Deal every day with problems is tiresome, sometimes frustrating (click here to have a taste of it!), but for me the real problems start when I don’t have any problem.
The sprint retrospective is a perfect time and place to deal with problems, but what if the sprint went well and no one has to complain?
Or what if more sprints went well in a row?
Well, when a new team starts there are a lot of problems, but after few months it is not so strange to have a period where everything goes in the right way: your software is growing well, your Stakeholder are enough satisfied and the team found the right rhythm.
If you have this kind of period there’s a chance that your retrospective become useless, boring and, like it happened to me, you begin to ask to yourself: and now? Continue reading
In 2011 when I started designing the game/experiment (here the introduction to pawns and tiles) I defined a simple architecture able to manage the minimum requirements. I used jQuery to manipulate and bind DOM and BackboneJs only to manage Models and inheritance.
The May 30 I participated at the Lean Kanban Southern Europe meeting in Bologna. The experience was great, very inspiring and when I came home I was tempted to change the schedule of my blog and to post a report of it instead of the post on “pawns and tiles”.
At the end I preferred not to rush and take my time to metabolize what I learned.
I have to warn you that this post probably won’t come to some resolution, it’s mostly free thoughts I like to share.
The idea was quite simple, here in very short:
- A player can challenge another player choosing a map.
- Every player has a roster of five pawns, and every player has to line up his pawns in a specific area that changes in every map.
- Every player has to choose the pawns (every pawn has its own skills) from a side deck following one rule: he can’t put more than two pawns of the same type in the map.
- Every player in his turn has a limited number of moves and the goal is to occupy some specific area and keep it as long as possible to gain points.
- After 30 turns (15 for player), the player with the higher score wins.