Translations:Estimación de póquer/2/en
It was devised by James Grenning to avoid drawn-out discussions in estimation sessions. Mike Cohn popularized it in his book Agile Estimating and Planning (2005).
Origin
Grenning's original model consists of eight cards with the values ½, 1, 2, 3, 5, 6, 7, and infinity. They were developed to support release estimates in Extreme Programming.
How it works
- Each meeting participant has a deck of cards.
- The Product Owner or facilitator presents the story description within a set time limit; the team may ask questions for an agreed period.
- Each participant selects the card that represents their estimate and places it face down.
- When everyone has made their selection, the cards are revealed simultaneously.
- If the estimate comes out as "infinity" (exceeds the maximum limit), the story must be split into smaller units.
- If the estimates vary widely, whoever is running the meeting can choose to:
- Ask the people with the extreme estimates why. After hearing their reasons, repeat the estimation.
- Set the story aside and return to it at the end or in another session.
- Ask the Product Owner to break down the story.
- Take the lowest estimate, the highest, or the average.
Advantages
- Avoids getting stuck in circular analysis of implementation options.
- Gets all attendees involved.
- Reduces feature estimation time to just a few minutes.
- Reaches consensus without prolonged discussions.
- It is dynamic and more engaging than estimating in silence.
Variant: Fibonacci sequence
Instead of composing the exact figure with several cards, a Fibonacci scale is used, where each person raises the card with the figure closest to their estimate: 0, ½, 1, 2, 3, 5, 8, 13, 21, ∞

This forces people to make decisions: if someone estimates "6," they must decide whether to raise the 5 (tight estimate) or the 8 (conservative estimate). That decision makes explicit the level of uncertainty they perceive.