Playing Drupal the card game the Drupal way

Now that NodeOne is running out of Drupal the Card Game I feel like it's time to introduce my version of the game rules which I believe are actually significantly more Drupaly than the main rules.

If you don't already know the rules check out this video:

Now, in the main rules you compete to complete modules and sites, which is all well and good right, but we don't develop modules in the dark at all, we all know what's going on with other modules through twitter, blogs, and actually meeting up in person at conventions and meetups. We even talk about our sites but in my experience outside of the exciting modules we rarely go into the details of what modules we're using.

Modifications to rules

During play:
When you put development effort into a module you play your points face up so that all can see when a module is completed
-2 cards have to be played and cannot be played on the same module and cannot take a module negative

During scoring:
Now put your cards down on the table face up and figure out how many points were scored in your hand. Add this number to everyone else's number and total.
Write this number on a whiteboard and then give each other player a high five.
Now try to outdo yourselves in the next version of Drupal (the next game you play).

Bonus points:
Bonus points if you're within 20% of the maximum possible points for all hands. This may have to be adjusted in your games. I usually represent this achievement by giving each player a peach or some similar fruit depending on season.

Comments

Great to see a full cooperation variant!

The difficult part of cooperation games is to keep the game interesting over time. How many times have you played with this variant? Is it still interesting to play?

What maximum point value have you used? Just adding up the highest scoring sites does not work, as then the modules will be impossible to complete given the patch cards available.

A variant on your variant: After playing the modules, turn them over and randomly draw 4. Play the minus cards on these, one on each. Then you do not have to introduce bugs yourselves, and a bit of randomness is included.

If you have two decks there are even more possibilities of making interesting variants. They will take longer time to play but will give the players more control.

I'm looking forward to hear about what you do with the game!

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