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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
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
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.
There are 6 Wagons and Wagon Pullers who move forward each
round of play. Initially their wagons roll on Square Wheels.
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.
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.
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.
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.
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.
We selected Blue to
move first in the
simultaneous show
of cards, so it
moves out ONE
space.
Then, Green moves
out in a clockwise
sequence.
Then Yellow…
Then Purple…
Then Gray…
And finally the Red.
That round of play
is now ended.
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.
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?)
And we roll the
dice. This time, it is
a 5, so there will be
FIVE Round
Wheels added to
the game.
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.
So, the selected
Purple wagon
moves out one
block on its two
Round Wheels.
Then the Gray…
Then the Red…
And then the
Blue…
Then the Green…
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.
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.
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.
So, Red now has 4
Round Wheels on
her wagon, allowing
her to move TWO
blocks per round for
the rest of the
game.
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.
So now Blue moves
ahead…
And then Green…
And then Yellow.
And then Purple.
Now the Gray
moves ahead and
we are ready to
start the third round
of play…
So, the players
discuss the next
move and all
show agreement
that the Yellow
wagon should
move first.
The Leader for
the third round
rolls a 1, so only
one Round Wheel
will be added.
The Yellow will get
that round wheel,
so all the wagons
have 2 Round
Wheels each,
except Red.
The Yellow wagon
now moves out,
first.
Followed by the
Purple…
Followed by the
Gray…
The Red, with
its four Round
Wheels, can
now go two
more blocks
forward.
Followed by the
Blue.
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…
But the teams
agree that the
Purple wagon
should move
first on this fifth
round of play.
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.
Green gets two and
Purple gets one
and they are ready
to roll forward
again. Round Four.
Purple, as agreed,
moves out first but
only one block.
Then the Gray,
which also sees
itself right up
against the
blockage.
Then the Red,
into the
Narrows and
clearly
headed out to
the top…
Blue also
moves
forward.
Then the
Green…
Then the Yellow…
This round of play
is now ended,
since all the
wagons have
moved.
Round 6
begins
and the
players
agree on
Green
moving
first
again.
This
might
upset
Gray…
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!
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!
So, Green
rolls two
blocks
forward on
this round.
Followed by
Yellow also
moving two
blocks…
Then the Gray…
Followed by Purple, but it can only move one block forward.
Maybe the planning on this might have been better?
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.
Now, Red can move off onto the Landing Sheet as the first wagon to
reach the top. What round was that? How many points?
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.
So, now the players agree that the Yellow Team should move forward.
So, now a 4 is rolled, and that gives ALL the wagons 4 Round Wheels.
So Yellow moves 2 blocks forward.
Followed by Purple moving 2 blocks forward, and not blocking Green.
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.
Now the Green moves ahead. And Round Seven is completed.
Round Eight starts with the agreement that Blue should move first.
No dice roll is needed, since they all have 4 Round Wheels.
So, Blue moves forward 2 blocks and the play continues
Green moves off and onto the Landing Sheet. On what round of play
did they land?
Yellow also moves off.
And Purple also moves off in this same round.
And Gray moves two blocks forward.
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.
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.
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.
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
The End.
Both games play and
debrief and replay and
debrief in 90 minutes!
CJC is a FUN, Designed
Learning Experience!

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The Collaboration Journey Challenge - a 90 Minute Teambuilding Exercise

  • 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. 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. 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. There are 6 Wagons and Wagon Pullers who move forward each round of play. Initially their wagons roll on Square Wheels.
  • 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. 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. 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. 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. 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. We selected Blue to move first in the simultaneous show of cards, so it moves out ONE space.
  • 11. Then, Green moves out in a clockwise sequence.
  • 15. And finally the Red. That round of play is now ended.
  • 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. 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. And we roll the dice. This time, it is a 5, so there will be FIVE Round Wheels added to the game.
  • 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. So, the selected Purple wagon moves out one block on its two Round Wheels.
  • 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. 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. 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. 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. 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. So now Blue moves ahead…
  • 34. Now the Gray moves ahead and we are ready to start the third round of play…
  • 35. So, the players discuss the next move and all show agreement that the Yellow wagon should move first.
  • 36. The Leader for the third round rolls a 1, so only one Round Wheel will be added.
  • 37. The Yellow will get that round wheel, so all the wagons have 2 Round Wheels each, except Red.
  • 38. The Yellow wagon now moves out, first.
  • 41. The Red, with its four Round Wheels, can now go two more blocks forward.
  • 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. But the teams agree that the Purple wagon should move first on this fifth round of play.
  • 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. Green gets two and Purple gets one and they are ready to roll forward again. Round Four.
  • 47. Purple, as agreed, moves out first but only one block.
  • 48. Then the Gray, which also sees itself right up against the blockage.
  • 49. Then the Red, into the Narrows and clearly headed out to the top… Blue also moves forward.
  • 51. Then the Yellow… This round of play is now ended, since all the wagons have moved.
  • 52. Round 6 begins and the players agree on Green moving first again. This might upset Gray…
  • 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. 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!
  • 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. 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. 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. 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. So, now the players agree that the Yellow Team should move forward.
  • 62. So, now a 4 is rolled, and that gives ALL the wagons 4 Round Wheels.
  • 63. So Yellow moves 2 blocks forward.
  • 64. Followed by Purple moving 2 blocks forward, and not blocking Green.
  • 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. Now the Green moves ahead. And Round Seven is completed.
  • 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. So, Blue moves forward 2 blocks and the play continues
  • 69. Green moves off and onto the Landing Sheet. On what round of play did they land?
  • 71. And Purple also moves off in this same round.
  • 72. And Gray moves two blocks forward.
  • 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. 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. 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. 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. The End. Both games play and debrief and replay and debrief in 90 minutes! CJC is a FUN, Designed Learning Experience!

Notas del editor

  1. Round 1
  2. Round 1
  3. Round 1
  4. Round 1
  5. Round 2
  6. Round 2
  7. Round 2
  8. Round 2
  9. Round 3
  10. Round 3
  11. Round 3
  12. End of Round 3
  13. Round 4
  14. Round 4
  15. Round 4
  16. Round 4
  17. End of Round 4
  18. Start of Round 5
  19. Round 5
  20. Round 5
  21. Start of Round 6
  22. Round 6
  23. Round 6
  24. Round 6
  25. That was the SIXTH round of play.
  26. Round Seven
  27. Red is done. Green and Gray both are blocking so Blue basically loses a move. If Purple had moved in front of Green, then Gray COULD have moved into the holding area to the right of where Purple is now. In that way, Blue could have moved 2 blocks and gotten past Green, so long as Blue moved before Gray in the next round. Ah, the planning versus the reality! (grin)
  28. Round 8
  29. Round 8
  30. Round 8
  31. Round 9