Play

Agile Battleships

Three rounds against the same seven ships, with the same thirty shots and the same five minutes. Nothing changes between them except how often you find out whether it is working. Most people score two or three times better by the third round without getting any better at Battleships.

The board is interactive, so it does not print. Play it at michaeloreilly392.github.io/personal-site/battleships.html — or use the rules below on a sheet of squared paper, with someone else holding the answers, which is how the exercise is usually run in a room.

The game itself needs JavaScript, which appears to be switched off. The rules are below, and they work perfectly well on a sheet of squared paper with someone else holding the answers — which is how the exercise is usually run in a room.

The rules

Same board, same ammunition, same clock

The board is eight squares by eight. Hidden on it are seven ships — one Carrier of five squares, one Battleship of four, one Cruiser of three, two Destroyers of two, and two Submarines of one — eighteen squares of ship in all. Every round gives you thirty shots and five minutes, and a fresh layout. Only the feedback changes.

  1. Round one — the plan

    Place all thirty shots before firing any of them. Change your mind as often as you like; click a placed shot to take it back. When you press Fire, every shot resolves at once and you find out how you did. Until then you are told nothing at all. This is a year of work released on the last day.

  2. Round two — the salvo

    Fire in fives. After every fifth shot you are told how many of those five hit, and how many ships have gone down so far — never which square, and never which ship. You can steer, but only every fifth shot, and only by inference. This is a quarterly release.

  3. Round three — continuous

    Every shot answers immediately. Hit or miss, on the square, and the fleet list crosses each ship off as it sinks. The round ends the moment the last ship goes down, usually with shots to spare.

What the three rounds are about

The debrief, in words

Nobody plays round three better because they have become better at Battleships in the last quarter of an hour. The skill is identical, the board is no easier, and the ammunition has not changed. What changed is how long a wrong assumption was allowed to survive — thirty shots, then five, then one — and that alone is worth two or three times the score.

Each round is a way of working, and the scores are the argument:

The uncomfortable half is that round one is not incompetence. It is a perfectly reasonable plan, made carefully, by someone who was simply not allowed to learn anything until it was too late to act on it. If a team is scoring like round one, the useful question is almost never whether they are working hard enough. It is how long they have to wait to find out whether they are working on the right thing.

Credit

Adapted from Agile Battleships by James Scrimshire, CC BY 4.0. Built from the published rules — the ship sizes, the thirty shots and the five-minute clock match the browser version by Box UK, which is where I first played it. None of its code, markup or artwork is used here.