Djent Game
players.png ~10-?
time.png 10 min
props.png cue-deck × 0 inspire-deck × 0 dice × 0 -

During the performance of this game, people that play music and people that don't are considered opponents. And one drummer will be given full responsibility for the musical effect of the piece. Both unusual.

Set up

To play this game there should be two teams of 5 players and one person with percussive instrument. One group will play music and the other will be a conductors team. If you haver other number of participants, you can change number of musicians quite freely, but conductors group should be from 4 to 6 people.

The drummer chosen for this game serves as a referee and sets the convincing speeding up tempo for whole group. Hence, he or she should be flexible with the instrument and quite comfortable in music gaming environment.

Both teams are standing in rows in front of each other. Everyone in the game should be able to see every conductor's hands. To assume the starting position, every conductor shows with each hand a number from 1 to 5 (indicated with number of fingers).

Gameplay instructions


During the game drummer will play a clear rhythm on 4/4. 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.


Players might see gestures of conductors as a series of numbers from left to right (for example if there are three conductors, starting numbers might be 2-5-3-1-1-2). Players will play any tone they see fit in the tempo provided by the drummer. Their every sound should always fall on one of four quarternotes in the drum pattern. Starting with the beginning marked by the drum fill, players play groups of n quaternotes divided with quaternote pauses where n is a number shown by consequent conductors. When the group indicated by left hand of last conductor is played, they return to the number shown by the right hand of the first conductor (exposed most to the left). If a player makes a mistake, he or she should stop playing and from now on focus on "scouting". Scouting here is looking for mistakes of conductors.


Every conductor should pay attention to what hand is being played at any given moment. When his or her both hands have been played, they should immediately change one of the numbers indicated by his or her own hand gesture. They should not allow the same pair of numbers to be shown by two conductors. Other mistakes are not changing a number, or changing two numbers at once.


If some conductor's mistake is scouted by a player, he or she should shout this out to get a point. The drummer stops playing and the conductor that made a mistake should leave the game.

If a mistake is scouted by a player who still plays notes, that achievement should be given a round of applause.

Game end

If one of the teams has less than three members, the game ends. Members of the team that has more players get two points each and anyone left active in the game (not scouts) gets three points.

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