Serious.Games
AgileFree

Scrum Manger Rétro

Express the unspoken and stimulate creativity in retrospectives with Scrum Manger Rétro.

Duration · 40 min
Participants · 5–15
Level · Beginner

Scrum Manger Rétro is an agile retrospective game that uses humour and irreverence to encourage the expression of unspoken thoughts and foster collective reflection. Through question and answer cards, participants explore aspects of their work in a playful manner, identifying areas for improvement while strengthening team cohesion.

Walkthrough

  1. 1

    Introduction to the game

    10 min

    The facilitator introduces the game by explaining its objective: to express unspoken thoughts and reflect on the team's work in a playful way. They explain how the black cards (questions) and white cards (answers) work and how they combine to create striking phrases. Participants are invited to relax and have fun while remaining attentive to learning opportunities.

    TipEnsure that all participants understand that humour is a tool to facilitate expression and not to hurt.

  2. 2

    Distribution of cards

    5 min

    Each participant receives 5 white cards. The facilitator explains that the white cards are used to complete the fill-in-the-blank phrases from the black cards. They ensure that each participant has understood the mechanics of the game and is ready to start.

    TipEncourage participants not to overthink their card choices to promote spontaneity.

  3. 3

    First round of play

    15 min

    The facilitator draws a black card and reads it aloud. Participants choose a white card from their hand to complete the phrase. Once all cards are placed, the facilitator reads each combination aloud, explaining those that seem particularly meaningful. Participants vote for the funniest and most constructive phrase.

    TipTake the time to discuss the phrases that resonate particularly with the team to draw out learnings.

  4. 4

    Change of facilitator

    5 min

    The participant who proposed the funniest phrase becomes the new facilitator. This role change allows everyone to be involved in leading the retrospective and energises the group.

    TipEncourage the new facilitator to add their personal touch when reading the cards.

  5. 5

    Subsequent rounds

    20-30 min

    The new facilitator draws a black card and reads it aloud. Participants choose a white card again to complete the phrase. This process repeats until the allotted time runs out or the cards are exhausted. Discussions around the most relevant phrases are encouraged to maximise learning.

    TipEnsure that the pace remains fluid and that discussions do not drag on to maintain the group's energy.

  6. 6

    Closure and summary

    10 min

    The facilitator concludes the session by thanking participants for their involvement. They summarise the key points raised during the game and invite the team to reflect on concrete actions to implement. A quick round allows everyone to share one thing they learned or appreciated.

    TipNote down concrete actions on a visible board so the team can refer to them in future iterations.

Variants

  • Use customised cards to address specific topics relevant to the team.
  • Add a rule where each participant must explain why they chose their white card.
  • Incorporate a moment of silence after each round to allow for individual reflection.

Debrief guide

  • Which phrases particularly resonated with you and why?
  • What unspoken thoughts were expressed through the game?
  • How did humour influence our perception of the problems?
  • What new ideas emerged from this session?
  • How can we use these learnings in our daily work?
  • What was the most surprising moment for you during the game?
  • What concrete actions can we implement following this retrospective?