Card Game Flashcards

1
Q

Problems and Programmers Card Game

A
  • Simulates the software development process
  • Players who follow proper SENG practices are rewarded
  • Players taking risks and cutting corners are punished.
  • Players frollow the waterfall model. (5-step version which divides implementation into 2 steps)
  • Players can move on to the next stage at their own pace.
  • Moving back a stage instigates a penalty.
  • The decisions in each stage will affect the player later on in the game.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Project

A
  • Complexity:
    • How many time points a programmer needs to spend to complete one piece of good code.
    • 2 or 4
  • Length:
    • How many code cards must be completed
  • Quality:
    • How many code cards will be drawn from your final project during the product delivery stage
  • Budget:
    • How much money you will have to spend on the project.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

The Decks

A

Code Deck:

  • Contains code cards with colored backs. (Rushed or non-rushed code)

Document Deck:

  • Contains document cards with blank backs. (Clear or Unclear)

Main Deck:

  • Contains problems cards, concept cards and programmer cards.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Programmers

A
  1. Salary - Programmers with higher salaries take up more budget
  2. Skill - the number of time points that a programmer gets per turn. Every action that a programmer takes requires a certain number of time points. Rated on a 1 - 5 skale with 5 being the best.
  3. Personality - The programmer’s tendency to be a good worker. Rated on a scale of 1 - 5. The lower, the more vulnerable.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Problems

A
  1. Criteria - What conditions must be met for you to be able to play this card on a given opponent.
  2. Criteria Abbreviation - This act as a quick reference for the card’s criteria
  3. Effect - The effect on the player or programmer that this problem is played on. Most are used then immediately discarded. Persistent problems are placed in play and hassle their recipients.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Concepts

A
  1. Effect - what this concept card does
  2. Cost - some concepts have a cost. THis is treated in the same manner as a programmer’s salary and cannot be played if it would go over budget.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Player’s Actions

A

Choose whether to move on

Draw cards (Up to 5 in hand at a time)

Take action based on your stage

Play programmer and concept cards

Discard cards you don’t need

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Requirements Stage

A
  • Take 2 cards from the document deck
  • May take one or both of these to replace an existing unclear document
  • Can choose any number of requirements (Good maximum is six)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Design Stage

A
  • Take two cards from the documentation deck
  • Take one or both of these cards to replace an existing unclear documentation card.
  • Again good maximum is 6.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Implementation Stage

A
  • Problems: Each player may play one problem card.
  • Decide: if you have inetraged code cards equal to or greater than the length of your project.
    • Choose to move on to delivery phase.
    • Cards may or may not have bugs.
  • Implement:
    • Each programmer may take actions.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Programmer Options

A

Program Good Code (Cost = Complexity of your project)

Program Rush Code (Cost = Half the project’s complexity, rounding
up)

Inspect Code (Cost = 1 skill point)

Fix a Bug (Cost = 1 skill point)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Integrate

A

Problems: Each other player may play one problem card on you if you meet its criteria

Each turn: take all of the code cards above one of the programmers and put them in a separate column to the right of all programmers.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Product Delivery Stage

A
  • Take all of your code cards and turn them face down.
  • Mix up their order
  • One opposing player may choose to cut the pile once
  • REveal cards off of the top of the pile equal to your quality
  • If none of them are bugs, YOU WIN!
  • If any of them are bugs
    • nasty bugs: YOU LOSE!
    • simple or normal bugs: place all code cards over one programmer.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly