Djent Game



For Players that play rhythmic music, Conductors that show what to play and also for one drummer responsible for not making the piece too long.


Choose the drummer and the conductor(s) for the game, rest of the players should have instruments able to play sounds with clear attack and not blending with the instruments of the drummer. You can try different types of body percussion, like clapping against stomp-snapping background.

The drummer chosen for this game serves as a referee and will be tasked to set the convincing tempo (changed through the game) for the whole group. He or she should be quite comfortable in music gaming environment.

Place yourself so every player sees conductor(s)' hands. It's best when Players agree to play one note each (and a chord for instruments that are more quiet than others). Players might agree on notes to play (for example such that form a chord) or decide to play by ear. This is up to players as game rules regulate only the rhythm of music.

Gameplay instructions


During the game drummer will play a clear rhythm on 4/4 (start with something simple). He or she should start with pattern exposition and then clear fill leading to the start of the competitive part of the game. At the beginning of the game the tempo might be quite slow, and then if no mistakes are made, drummer should speed up a bit, and make consecutive increases of tempo until players or conductors start to make mistakes.


With their hands conductors will indicate numbers for players to play. Conductors should change the number in the moment when players are not playing it. In the simplest variant have one conductor who shows a number with one hand.


Players play sounds that always fall on one of four quarternotes in the bar set by the drummer. Starting with the beginning marked by the drummer, players play groups of n quaternotes separated by single quaternote pauses. n is a number shown by conductor's gesture, so it's always between 1 and 5. If there is more conductors, you "read" displayed numbers from left to right and then return to the number shown by the right hand of the first conductor (exposed most to the left). If there is one conductor that uses one hand, you just play what he or she shows and hope he or she has good timing with changes.

Game end

It's up to the drummer, when you will reach a tempo that is impossible to play for you.


This game is easy to set up as competitive between the team of conductors and team of players. But it's hard to do it in a balanced way. An additional constraint for conductors might be that none should show the same number as another, and Players might stop playing after they make a mistake until there is a predefined number of them. Or you can drop additional goals and play it cooperatively (basic idea as proposed by odolany).

If the skill lets you, you can reduce the number of players by merging the roles (like "conductor-player") up to the point when it's a nice drumming practice of comping quarternote groups with a 4/4 beat.

A considerably more difficult variant is with adding eight-note pauses between accent groups instead of quarternote pauses. Here is an example of a cooperative, 3-player, eight-note variant:


This needs more explanation
This needs simple language

Unless stated otherwise Content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License. See licensing details