonus to the first 
team to finish or applying penalties to teams that finish play 
past a set time are ways to help assure speedy play. 
Version 0.1 (beta – Sept. 2014)
Individual Play - Considerations 
Individual play allows persons to engage in 
trial and error experimentation without having to negotiate 
team dynamics. It may be especially beneficial to have 
individuals replay the game on an individual basis after a team 
play session so they can use that experience as a baseline for 
further exploration. 
In most circumstances, it’s not pragmatic for a coach or trainer 
to engage individual players. Consequently, individuals playing 
on their own won’t benefit from pointed questions or guidance 
during game play, but game sessions can be assigned as a form 
of “homework” or self-study to reinforce concepts discussed in 
other settings. 
Version 0.1 (beta – Sept. 2014)
Teaching Core Concepts 
The Game as an Instructional Supplement 
GetScrumban is designed to reinforce basic lean 
kanban principles and practices to new practitioners. In 
our experience, game play is most meaningful when it 
participants play as a small team immediately following 
1-2 hours of introductory instruction on Scrumban 
concepts. 
Making the game available for individual play 
thereafter is a great way for individuals to further 
explore key practices. 
Version 0.1 (beta – Sept. 2014)
Game Play Cadence 
The game purposely introduces a significant 
number of events and changing conditions early 
on, then smooths out such events over time. 
– The swift series of changing conditions helps simulate the 
impact of improved understandings and tools within fast 
paced environments. It may result, however, in a lighter 
absorption of some concepts. 
– The slower pace as game the game progresses is intended 
to simulate the different experience of evaluating and 
responding to current ways of working inb the context of a 
regular cadence. 
Version 0.1 (beta – Sept. 2014)
Initial Task Board 
Version 0.1 (beta – Sept. 2014) 
INSTRUCTION TIP 
Story Point Estimation - On game 
day 5, participants are asked to 
consider the correlation between 
story points and the actual delivery 
of completed work. 
In our experience, a minority of 
Scrum teams realize a close 
correlation between these two 
metrics. 
Though teams won’t have an 
opportunity to immediately 
address this phenomenon as part 
of their game play, it’s a great 
place to have participants begin 
thinking critically about various 
Scrum practices and small steps 
that can be taken to improve them.
Initial Task Board 
Version 0.1 (beta – Sept. 2014) 
INSTRUCTIONAL TIP 
Deployment Options – When 
participants complete all of the 
stories under one feature they’ll 
be invited to change their policy 
around deployment. 
This is a good opportunity for 
fostering discussion around real 
options theory, as well as the 
advantages and disadvantages to 
deploying completed features 
more frequently.
Initial Task Board 
Version 0.1 (beta – Sept. 2014) 
INSTRUCTIONAL TIP 
Visualizing the Value Stream – At 
the beginning of game day 6, 
participants will be given the 
option to modify their board 
design to better visualize 
workflow. 
This is a good time to reinforce 
the distinction between value 
creating steps and functional 
hand-offs. 
Also, note teams are almost 
always presented with a choice 
to evolve or not. These events 
represent great opportunities to 
reinforce this fundamental 
principle.
Evolved Kanban Board 
Version 0.1 (beta – Sept. 2014) 
INSTRUCTIONAL TIP 
Emergency Work – At the 
beginning of game day 7, 
participants will be given the 
option to complete new work on 
an urgent basis. 
This is a great opportunity to 
contrast differing options under 
Scrum and Scrumban (how each 
responds to and manages the 
reality of urgent work requests).
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board 
INSTRUCTIONAL TIP 
Expedited Class of Service – 
Teams that elect to respond to 
the business organization’s 
emergency request will be given 
the option to modify their visual 
board. 
This is a good opportunity to 
discuss the benefit of visually 
distinguishing different types of 
work and establishing policies 
around them.
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board 
INSTRUCTIONAL TIP 
Deployment – Deploying features 
results in both benefits and costs. 
Deployment dates represent a 
good opportunity for discussing 
these factors, as well as urging 
participants to think about ways 
they can start managing efforts 
to reduce the cost of deployment 
while addressing on going 
development needs.
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board 
INSTRUCTIONAL TIP 
Early Benefit – Teams that chose 
to expand the visualization of 
their work will gain an additional 
team member. 
Though an indirect benefit, this is 
an opportunity to reinforce how 
even a small change like 
visualizing value streams across 
the workflow can help improve 
capabilities more intelligently.
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board 
INSTRUCTION TIP 
Fixed Date Risk Profile – The 
product backlog contains fixed 
date work items. Stories / 
features whose value evaporates 
after a given date are highlighted in 
yellow. 
Facilitators can elect to discuss the 
value of visually differentiating 
various work item profiles, as well 
as discussing concepts of market 
risk and cost of delay in this 
context.
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board 
INSTRUCTIONAL TIP 
WIP Limits – If not triggered 
earlier by backed up work, 
players will be given a choice to 
add WIP Limits to their workflow. 
These are introduced at this stage 
of the game to underscore the 
impact of subsequent events and 
choices.
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Evolved Kanban Board
Version 0.1 (beta – Sept. 2014) 
Game Summary
Group Debriefings 
Common Topics for Post-game Discussion 
We’ll be adding to this guide over time. Have suggestions? 
Be sure to send them our way: 
training@codegenesys.com 
Version 0.1 (beta – Sept. 2014)

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GetScrumban Game Facilitator Guide

  • 1. Facilitator's Guide The GetScrumban Game getScrumban.com Version 0.1 (beta – Sept. 2014)
  • 2. Table of Contents • Introduction • Getting Started • Modes of Play • Teaching Core Concepts – Leveraging Game Events – Coaching Tips – Game Debrief – Other Resources Version 0.1 (beta – Sept. 2014)
  • 3. Introduction The GetScrumban game simulates how a Software Development team using Scrum as their chosen framework can use Scrumban's core principles and practices to amplify their current capabilities, overcome common challenges, or forge new paths to improved agility. This “beta” version of our Facilitator’s Guide is intended to provide basic info relevant to employing the game as a training tool. We will modify and add content as feedback is gained from the community. Version 0.1 (beta – Sept. 2014)
  • 4. Core Concepts the Game Reinforces The game allows players to experiment with and experience the impact of these principles & practices: – Expanded Visualizations • Value Streams • Types of Work • Risk Profiles – Pulling Work vs. Assigning Work – Evolutionary Adjustments vs. Radical Change – Cost of Delay vs. Subjective Prioritization – Distinct Classes of Service vs. Single Workflow – Continuous Flow vs. Time-boxed Iterations – Value of Options – And more… Version 0.1 (beta – Sept. 2014)
  • 5. Using this Guide This guide is intended to provide facilitators with supplemental information and materials that can be used to improve the benefits of game play. Purple-shaded boxes call out segments of game play that represent appropriate opportunities for discussing core concepts. As you become more familiar with the game, you’ll undoubtedly discover other areas and aspects of play that represent other opportunities. We invite all facilitators to share their learnings & suggestions with our trainer community. Version 0.1 (beta – Sept. 2014)
  • 6. Getting Started Single Game vs. Trainer’s Account Our platform allows anyone to create a single game session (to be played by one person or one team). If you’ll be facilitating game play among multiple teams during a training session, however, we strongly encourage you to create concurrent sessions under a Trainer’s Account. This will allow your students to compete against one another under a common leaderboard you control (and enable you to coordinate game invitations among multiple participants). Version 0.1 (beta – Sept. 2014)
  • 7. Training Account Sign-up Version 0.1 (beta – Sept. 2014) Individuals who’ve already created an account can start new single-session games here. Create a trainer or organizational account by clicking here.
  • 8. Training Account Sign-up Version 0.1 (beta – Sept. 2014) There a 3 levels of trainer’s accounts. Select a version that best fits your anticipated volume of usage.
  • 9. Game Sign-in If you’ve set up a multiple game session, instruct your participants to begin play by clicking on this icon and entering their game code. Version 0.1 (beta – Sept. 2014)
  • 10. Game Sign-in Version 0.1 (beta – Sept. 2014) Be sure to instruct your teams to give themselves a unique name. This is relevant to distinguishing themselves on both your in-class and our global leaderboards.
  • 11. Video Introduction Our introductory video provides background that is relevant to understanding game play and highlights common challenges in a context with which most participants will be familiar. Version 0.1 (beta – Sept. 2014)
  • 12. Game Timeline The Game Timeline is the mechanism through which significant events during game play are communicated. Participants should click on the “Close” button to view their visual work board. Version 0.1 (beta – Sept. 2014)
  • 13. Initial Task Board Product / Project backlog. Hover over icons to get details on urgency & business value. Work items left over from the team’s previous Sprint. Version 0.1 (beta – Sept. 2014) Team point estimates are displayed within gold box in lower right corner of each user story / bug card.
  • 14. Initial Task Board Version 0.1 (beta – Sept. 2014) INSTRUCTION TIP The game begins on a Sprint Planning Day. This is a perfect opportunity to discuss Cost of Delay concepts in the context of the projected business values for features. Facilitators can also call out how the visualization of this info represents a mode of sharing info that is different from typical Scrum contexts.
  • 15. Initial Task Board Version 0.1 (beta – Sept. 2014) Scrum team members. Workers surrounded by a green “halo” are analysts, blue are developers, and orange are QA engineers. INSTRUCTIONAL TIP Facilitators can point out that daily Scrums are supposed to bring clarity to what individual workers are engaged with, what they’re committing to complete, and any impediments to their progress. This is a good point to ask participants to consider how visualizing work status in more detail could be beneficial.
  • 16. Modes of Play Individual Play, Team Play or Both? Consider whether you want individuals to play this game on their own, as part of a team, or in both modes (at different times, naturally). Team play improves an individual’s ability to communicate with their team and work together to secure an objective. Team interaction also better exposes how Scrumban improves shared understandings and systemic perspectives. Individual play assures complete engagement and absorption in the learning experience. Version 0.1 (beta – Sept. 2014)
  • 17. Team Play - Considerations The ideal size for a team is between 2-3 people. Players may disengage if more individuals are involved on a single team. Because the game involves constant decision-making, some teams may engage in lengthy analysis. When you have multiple teams engaged, simultaneous play will help counter-act this. Offering an additional bonus to the first team to finish or applying penalties to teams that finish play past a set time are ways to help assure speedy play. Version 0.1 (beta – Sept. 2014)
  • 18. Individual Play - Considerations Individual play allows persons to engage in trial and error experimentation without having to negotiate team dynamics. It may be especially beneficial to have individuals replay the game on an individual basis after a team play session so they can use that experience as a baseline for further exploration. In most circumstances, it’s not pragmatic for a coach or trainer to engage individual players. Consequently, individuals playing on their own won’t benefit from pointed questions or guidance during game play, but game sessions can be assigned as a form of “homework” or self-study to reinforce concepts discussed in other settings. Version 0.1 (beta – Sept. 2014)
  • 19. Teaching Core Concepts The Game as an Instructional Supplement GetScrumban is designed to reinforce basic lean kanban principles and practices to new practitioners. In our experience, game play is most meaningful when it participants play as a small team immediately following 1-2 hours of introductory instruction on Scrumban concepts. Making the game available for individual play thereafter is a great way for individuals to further explore key practices. Version 0.1 (beta – Sept. 2014)
  • 20. Game Play Cadence The game purposely introduces a significant number of events and changing conditions early on, then smooths out such events over time. – The swift series of changing conditions helps simulate the impact of improved understandings and tools within fast paced environments. It may result, however, in a lighter absorption of some concepts. – The slower pace as game the game progresses is intended to simulate the different experience of evaluating and responding to current ways of working inb the context of a regular cadence. Version 0.1 (beta – Sept. 2014)
  • 21. Initial Task Board Version 0.1 (beta – Sept. 2014) INSTRUCTION TIP Story Point Estimation - On game day 5, participants are asked to consider the correlation between story points and the actual delivery of completed work. In our experience, a minority of Scrum teams realize a close correlation between these two metrics. Though teams won’t have an opportunity to immediately address this phenomenon as part of their game play, it’s a great place to have participants begin thinking critically about various Scrum practices and small steps that can be taken to improve them.
  • 22. Initial Task Board Version 0.1 (beta – Sept. 2014) INSTRUCTIONAL TIP Deployment Options – When participants complete all of the stories under one feature they’ll be invited to change their policy around deployment. This is a good opportunity for fostering discussion around real options theory, as well as the advantages and disadvantages to deploying completed features more frequently.
  • 23. Initial Task Board Version 0.1 (beta – Sept. 2014) INSTRUCTIONAL TIP Visualizing the Value Stream – At the beginning of game day 6, participants will be given the option to modify their board design to better visualize workflow. This is a good time to reinforce the distinction between value creating steps and functional hand-offs. Also, note teams are almost always presented with a choice to evolve or not. These events represent great opportunities to reinforce this fundamental principle.
  • 24. Evolved Kanban Board Version 0.1 (beta – Sept. 2014) INSTRUCTIONAL TIP Emergency Work – At the beginning of game day 7, participants will be given the option to complete new work on an urgent basis. This is a great opportunity to contrast differing options under Scrum and Scrumban (how each responds to and manages the reality of urgent work requests).
  • 25. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board INSTRUCTIONAL TIP Expedited Class of Service – Teams that elect to respond to the business organization’s emergency request will be given the option to modify their visual board. This is a good opportunity to discuss the benefit of visually distinguishing different types of work and establishing policies around them.
  • 26. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board INSTRUCTIONAL TIP Deployment – Deploying features results in both benefits and costs. Deployment dates represent a good opportunity for discussing these factors, as well as urging participants to think about ways they can start managing efforts to reduce the cost of deployment while addressing on going development needs.
  • 27. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board INSTRUCTIONAL TIP Early Benefit – Teams that chose to expand the visualization of their work will gain an additional team member. Though an indirect benefit, this is an opportunity to reinforce how even a small change like visualizing value streams across the workflow can help improve capabilities more intelligently.
  • 28. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board INSTRUCTION TIP Fixed Date Risk Profile – The product backlog contains fixed date work items. Stories / features whose value evaporates after a given date are highlighted in yellow. Facilitators can elect to discuss the value of visually differentiating various work item profiles, as well as discussing concepts of market risk and cost of delay in this context.
  • 29. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board INSTRUCTIONAL TIP WIP Limits – If not triggered earlier by backed up work, players will be given a choice to add WIP Limits to their workflow. These are introduced at this stage of the game to underscore the impact of subsequent events and choices.
  • 30. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 31. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 32. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 33. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 34. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 35. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 36. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 37. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 38. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 39. Version 0.1 (beta – Sept. 2014) Evolved Kanban Board
  • 40. Version 0.1 (beta – Sept. 2014) Game Summary
  • 41. Group Debriefings Common Topics for Post-game Discussion We’ll be adding to this guide over time. Have suggestions? Be sure to send them our way: training@codegenesys.com Version 0.1 (beta – Sept. 2014)