The team should present Stories accomplished (i.e., only stories in the DONE column) and calculate the total of original estimations of done Stories.After each player has done three rounds – the iteration is over.A Story has no unsolved Problem cards attached.Solutions preserved from iteration to iteration.Event – immediate effect and then discarded.Once used, the Problem and Solution discarded You can continue to work on(deducting to 0).Blocking means you can’t move into DONE and have to find a Solution first.Problem – sticks and blocks a Story, the player is “working on”.Pull a card from the “Chance set” (shuffled Events, Problems, Solutions together).Deduct from remaining hours on the card(s) this player “works on” (it’s done automatically in the online version).Roll dice – this is the player’s number of productive hours on this day.Explicitly select a Story to “work on.In an off-line setup, you could record to the flipchart numbers of Stories selected and a total amount of planned work so that everyone can see their «commitment».The Planning process is done when a team announces its plans.The team plans a three-day iteration by selecting Stories from a Backlog into the Todo column.Ask the team, “how many features do you believe you can deliver in the next iteration?”.Set the Goal: You are a competitive development centre (s) aimed to deliver a new application to the market.
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. The Backlog is prioritised (sequence number in the top corner) and estimated (hours in the bottom corner). Prepare “Backlog” of Story cards and a “Chance set” from well-shuffled Event, Problem, Solution cards. This creates an infinite source for discussions during the debriefing.
Hint: Each team has an equal set, but due to decisions they make, the game can go differently in each case. Play Online by starting a game and inviting participants with a link.
RULES FOR THE CARD GAME SCUM MANUAL
Split the audience into teams of 3-4-5 (max 6) people, equally if possible, and have one set per team.