
getKanban
A Kanban simulation to manage flow, visualise metrics, and make profit decisions under events.
getKanban is a board game simulation created by Russell Healy. In teams of 4 to 6, participants manage the Kanban board of a software company over a series of simulated days. They assign dice representing analysts, developers, and testers, advance tickets, manage flow according to WIP limits, and then face events. The game serves to concretely understand flow management, Kanban metrics, and the impact of operational decisions on financial outcomes.
Walkthrough
- 1
Set the context and form the teams
10 to 15 minThe facilitator presents the framework: "You are managing the workflow of a software company; your goal is to maximise profit by managing the Kanban board." They divide participants into teams of 4 to 6, with a total adapted from 4 to 24 people. Each team sets up around their board, dice, and tracking materials. The facilitator clarifies that the simulation lasts for a series of simulated days and that daily decisions will have visible effects on flow, cycle time, and financial results.
Tip — Have each team appoint a table facilitator from the start: they do not decide for the group but ensure adherence to the daily sequence and the completion of graphs.
- 2
Explain the materials and the role of game elements
15 to 20 minThe facilitator shows the Kanban board, tickets, dice, and event cards from the official getKanban kit, without revealing the content of the cards in advance. They explain: "The dice represent your analysts, developers, and testers; you will assign them to columns to advance the tickets." They indicate that tickets enter the system according to WIP limits and that each team will need to track a cumulative flow diagram, cycle time, and financial results. Participants check that their materials are complete and that everyone understands what they need to observe.
Tip — Do not read the event cards before the game: keep the element of surprise, as it creates the real management trade-offs.
- 3
Present the cycle of a simulated day
15 to 20 minThe facilitator clearly states the sequence that will be repeated each day. First, the team assigns the dice, representing analysts, developers, and testers, to the columns of the Kanban board. Then, they roll the dice to advance the tickets. Next, they draw new tickets according to the applicable WIP limits. Finally, they read an event card, which may be a fixed date, a shipment, or a policy change, depending on the official game.
Tip — Display the sequence in four visible verbs for everyone: assign, roll, draw, read. This prevents forgetfulness when the pressure of the game increases.
- 4
Launch the first days with close support
25 to 35 minThe facilitator guides the first few days slowly, table by table if necessary. They remind each round: "First decide where to assign your analysts, developers, and testers; only then roll the dice." Teams advance the tickets based on the results obtained, then draw new tickets allowed by the WIP limits. After the day's event card, they update their graphs to immediately link actions, flow, and consequences.
Tip — At the beginning, prohibit shortcuts like 'we'll update the graphs later': if the data is not recorded in real-time, the debrief loses much of its value.
- 5
Run the simulation in controlled autonomy
35 to 60 minOnce the mechanics are understood, the facilitator allows teams to progress through the simulated days at their own pace while circulating. They mainly intervene to enforce the sequence: assigning dice, rolling, advancing tickets, drawing according to WIP, reading the event. Teams debate their trade-offs: exploiting capacity, limiting work in progress, preparing a shipment, or absorbing a policy change. The facilitator observes behaviours without correcting too quickly, so that the consequences appear in the metrics.
Tip — When a team asks you 'what is the right decision?', respond with a question: 'What does your flow diagram and cycle time tell you now?'
- 6
Consolidate metrics and compare results
15 to 25 minAt the end of the simulation, the facilitator asks each team to finalise their graphs: cumulative flow diagram, cycle time, and financial results. They remind that the goal of the game is to maximise profit by managing flow, not just to occupy all resources. Each team prepares a short presentation: key decisions, events faced, observed effects on tickets and indicators. The facilitator brings out the differences in strategy without too quickly identifying a single winning model.
Tip — Ask teams to highlight a specific moment when their system changed behaviour: this is often the best entry point to understand the link between policy, WIP, and performance.
- 7
Debrief and transfer to real situations
20 to 30 minThe facilitator gathers the whole group and opens the debrief based on lived experiences, not abstract theory. They ask: "What did you see in your flow before understanding it in your financial results?" Participants link WIP limits, capacity assignments, events, and shipments to their own work contexts. The facilitator concludes by having one or two concrete practices formulated to test in real teams.
Tip — Keep the boards visible during the debrief: pointing to a blocked ticket or a saturated area makes the learnings much more memorable.
Variants
- Discovery mode: the facilitator deliberately slows down the first days and has each decision verbalised before rolling the dice, prioritising understanding of flow over competition.
- Multi-team competition mode: all tables play in parallel and compare their final financial results, then analyse the strategies that led to profit discrepancies.
- Metrics learning mode: after each block of several simulated days, the facilitator imposes a short break where teams read their cumulative flow diagram, cycle time, and financial results before deciding on the next steps.
- Online variant: use the official online version of getKanban to replace the printed board, while maintaining the same daily sequence and a collective debrief via videoconference.
Debrief guide
- When did you start managing the system rather than simply occupying the analysts, developers, and testers?
- What did the cumulative flow diagram reveal to you that you did not see during the action?
- How did the WIP limits influence your decisions on drawing new tickets and your capacity trade-offs?
- Which events most disrupted your strategy, and how did your team react?
- What relationship did you observe between cycle time, shipments, and financial results?
- What implicit work policies did your team adopt during the game? Would you keep them in real life?
- If you were to play again, what would you change from the very first simulated day to better maximise profit?