How to play
Numbers
One complete box of cards is needed for up to six people. Any more and it's hard for everybody to share their thoughts. Although six people is a good number for one set of cards, if you have more sets it's fun for a number of groups to play the game at the same time. Each group can share the mind map they've created.
Time and place
Allow an hour. Any less and it will be hard for people to get into it. There are a few stages to work through and it needs some time. You'll need to arrange a table and chairs so that six people can sit comfortably around it. One table for each group of six.
A facilitator
Each group will need to nominate a facilitator. The role of the facilitator is three fold.
Firstly to set the tone. The game should be fun and creative to play. People should feel that their views and ideas are valued and the facilitator should ensure that they are. The game offers a safe place for people to bring up issues and to experiment with their thinking without criticism. This is especially important if the group is mixed, for example, senior and junior staff or even staff and students working together.
Secondly, the role of the facilitator is to keep the conversation going making sure that the team doesn't go round in circles on an issue.
Thirdly, the facilitator may have to make decisions on behalf of the team to ensure that the discussion doesn't grind to a halt.
Referee card
The box includes a Referee Card for use by the bravest of facilitators. The card is yellow on one side and red on the other. Instructions are on the card.
1. Deal out the blue and yellow cards
Start by dealing out, face down, all of the blue Management Suggestion cards and all of the yellow Design Suggestion cards. Each member of the team should now have two piles of coloured cards, blue and yellow.
2. Invite each player to choose a grey Challenge Card from the pack
Spread all of the Challenge Cards face up on the table. Each player should review the challenge cards and pick the one that most interests them. Once each player has chosen a Challenge Card the remaining cards can be stacked to one side.
3. Place the first player's Challenge Card in the centre of the table
The game works in rounds with a Challenge Card as the starting point for each round. Each card will trigger a different conversation but you may find that a card doesn't take you very far, this is fine, just start again with another one. You may not have enough time in one session to use each chosen Challenge Card.
4. Take it in turns to apply a blue Management Suggestion to address the challenge
With the first Challenge Card in the centre of the table, each player should review the Management Suggestions in their hand a pick one that they see as a way to address the challenge. Take it in turns to place a Management Suggestion around the Challenge Card. While doing so, each player should think out loud about why they have made their selection and how they think the suggestion could work in school.
Remember that the objective is to get people thinking and talking and to share views. There are no wrong suggestions. It's important to have a discussion and the facilitator may need to help out if there are differences of opinion.
Players can add more then one Suggestion Card if they wish. If a player doesn't think any of the suggestions that they have in their hand are useful they can suggest an alternative suggestion; this can written onto a blank hexagon from the pad and added to the map.
5. Add some Design Suggestions to the mind map
Once the Management Suggestions are on the table and each has been discussed, each player should spend a few minutes reviewing the yellow Design Suggestions.
Again, each player should make a selection and place their card around the Challenge Card. Players won't be able to place Design Suggestions adjacent to the Challenge Card as the Management Suggestions Cards will be in the way. This doesn't matter. Place them where you can. Players can add more then one Suggestion Card if they wish.
As the Design Suggestions will be less familiar there is an explanation of each on the reverse side of the card.
6. Connect the suggestions if you wish
Some players might find that they do want to make a connection between the suggestions on the table perhaps building on a Management Suggestion with a Design Suggestion. Remember that there are explanations of the Design Suggestions on the back of each card.
7. If you have time, deal out the pink Stimulus Cards and see if any of them trigger an idea.
The Stimulus Cards contain idea triggers for practical solutions. If you have time, these cards can be dealt to the group. Spend some time reviewing the cards and see of any of them trigger ideas for things that the school could do. If someone has an idea, add the pink card to the mind map and write the idea on a blank hexagon from the note pad. Place this down too.
8. Finishing the game
The group can repeat steps three to seven as many times as they can in the time available. The group may find that the first challenge keeps them gripped. That's fine. They may find that they rattle through all six players' chosen challenges in the time. That's fine too.
9. Making a record
Each card has a number on it indicating which card it is and from which set it comes. For example, D30 is Design Suggestion number 30. If you want to record the mind map that you've created you can download and print an A4 Record Sheet here. On this sheet you should be able to replicate the map you've created and add any notes to help you remember the thoughts of the group.