Generate reflection and improved results

The Collaboration Journey Challenge

Team Building Game

The Collaboration Journey Challenge has two versions--

a Simple and a Complex and you receive both versions with your purchase. 

 

 

 

 

 

 

General Play Info:

Collaboration is not a natural nor easy process in the workplace and The Collaboration Journey Challenge works elegantly to demonstrate many of the issues of working together. Its outcome is to generate participant discussions around specific ideas for improvement that need to occur in their workplaces.

 

The game approach is quite simple: players are shown the rules and play begins. Any initial idea of collaboration often becomes convoluted as factors such as competition, individual pursuits and miscommunications come into play. The players initial decisions may or may not work because of human factors, and the desired alignment to the stated goal often becomes abandoned. The focus of serving the customer commonly becomes lost within the interactions and competition happening among the players.

 

The exercise is packaged so that you can play 4 tables of 6 players each and use either version. 

 

  • Each version takes about 75-90 minutes to introduce, play and debrief.

  • We also suggest that you allow 10 minutes extra for the tabletops to replay the game to learn from their experience.

  • Both versions use a game board poster and each game board plays with up to 6 players

  • Any number of game boards can play simultaneously; there is no limit to the number of overall participants

Both versions of CJC are fast and engaging and generate a surprisingly powerful debriefing that can be directly tied to any number of desired team-based outcomes. We give players the rules for play and the execution is up to them, with a lot of interchange of information, issues, perspectives and alternatives on each round of play until the problem is resolved. The complexity of strategy makes every person’s ideas important and from play, we can easily discuss choices and behaviors in the debriefing: 

 

  • How did they reach the decisions that they did? 

  • What behavioral styles or thinking patterns were obvious in the behavior of players?

  • How was competition balanced with collaboration to achieve an optimal outcome? 

  • How effectively did they think things through collectively?

  • How were alternative ideas handled?

  • What suggested rules and patterns did they choose to change?

  • How did the play parallel the decision-making in their workplace?

  • What improvements could they choose to make to improve workplace results?

 

Simple Version vs. Complex Version:

Playing the Simple version, chance — the roll of a die -- really comes into play. And the game is about collaboration, but it can also allow competition. Let’s give a potential scenario:

 

In play, the group will first select a wagon that should move first. This is done with a simultaneous voting process. That vote, however, can be overridden by a single player using their "Boss Card.” So, let’s say that the Yellow wagon chooses to use that Boss Card and take control for that round. They now roll the dice and the roll shows a 4.

 

That Yellow wagon could take ALL FOUR of the available Round Wheels and, with 4 round wheels, it can move 2 blocks forward. They thus leap out ahead of everyone else, who can only move one block forward. And, they can move 2 blocks per day for the rest of the game. Their competitiveness shows and that wagon will WIN, although there are negative impacts on the other 5 wagons... 

 

Or, they might roll a 6 and give 2 of the wheels away to a wagon of their choice.

 

But what if they roll a 1 - there is only one wheel and they have shown that they are playing competitively. Will the other players choose to give them any of the round wheels that they roll? How does the competition show in the decision-making? How does it impact the results and the collaboration they find when they enter The Pass where the game board constricts movement?

 

Playing the Complex version, things are a lot less chaotic and there are always 6 round wheels available for each round of play. Every wagon can acquire one round wheel each round. Strategy and planning become a lot more important to the results. Can they still compete? Sure, a player can still take control with their Boss Card, but the impacts are much less visible. The strategy to collaborate and get through The Pass is much more important.

 

The goal is simple: 

 

  • Each player has a Wagon to move along the game board to the Customer as quickly as possible.

  • Each round, players look toward reaching the Customer (or the end) through their joint efforts.

  • As they roll dice, players improve their wagons by adding new Round Wheels.

  • Points are obtained by reaching the top of the board and completing the journey in a speedy manner.

  • Speed comes from having a solid strategic plan for collaborating and moving the wagons through the constraints.

  • The structure of the game allows collaboration and planning to optimize results.

 

A degree of motivational competition between players can also be beneficial. Since the first team to arrive gets more points than the other teams and because the route is more difficult towards the end (allowing only 2 teams to pass through the constraints), some "my wagon first" behavior may also occur, tending to sub-optimize results.

 

The "accidental adversaries archetype" suggests that, at the first occurrence of competitiveness, reciprocity from the other players will often occur and the group will become more competitive as the game goes forward. As a result, the best of positive collaborative intentions can be influenced by individual desires and competition to get the best score. Competing will sub-optimize results.

 

Debriefing Can Focus On:

  • interpersonal interactions and communications,

  • thinking styles,

  • themes of collaboration and shared goals,

  • tendencies to compete and succeed, 

  • a variety of other themes.

 

You may interrupt play to intercede in the competition and coach the players, which can generate reflection and improved results.

 

The Collaboration Journey Challenge containing both the Simple and Complex versions,

is $595 and is playable with up to 4 tabletops or 24 players (6 players per tabletop).

Everything needed to run both versions of CJC is included with your purchase and is ready to play:

 

  • A separate presentation PowerPoint for each of the two versions

  • Instructor's guide

  • Debriefing PowerPoint

  • Handouts for Participants

  • Game board posters

  • Tabletop sets (play pieces, rules summary, game cards, dice), and

  • Other supporting materials

Contents of The Game:

The exercise is packaged to play 4 tables of 6 players each for either version. We would suggest 75 to 90 minutes for Introduction and play and debriefing. We would also suggest you allow 10 minutes for the tabletops to replay their game to learn from their experience.

There are extensive training materials as well as a variety of debriefing themes, ideas and frameworks.

 

The exercise is also easily expanded to dozens of tabletops with the purchase of additional sets of tabletop materials.

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$595.00
 

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