Herbert Breunung > Perl6-Doc-0.36 > Synopsis_27

Download:
Perl6-Doc-0.36.tar.gz

Annotate this POD

CPAN RT

Open  0
View/Report Bugs
Source  

NAME ^

Synopsis_27 - Perl Culture [DRAFT]

AUTHOR ^

Brian Ingerson <ingy@cpan.org>

VERSION ^

 Maintainer:    Brian Ingerson <ingy@cpan.org>
 Date:          12 Apr 2005
 Last Modified: 12 Apr 2005

This document describes the phenomenon known as "Perl Culture". Perl Culture being what it is, this may become the largest of the synopses. (It grows in a very big petri dish!)

THE CPAN DRINKING GAME ^

Many people love beer. Many Perl hackers are people. Thus what better way to begin this draft (no pun intended) than to describe the CPAN Drinking Game.

EQUIPMENT

The following equipment is best for an enjoyable round of CPAN Drinking:

Rules Of Play

  1. Start by having all hackers form some type of polygonal shape. A circle will do fine.
  2. Each hacker opens a new can of beer.
  3. The hacker with the most modules on CPAN starts the play by naming a CPAN module.
  4. The official will validate that the module exists. Names given must be those of modules, not module distributions. If you don't know the difference you really shouldn't be playing this game.
  5. If the module name is valid then play proceeds clockwise to the person (N - 1) number of positions away, where N is the number of nodes in the module name. The hacker receives (N - 2) points.

    For instance if the hacker says:

        Bundle::Business::Shipping::DataTools

    then play would go 3 hackers to the left and they would receive 2 points. If they said:

        Acme

    then that hacker would have to go again and would receive -2 points. The reason it is -2 instead of -1 is described in Rule #10.

  6. If the hacker's guess is invalid, they must drink and then give another answer. 3 wrong answers in one turn retires that hacker from the game and play proceeds to the adjacent hacker. Every wrong answer receives (1 - N) points.
  7. A valid module name may be used only once. A reused name is considered invalid as in Rule #6, except the hacker receives (0 - N) points.
  8. A hacker has up to 2 minutes to give a valid answer. In addition they must take a drink every 30 seconds. The official should call out the drinking intervals. Failure by the hacker to meet these requirements, retires them from the game.
  9. The next hacker in turn must name a module whose first node begins with the same letter as the first letter in the last node of the previous valid module name. To be pragmatic (no pun intended) letters are considered case insensitive.
  10. If a hacker names a module whose first and last nodes begin with the same letter, then the order of play is reversed and the hacker receives double the number of points.
  11. A hacker is allowed to skip their turn and receive 0 points if they choose to drink an entire 12 ounce can of beer (within the 2 minute time limit). This is formally known as "taking a Randal". Each hacker may only take a Randal only once per game.
  12. If the previous turn, for whatever reason, did not end with a valid answer, the next hacker in turn may name a module beginning with any letter they choose. All other rules apply.
  13. After all but one hackers have retired, the remaining hacker must name one more module correctly (given the same rules as above). If they give a valid answer they receive 5 bonus points in addition to the points for that round.

    After this round, the game is over and the official announces the scores.

Objective

The hacker with the most points at the end of the game wins. In the case of a tie, the winner is the hacker to have consumed the most beer.

History

This game was played by acme, autrijus, clkao, gugod, ingy, mugwump and obra on the east coast of Taiwan in April 2005. The game was brought from London by acme. ingy later added the points system and a few other rules.

syntax highlighting: