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Process: Incident Management
Fix incidents, analyse root causes, assess risks and cope with life-cycling activities 
 
Stabil-IT (pronounce "stability") is a light to medium-weight competitive, resource management game for 2-4 players.

 

 

 

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Capacity

Risk

Change

Knowledge

INCIDENT

Problem

Application 

Service review

Go to rules for Stabil-IT  

 

About...

Go to UPGRADE! page

Go to DEPLOY! page

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DEPLOY! at The Game crafter

 

The game is played over six rounds. In each round you perform actions to allow you to successfully improve the confidence in your services and develop the knowledge of your team. confidence is gained through root cause analysis and servie improvement whilst it is lost through incidents and life-cycling activities. Knowledge is gained through fixing incidents.

 

Stabil-IT uses a unique roundel mechanism to control available resources and player turn. There are three resource types in the game; white, yellow and blue. The white resource represents a technical specialist, the yellow resource represents an application specialist/developer and the blue resource represents a test specialist or system analyst. The limited resources are used to solve incidents, determine the root cause of a problem, improve a service and life-cycle a service. The roundel also triggers the life-cycling of technical services.


Overview

You have a "bird's-eye" view of your IT landscape in the form of a matrix comprising six IT services and their supporting technical and application services. Each service is built on four of six technical services as well as its application software. you can see where the confidence is high, where there are incidents and where there are risks. It's up to you as a service manager to show that your services are not only the best but also have the highest confidence levels: delivering high availability and releability to your users.

 

Periodically, one of the technical services is life-cycled. Risk assessments can be performed to reveal the week point in each IT service. Furthermore, over the course of the game, stress tests may be performed to determine the weakest area of the whole landscape (matrix), leading to a loss of confidence in that area. If there is no confidence, an incident occurs. An incident may be either high priority (red) or low priority (white) depending on the severity of the incident when compared with the level of the IT service. High priority incident must be dealt with before any other actions. Solving an incident may result in you acquiring new knowledge which you can later use to reduce the resources needed for your actions or retained to give points at the end of the game. If you take time to enter you knowledge in a Wiki, it is considered permenant and is retained for the whole game. Alternatively, you may keep the knowledge to yourself. This is termed tacit knowledge and is lost if used. 

 

Each player manages one or two IT services which are chosen at the beginning of the game. Each service can have one of two alternative service levels, gold or silver, the choice of which affects the undertaking. During the course of the game, the players strive to resolve incidents, improve confidence and improve their IT service. Each IT service can be life-cycled twice, resulting in more points at the end of the game but presenting challenges in maintaining confidence levels.

 

Points are scored at the end of the game for life-cycled IT services, retained knowledge and confidence built. Points are lost for unresolved incidents. The player with the highest points is the winner.

 
 

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Contents

 

1 Main board

12 Wiki development markers

24 Knowledge markers 

12 Player discs

2 System discs

4 Custom dice with stickers

3 6-sided dice

12 Motivation tokens

25 Incident markers 

22 Confidence/Success markers 

6 Risk assessment markers

6 Technical service life-cycling markers

6 IT service markers 

12 Workers

1 Cloth bag 

1 Backmarker trackers *

1 Rules booklet * 

* not shown in image (left) 

 
     
 

Knowledge

 

you can get knowledge (represented by white glass beads) by fixing incidents or removing risks. The knowledge can be either temporary or permenant. To make your knowledge permenant you must first prepare a Wiki by removing a correspomding Wiki development markers (black blass beads) from the top of the board. Knowledge can be used to reduce the worker cost for an action. Any knowledge you still have on the board at the end of the game earns you points.

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Play with or without worker profiles

 

The game board has two roundels on its right side. The upper roundel provides for a simplified gaming experience with no worker profiles or motivation to consider. This is recommended for novice players. The lower roundel includes workers of different profiles, denoted by their colour, which need to be carefully managed to complete the actions you elect. Sometimes you will need to motivate the workers to focus on your chosen action and ignore others. 

 
     
 

Variable game length

 

The standard game consists of 6 rounds with each round ending in a life-cycling event for one of the technical services. The movement on the roundel triggers the life-cycle event. To reduce the game length you can put fewer technical service life-cycle markers onto the roundel during set up.

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Motivation

 

Each player has 3 motivation tokens. These tokens are used to keep a worker focussed on your action. Once you have used all three motivation tokens you can recover them by losing a confidence/success marker. You can get more confidence/success markers when fixing an incident or removing a risk. 

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