This document provides an overview of how the Collaboration Journey Challenge board game works, with the goal of moving all wagons to the top of the board as efficiently as possible through collaboration. Players take turns moving wagons forward by acquiring round wheels that replace square wheels. The number of round wheels gained each turn is determined by rolling dice. Players must decide how to distribute new round wheels strategically. The game encourages discussion of collaboration strategies and decision-making.
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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.
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.
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.
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.
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
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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
Round 1
Round 1
Round 1
Round 1
Round 2
Round 2
Round 2
Round 2
Round 3
Round 3
Round 3
End of Round 3
Round 4
Round 4
Round 4
Round 4
End of Round 4
Start of Round 5
Round 5
Round 5
Start of Round 6
Round 6
Round 6
Round 6
That was the SIXTH round of play.
Round Seven
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)