Games: The Secret to a Happy, Energized Team (Without the Cringe)
- Emilia Breton
- Jan 25
- 4 min read
Games aren’t just “fun”—they’re a practical way to boost trust, collaboration, and delivery speed by making team dynamics (and bottlenecks) visible fast.

There’s a moment I’ve seen in so many teams: everyone’s smart, everyone’s trying… and the room still feels heavy. People are tired. Collaboration is “fine,” but not alive. And the retro? It’s starting to feel like a recurring calendar punishment.
That’s exactly where games shine.
Not because teams need to be “more fun.”But because play is a shortcut to trust, learning, and real talk—the stuff we keep saying we want, but struggle to create in a normal meeting.
Also: no one must play, but everyone is welcome. That’s a rule in my world. (Seriously. Opt-out is sacred.)
Why games work when meetings don’t
A good game creates a tiny, low-risk “simulated world” where people can:
Try something new without fear
Get fast feedback
Notice patterns together (instead of blaming each other)
Build connection while doing real work
In other words: games make systems visible.
And when are systems visible? You can actually change them.
The building blocks of a great Agile game
When I design (or adapt) a game for teams, I’m basically mixing two ingredients:
1) Game mechanics (the “fun verbs”)
These are the actions people do: throw, match, remove, build, explore, protect, swap, listen, wander, collect, etc.
A sneaky tip: when you start with the mechanics, design gets easier. It’s like building with LEGO; pick a few pieces, and you can create a surprising amount.
2) Game elements (the structure)
Every solid game has:
Players (who’re involved)
Rules (clear + simple)
Objective/learning objective (what we’re here to learn or practice)
Challenges (tension! otherwise it’s just an activity)
A sprinkle of fun (theme, story, visuals—whatever fits your team)
Environment (physical/digital, materials, constraints)
Feedback system (points, time, progress bars, levels, achievements, etc.)
If you’re missing feedback, you’re missing the engine.
“Know your players” (aka: not everyone plays the same)
One reason games flop is simple: we forget humans have different play styles.
Some folks love being silly. Some want to compete. Others want to build, explore, or tell stories. Stuart Brown’s play personalities are a ridiculously helpful lens for this—think: Joker, Kinesthete, Explorer, Competitor, Director, Collector, Creator, Storyteller.
Practical takeaway:
Offer choice (two roles, multiple paths, optional difficulty)
Add a non-performative way to participate (observer, scorekeeper, timekeeper, note-catcher)
Keep the “cute theme” optional. Some teams love it. Some teams will combust. Know your people.
Play vs Game vs Gamification (quick sanity check)
These words get tossed around like confetti, so here’s the difference in plain English:
Play: freeform, exploratory, not always goal-driven
Game: structured play with rules, objectives, and feedback
Gamification: adding game-like elements (badges, points, levels) to something that isn’t a game
In teams, “games” usually work best because they create shared structure and learning.
A simple recipe to build your own Agile game (that doesn’t feel like icebreakers-from-hell)
If you want to build a game for your team, try this:
Choose an objective (ex: improve collaboration, reduce handoffs, surface risks, practice small batches)
Pick 1–2 core mechanics (the actions you’ll repeat)
Choose an environment (physical or digital)
Add elements (rules, roles, constraints, feedback)
Sprinkle in fun (theme/story) if it fits
Add supportive mechanics (extra twists you use sometimes)
Play test
Debrief (this is where learning actually locks in)
Two “steal-this” games you can run fast
Game 1: The Name Toss → Collaboration + flow
Start with a simple circle toss (yes, the classic). Then evolve it:
Round 1: toss the ball, say your name
Later rounds: add constraints (silent round, two balls, fixed order)
Debrief: What changed when constraints changed? Where did the “work” bottleneck?
It’s surprisingly good for surfacing how teams handle pressure, ambiguity, and coordination.
Game 2: Tower + Bugs → Small batches and feedback loops
This one is gold for showing the cost of late testing.
Pair up: one Developer, one Tester
Build a tall tower
Tester gets a list of “problem bricks” to find
Repeat in multiple rounds:
tester finds issues after the tower is built (late feedback)
tester gives lists more frequently (more feedback)
tester collaborates while building (tight feedback loop)
Track height + time each round.
Then ask: Which approach felt sustainable? Which produced the best outcome? What does this say about how we work today?
Debrief like you mean it (because “that was fun” isn’t the point)
If you only do one thing after a game, do this: debrief well.
Simple debrief (fast + effective)
What did you discover?
So what? Why does it matter?
Now what will you change?
Deeper debrief (Thiagi-style prompts)
How do you feel?
What happened?
What did you learn?
How does it relate to real work?
What if…?
What next?
Want to level it up even more? Do a double-loop debrief after multiple rounds: What changed? Why? What assumption did we just challenge?
Also worth saying out loud: feedback is a gift, and games make it easier to give and receive without defensiveness. Many of the same patterns we see in games show up in how we play together.
A few facilitation tips that save you from chaos
Involve players in the design (especially skeptics)
Make rules CLEAR and objectives obtainable
Provide immediate feedback (time, points, progress, visual indicators)
Give second chances (or more)
Add obstacles thoughtfully (too many = frustration spiral)
Build in power/choice so different play styles can thrive
Focus on skill development, not “winning”
And if someone opts out? Great. Let them observe and join later if they want.
Want more games?
If you’re building more energy, trust, and delivery flow into your team, I’ve got a growing library of ready-to-run games and facilitation tools.
Explore more at AgileToybox.com, and if you want help choosing the right game for your team’s specific challenge (cycle time, dependencies, decision-making, team trust), reach out. I’m happy to point you to a few that fit.



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