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Perl6::Bible::S27(3)  User Contributed Perl Documentation Perl6::Bible::S27(3)

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:

       ·   4 or more Perl Hackers.

       ·   One official. This person:

	     - Validates the module names against the master list
	     - Keeps track of the score
	     - Keeps track of whose turn it is
	     - Keeps track of the direction of play
	     - Keeps track of time intervals
	     - Keeps track of what valid modules have been named
	     - Keeps track of how many cans of beer each hacker drinks

	   They may or may not be a Perl Hacker and they may or may not drink
	   beer.

       ·   Many cans of beer. (Number of cans is some coefficient of Number of
	   Hackers times Knowledge of CPAN times Body Mass). Beer drinking
	   hackers will instinctively know this number.

       ·   Copy of <http://www.cpan.org/modules/02packages.details.txt.gz>.

       ·   A stopwatch or some kind of timer. Preferably written in Perl.

   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.

perl v5.14.0			  2005-12-22		  Perl6::Bible::S27(3)
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