- Continuous integration
- Rollback
- Spike
- Walking skeleton
- Demo
Use it
Say It, Don’t Say It
Everybody can recite the four values of the Agile Manifesto. Ask somebody to explain what working software over comprehensive documentation actually means on their team, and the room goes quiet. This makes them explain it — one word at a time, to their own team-mates, against a thirty-second clock, without saying the word on the card.
What it is
A describing game, with the four values as the four categories
Two teams. A spinner picks one of the four values of the Agile Manifesto. One person on the team whose turn it is presses Start, and for thirty seconds their phone deals them words from that value’s pile — continuous integration, rollback, walking skeleton — which they describe to their team without saying the words on the card. Got it scores a point and deals the next; Pass deals the next and scores nothing. When the clock runs out the facilitator ends the turn, and only then does everybody see which words were got and which were passed.
The mechanics are Articulate!’s, and the debt is acknowledged on the Facilitating page. The name and every card are this site’s own. It is deliberately the lightest game here: nothing is written, nothing is disclosed, nothing anybody says is kept. It is the one a facilitator can run as a ten-minute opener before a retro.
The learning is in the describing
Not in getting the word. Thirty seconds of somebody trying to say what customer collaboration actually consists of, out loud, to colleagues who are shouting guesses back, does more than any slide about it. The team hears its own vocabulary explained by one of its own — and hears where the explanation runs out.
The word is on one phone
The describer’s, and nobody else’s. The facilitator’s screen is the one on the projector, so it shows the spinner, the score and the clock and never the word — a word on the wall is a word the guessers can read. The facilitator judges by ear, the way you would with the box on the table. The words come out for everybody the moment the turn is ended, which is when they stop mattering and start being funny.
Every point is a press by a person
The describer presses Got it; the facilitator can award the word that was in the air when the clock hit zero, and can nudge either score by one if a point was pressed by mistake or argued out of. Nothing in the room reads a word, matches a guess or judges a description. The score is the score because two people pressed buttons, which is what the box on the table is too.
The two packs
Thirty words a value, a hundred and twenty a pack — both public, so read them before you play if you like
The facilitator picks a pack in the lobby. Agile vocabulary is the point of the exercise: the words a team actually uses, and the ones it is worth hearing somebody try to explain. Plain words is everyday words for what each value is for — a handshake, a launch, a customer, a detour — easier to describe and a good first game for a team that has not played before.
In the vocabulary pack a card belongs to the value whose tension it is about, on either side of the “over”: Gantt chart sits under Responding to change because it is the plan the value is weighed against, and a describer who has to explain why fixed price belongs under customer collaboration has done the exercise. The plain pack keeps to the value side only, so a first game is spent describing what each value is for. Reading a pack first does not spoil the game — it is describing, not guessing what is on the list.
Agile vocabulary
The words a team actually uses. Harder, and the point of the exercise.
Individuals and interactions over processes and tools
- Daily stand-up
- Pair programming
- Mob programming
- Retrospective
- Swarming
- Face to face
- Whiteboard
- Working agreement
- Team charter
- Psychological safety
- Blameless post-mortem
- Cross-functional team
- Servant leadership
- Self-organising team
- Trust
- Active listening
- Healthy conflict
- Coaching
- Community of practice
- Team room
- Three amigos
- Disagree and commit
- Show and tell
- Onboarding buddy
- Scrum Master
- Hallway conversation
- Consensus
- Autonomy
- Empathy
- Rubber duck
Working software over comprehensive documentation
- Continuous integration
- Continuous delivery
- Deployment pipeline
- Automated tests
- Test-driven development
- Definition of Done
- Increment
- Sprint review
- Demo
- Minimum viable product
- Walking skeleton
- Prototype
- Feature flag
- Refactoring
- Technical debt
- Code review
- Pull request
- Release
- Rollback
- Green build
- Unit test
- Smoke test
- Production
- Spike
- Vertical slice
- Hotfix
- Version control
- Monitoring
- Regression
- Shippable
Customer collaboration over contract negotiation
- Product owner
- User story
- Persona
- Acceptance criteria
- Customer interview
- Usability testing
- Stakeholder
- Beta
- Early adopter
- Net Promoter Score
- Prioritisation
- Outcome
- Sprint goal
- Product vision
- Story mapping
- Voice of the customer
- Focus group
- Discovery
- Statement of work
- Change request
- Scope creep
- Fixed price
- Job to be done
- Co-design
- Backlog
- Feedback loop
- Customer journey
- Requirements
- Sign-off
- Penalty clause
Responding to change over following a plan
- Pivot
- Reprioritise
- Inspect and adapt
- Empiricism
- Iteration
- Sprint
- Timebox
- Velocity
- Burndown chart
- Forecast
- Gantt chart
- Waterfall
- Big design up front
- Rolling wave planning
- Kanban
- Work in progress limit
- Cone of uncertainty
- Fail fast
- Experiment
- Hypothesis
- Emergent design
- Late change
- Deadline
- Roadmap
- Refinement session
- Estimate
- Milestone
- Sunk cost
- Course correction
- Plan B
Plain words
Everyday words for what each value is for. Easier, and a good first game.
Individuals and interactions over processes and tools
- Stand-up
- Team
- Meeting
- Coffee break
- Sticky note
- Pair
- Conversation
- Promise
- Feedback
- Coach
- Mentor
- Huddle
- High five
- Handshake
- Listening
- Argument
- Apology
- Team lunch
- Phone call
- Video call
- Chat
- Volunteer
- Question
- Thank you
- Introduction
- Joke
- Brainstorm
- Catch-up
- Teammate
- Welcome
Working software over comprehensive documentation
- Preview
- Bug
- Crash
- Fix
- Launch
- Update
- Download
- Install
- Login
- Password
- Button
- Screen
- App
- Website
- Server
- Laptop
- Keyboard
- Test
- Error message
- Loading spinner
- Backup
- Click
- Refresh
- Save
- Undo
- Search bar
- Notification
- Upgrade
- Patch
- Live
Customer collaboration over contract negotiation
- Customer
- Shopper
- User
- Complaint
- Review
- Survey
- Interview
- Wish list
- Questionnaire
- Helpline
- Refund
- Suggestion box
- Free sample
- Taste test
- Star rating
- Comment
- Follow-up
- Loyalty card
- Open day
- Guest
- Visitor
- Audience
- Fan
- Regular
- Partner
- Thumbs up
- Sneak peek
- Trial run
- Word of mouth
- Recommendation
Responding to change over following a plan
- Detour
- U-turn
- Shortcut
- Umbrella
- Surprise
- Change of mind
- Improvise
- Flexible
- Adapt
- Reschedule
- Backup plan
- Emergency
- Swerve
- Sidestep
- Rethink
- Second chance
- Fresh start
- Curveball
- Wild card
- Change of plan
- Rain check
- Spare tyre
- Diversion
- Adjust
- Rework
- Turnaround
- Switch
- Swap
- Tweak
- Plot twist
The rounds
Five rounds by default, one turn each, and every turn the same shape
Everybody joins the room on their phone. The facilitator’s screen goes on the projector, or is simply the biggest screen in the room. When at least two players are in — four, two a side, is the least that makes a real game — the facilitator presses Split into teams and the room is shuffled into Team A and Team B — the seat list regroups, so people can see who they are with and move chairs if they want to. Then Start the game.
Every turn has the same five beats. The facilitator spins, and every screen watches the spinner land on one of the four values: that is this turn’s category. The next describer on the team whose turn it is sees “You’re up” and a Start button, and nothing is counting yet — that is the moment to put the phone where only you can see it. The describer presses Start: their phone shows the first word and two buttons, every screen shows the clock, and they talk while their team shouts. Got it scores and deals the next word; Pass deals the next and costs only the seconds. At zero the buttons go dead and the last word stays on the describer’s screen. The facilitator presses End turn — or End turn and award the last word, if the answer was in the air when the clock hit zero — and the turn’s words appear on every screen, the ones the team got and the ones that were passed. Then the other team’s turn. Spin.
A round is one turn each. After the last round the game is finished: the score is on every screen with the words by round, and a scoresheet can be downloaded. Five rounds is about ten minutes of clock plus the talking; the facilitator sets anything from one to ten in the lobby, and a turn of thirty, forty-five or sixty seconds. The facilitator never describes and never guesses. They spin, they end turns, they arbitrate, and they hold the link.
Why the spinner is honest
It is one of four, each equally likely, with no memory of what came before — so a game can spin the same value three times running, and a pile that runs out of unseen words simply shuffles its seen ones back in. A spinner that quietly evened the values out would be the software running the workshop, and it would also make the spinner a lie.
Why the describer starts the clock
Thirty seconds is short, and the first two of them should not be spent finding the phone. The facilitator spins, the describer reads the category, and the clock begins when they press Start — which is also why a person who was away when their go came round is skipped rather than penalised, and is next in line when they are back.
A finished round
Two turns, one each, and what leaves the room at the end
Round three of five. Team A spun Working software; Team B spun Responding to change. Here is what every screen showed once each turn was ended.
- Velocity
- Cone of uncertainty
- Pivot
- Timebox
- Empiricism
- Sunk cost
Look at what the team passed. Walking skeleton is a phrase most of Team A would nod at in a planning session, and the one person asked to explain it to them could not — which is a finding about the team, not about Priya, and it is the kind of thing that comes up over a coffee afterwards. Empiricism went the same way for Team B. The got words are the fun; the passed words are the point.
And Sunk cost was awarded at the buzzer: Sam had described it, somebody was shouting the answer as the clock hit zero, and the facilitator ruled it in. That is the one grace the game allows, and it is the facilitator’s press, not the describer’s.
What leaves the room
The scoresheet, and nothing else
Rooms are deleted 48 hours after the last thing anybody does in them, and nothing is stored anywhere else. When the facilitator finishes the game the score goes up on every screen with the words by round, and a scoresheet can be downloaded by anybody in the room. Closing the room is a second press afterwards, and it sends everybody home — so the gap between the two is the room’s chance to take the sheet away.
It carries what the room saw and nothing else: the score by round, every word got or passed, per team, and any adjustment the facilitator made. No timings per word, no record of who guessed, nothing anybody said. There is nothing else to carry. This is the whole of the format:
# Say It, Don’t Say It — K7M2XQ4B
Played 2026-09-21 · 5 rounds · 30-second turns
## Final score
| Team A | Team B |
|---|---|
| 14 | 12 |
Team A wins.
## Turn by turn
### Round 3
**Team A** — Priya described *Working software*: 4 got, 1 passed
- Got: Continuous integration, Rollback, Spike, Demo
- Passed: Walking skeleton
**Team B** — Sam described *Responding to change*: 3 got, 2 passed, 1 awarded at the buzzer
- Got: Velocity, Pivot, Timebox
- Passed: Cone of uncertainty, Empiricism
- Awarded: Sunk cost
## Adjustments
- Round 4: Team B −1
The adjustment at the bottom is the facilitator’s ±1, logged rather than hidden. There is no undo in the game: a point pressed by mistake is corrected by a press that says so, and the sheet shows both.