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  1. Faciliation
  2. Games

Battleships

Last updated 7 months ago

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“No plan of operations extends with certainty beyond the first encounter with the enemy’s main strength.” — Generalfeldmarschall Helmuth von Moltke.

The Battleships game is an engaging introduction to the principles of iterative development within Agile methodologies. Its purpose is to demonstrate that creating extensive upfront plans can become obsolete when encountering reality. Helmuth von Moltke, whose quote encapsulates this sentiment, advocated for a flexible planning approach—balancing enough foresight with the adaptability to respond to unforeseen circumstances.

Game Mechanics

How to Play:

  1. Setup: One player, Player A, is assigned 40-45 pegs and is instructed to place their ships and all planned attacks upfront. Player B does the same simultaneously.

  2. Execution: After both players have positioned their ships, Player A announces their 40 pre-planned attacks. Player B then plays their turns, targeting Player A’s vessels based on the attacks announced, receiving feedback on hits and misses.

  3. Outcome: Generally, Player B, who employs an iterative approach, will adjust their strategy based on feedback from their attacks. While Player A may score some hits, their rigid planning often leads to incomplete victories as they struggle to adapt to Player B’s more fluid tactics.

Insights Gained

This game illustrates the unpredictability of predictive planning, likening it to attempts at divination—crystal ball reading or tea leaf analysis. Since future outcomes depend on countless variables, relying solely on fixed plans is inherently flawed. In contrast, the iterative approach used by Player B allows for empirical adjustments; with every hit scored, new strategies can be formulated, thereby increasing the chances of sinking opposing ships.

There are several additional parallels to draw:

  • Feature Development: Player A may achieve individual hits analogous to features developed without prior testing due to time or budget constraints. In contrast, Player B may not target all ships successfully, but their approach results in sinking more of the ships they do hit—symbolising the value of creating “potentially shippable product increments.”

  • Luck vs. Strategy: Occasionally, Player A wins, akin to a fortune teller accidentally predicting correctly; such outcomes are often more luck-based than a testament to sound planning.

Through this game, participants not only engage in a fun activity but also learn valuable lessons about the necessity of flexibility and responsiveness in project management, reinforcing Agile principles.

References:

Written by: Scrimmers on February 1, 2012. Last revised on October 11, 2012.

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