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The Collaboration Journey Challenge - a 90 Minute Teambuilding Exercise


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CJC is a fully-developed and complete team building program focused on collaboration between players and their strategic planning to move forward together through the challenge. For 5 players or more, with each tabletop playing its own game and no limit to the number of tables. Focused on collaboration, communications, planning and fun. For trainers, consultants or anyone looking to do team building. Easy to learn, simple to deliver and straightforward to debrief.

Published in: Business

The Collaboration Journey Challenge - a 90 Minute Teambuilding Exercise

  1. 1. An overview of the play of the Simple Version and how the process actually works (with some inserted ideas about decisions and strategies) Journey Challenge The Collaboration
  2. 2. The Goal is to have fun and to Learn Things. This is accomplished through play and interaction. The Exercise is about replacing Square Wheels with Round Wheels and about moving forward
  3. 3. What Happens? The Collaboration Journey Challenge first gives an introduction with detailed rules and structure. Then, the players make choices and begin to execute. As they acquire Round Wheels, allowing them to move faster, they also encounter The Narrows, the path they take creates challenges to move forward and to collaborate to move all the wagons efficiently. The game is about collaboration, but one player can also take control of a round of play and acquire Round Wheels and “win” the game, if they choose. Do they collaborate? Do they plan well? Do they manage the effective distribution of their resources? Watch what happens in a somewhat typical play of a game.
  4. 4. There are 6 Wagons and Wagon Pullers who move forward each round of play. Initially their wagons roll on Square Wheels.
  5. 5. The goal is for all the wagons to get to the top of the board as fast as they can. Note that the board narrows toward the top.
  6. 6. Each player has a set of cards, including one that identifies their wagon, a Boss Card that can be played to gain control of a round of play, and a set of “Move Cards” that they will simultaneously show to indicate their agreement on which wagon will move first in a round of play.
  7. 7. For this round, let’s say that the players all agreed that the Blue Wagon should move first. They show this by a 1, 2, 3, Show action. All 6 players agree.
  8. 8. They then roll a die and roll a 3. This means that the tabletop can add THREE Round Wheels to the wagons. Who gets those wheels is decided by who leads that round of play.
  9. 9. So, we add three Round Wheels to the wagons. The Leader for that round decides. In this case, Blue, Green and Purple each get one.
  10. 10. We selected Blue to move first in the simultaneous show of cards, so it moves out ONE space.
  11. 11. Then, Green moves out in a clockwise sequence.
  12. 12. Then Yellow…
  13. 13. Then Purple…
  14. 14. Then Gray…
  15. 15. And finally the Red. That round of play is now ended.
  16. 16. So, again, we discuss our plans and strategies and do the simultaneous show of cards. This time, the tabletop selects Purple, so it will move first.
  17. 17. Thoughts What if the players had distributed the Round Wheels differently and if one or two wagons were able to move ahead more quickly than the others? Is it a waste to give each wagon a Round Wheel if we roll a 6 or should one wagon take off right away with 4 Round Wheels, since everyone else still moves forward one block? Could we have asked for a die with more numbers to generate more Round Wheels on a single roll? (Should I have played my Boss Card on the first round of play, possibly gotten 4 Round Wheels and just headed off alone?)
  18. 18. And we roll the dice. This time, it is a 5, so there will be FIVE Round Wheels added to the game.
  19. 19. So we add 5 Round Wheels to the wagons. Some wagons now have 2 and some have one but they are all making progress to get all 4 Square Wheels replaced so they can move 2 blocks per round.
  20. 20. So, the selected Purple wagon moves out one block on its two Round Wheels.
  21. 21. Then the Gray…
  22. 22. Then the Red…
  23. 23. And then the Blue…
  24. 24. Then the Green…
  25. 25. Then the Yellow… And Round 2 is complete. All the wagons are gaining Round Wheels with the dice throws and things roll forward toward the Narrows.
  26. 26. On this round, the players had apparently agreed on Green, but the Red Wagon Puller chose to use her Boss Card and take control of play. She now rolls the dice and controls the Round Wheel distribution.
  27. 27. She rolls a 4 on the dice and now has 4 Round Wheels to distribute. She will take 3 and use this round to move from the outside in to the middle of the game board.
  28. 28. So, Red now has 4 Round Wheels on her wagon, allowing her to move TWO blocks per round for the rest of the game.
  29. 29. So, Red now takes the opportunity to move TWO blocks forward and in and is on its way to finishing first. None of the other wagons have four Round Wheels. Yet.
  30. 30. So now Blue moves ahead…
  31. 31. And then Green…
  32. 32. And then Yellow.
  33. 33. And then Purple.
  34. 34. Now the Gray moves ahead and we are ready to start the third round of play…
  35. 35. So, the players discuss the next move and all show agreement that the Yellow wagon should move first.
  36. 36. The Leader for the third round rolls a 1, so only one Round Wheel will be added.
  37. 37. The Yellow will get that round wheel, so all the wagons have 2 Round Wheels each, except Red.
  38. 38. The Yellow wagon now moves out, first.
  39. 39. Followed by the Purple…
  40. 40. Followed by the Gray…
  41. 41. The Red, with its four Round Wheels, can now go two more blocks forward.
  42. 42. Followed by the Blue.
  43. 43. And finally the Green. One can clearly see the advantage that playing the Boss Card had for the Red Wagon. What is less clear is the impact that had on the other wagons. Note the pressure on the Gray wagon caused by the alignment of these wagons. They might be tempted to use a Boss Card and hope to roll a 2 and move in front and ahead…
  44. 44. But the teams agree that the Purple wagon should move first on this fifth round of play.
  45. 45. And the Leader rolls a 3 on the die, making a decision about which wagons should get those Round Wheels a bit difficult. There is no simple answer and it is a team-based problem to solve.
  46. 46. Green gets two and Purple gets one and they are ready to roll forward again. Round Four.
  47. 47. Purple, as agreed, moves out first but only one block.
  48. 48. Then the Gray, which also sees itself right up against the blockage.
  49. 49. Then the Red, into the Narrows and clearly headed out to the top… Blue also moves forward.
  50. 50. Then the Green…
  51. 51. Then the Yellow… This round of play is now ended, since all the wagons have moved.
  52. 52. Round 6 begins and the players agree on Green moving first again. This might upset Gray…
  53. 53. Good news for the Gray, since there are a 6 more Round Wheels and that should free up Purple to get out of the way!
  54. 54. With the 6 Round Wheels added, Green, Yellow and Purple all now get 4 Round Wheels and can move 2 blocks forward each round of play. That rocks!
  55. 55. So, Green rolls two blocks forward on this round.
  56. 56. Followed by Yellow also moving two blocks…
  57. 57. Then the Gray… Followed by Purple, but it can only move one block forward. Maybe the planning on this might have been better?
  58. 58. But Gray can move toward the inside and forward, since it is not blocked, but it still has to move another block inward to move through.
  59. 59. Now, Red can move off onto the Landing Sheet as the first wagon to reach the top. What round was that? How many points?
  60. 60. The Blue, with only 3 Round Wheels, can only move one block, so it moves to the middle. That is the end of Round Six.
  61. 61. So, now the players agree that the Yellow Team should move forward.
  62. 62. So, now a 4 is rolled, and that gives ALL the wagons 4 Round Wheels.
  63. 63. So Yellow moves 2 blocks forward.
  64. 64. Followed by Purple moving 2 blocks forward, and not blocking Green.
  65. 65. Followed by Gray, which is no longer outside the narrows but can only roll forward one block. BLUE CANNOT MOVE; THERE IS NO PLACE TO GO.
  66. 66. Now the Green moves ahead. And Round Seven is completed.
  67. 67. Round Eight starts with the agreement that Blue should move first. No dice roll is needed, since they all have 4 Round Wheels.
  68. 68. So, Blue moves forward 2 blocks and the play continues
  69. 69. Green moves off and onto the Landing Sheet. On what round of play did they land?
  70. 70. Yellow also moves off.
  71. 71. And Purple also moves off in this same round.
  72. 72. And Gray moves two blocks forward.
  73. 73. Both the Gray and the Blue wagons move off on the next round of play, arriving on Round Nine. Use your scoresheet instructions to calculate the overall score for the tabletop. The roll of the dice make comparisons between tables impossible, but some discussion about strategy is certainly warranted.
  74. 74. This is the best time to resort the cards and to take all the wheels off all the wagons. Each deck of cards should contain the same color My Wagon and Boss Cards but a full set of the different colored wagons. Put 24 Square Wheels in a small baggie and put 24 Round Wheels in a small baggie. The game pieces can be put in a larger bag containing the Pullers, the die and the wagons / axles.
  75. 75. Complex CJC The CJC-2, Complex exercise removes the roll of dice to acquire Round Wheels and makes the movement of colored wagon pushers (pawns) from wagon to wagon the critical factor in making progress. Once a wagon acquires pushers of different colors, it can then roll forward 2 blocks in a round. It acquires one round wheel with each round of play when a pusher moves to their wagon. This movement of pushers debriefs around the need for new perspective and new ideas from new people coming into a team. The design adds a more complex (and measurable) process of play to the game and one that also allows tabletop to tabletop comparisons of results.
  76. 76. Find out more about the exercise by searching “Collaboration Journey Challenge” Dr. Scott Simmerman Thanks for Viewing! Sold on Amazon and our website at www.PerformanceManagementCompany
  77. 77. The End. Both games play and debrief and replay and debrief in 90 minutes! CJC is a FUN, Designed Learning Experience!