Recommended for ages 12+
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Are you ready to dive into the world of coding while having an unforgettable gaming experience? Introducing Code Commander, the innovative card game designed to educate and entertain players aged 12 and up. Whether you're a novice to technology or a natural computer whiz, Code Commander offers an exciting blend of strategy, competition, and learning that will keep you hooked for hours.
In Code Commander, each player builds and customizes their deck of 40+ cards to suit their unique play style. With an equal number of cards in each deck, the game ensures a fair and balanced competition. Players shuffle their decks, draw seven random cards, and prepare for a thrilling battle of wits and strategy.
Educational Fun: Code Commander introduces players to the essential components of an alogrithm (program), making it the perfect tool for learning the role of programming constructs in an engaging way.
Strategic Gameplay: Manage your resources, plan your moves, and outsmart your opponent to claim victory. Chain card effects together to maximize the points you can gain.
Customizable Decks: Swap out cards to tailor your deck to your preferred strategy and adapt to your opponent's tactics.
Interactive Learning: Engage with concepts like rationing the available , loops, and conditional logic in a hands-on and enjoyable way.
RAM Rationing: Each card has a “Memory Cost” that requires careful planning and resource allocation. Tap Memory Cards to add memory to your “RAM” and play powerful coding commands.
Turn-Based Strategy: Take turns playing cards, managing your resources, and using (tapping) untapped cards strategically to outscore your opponent. Some cards take effect immediately when played and are then discarded (put into a pile of cards that are out of play for the game).
Using (Tapping) Cards: Some cards enter the playing field “tapped” and become active (untapped) on the next turn. Every turn before you begin play, all of your active cards on the playfield become untapped unless they are affected by another card. Untapped cards can be used again each turn.
Players continue taking turns until one player reaches a pre-determined score of 25, 50, or 100 points, or until a set time limit is reached. The first to achieve the winning score claims the title of Code Commander!
Get Ready to Code and Conquer! Join the ranks of Code Commanders and embark on a journey to master the art of programming through the thrill of gameplay. Perfect for aspiring programmers, tech enthusiasts, and anyone who loves a good challenge, Code Commander is more than just a game—it's a gateway to the world of coding.
Available now. Don't miss out on the ultimate coding strategy game for players 12 and up!
Tylor Chacon is a CTE computer science teacher who has experience working with students in grades 6-12. The Game Development Guild is a company focused on EdTech products and services related to the gamification of educational STEM content.
Contact Our Marketing Team by Email: gamerdevguild@gmail.com
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48 Cards in the Starter Pack:
18 memory (non-unique, some duplicates)
11 variable (7 variables, 2 setters, 2 getters)
5 conditional
3 calamity
2 bugs
3 functions
3 loops
2 special
1 loop break
Main Card Types:
Memory Cards - Gray
Memory Cards add to your ability to play other cards in your library. 1 Memory Card can be played per turn unless a card says otherwise. Every card except these require an amount of memory to be played. You can destroy your opponent's Memory Cards with a Calamity Card.
Variable Cards - Blue
Can be int, float, string, or list (same power). Stays in play until the value is less than or equal to 0. Not subject to Bug Cards or Calamity Cards. Getter Cards can steal variables from opponents. Setter Cards can change the value of variables (yours or opponents).
Conditional Cards - Green
Give you points based on the result of a conditional expression. You can play cards that make the conditions false. The number of points per turn can be changed with +1 / -1 modifiers. You can add Bug Cards to opponent's Conditional Cards to make them temporarily unavailable. You can destroy an opponent's Conditional Cards with a Calamity Card.
Loop Cards - Purple
Temporarily combine with a Variable Card in order to permanently increment or decrement the variable's point value. You can combine some with an opponent's Variable Card to lower its value. The Loop Card is destroyed after being used, while the Variable Card persists and retains its’ value. Loops can be countered with a Loop Break Card.
Function Cards - Orange
Powerful cards that can be called a number of times each turn to affect other cards or give / take points outright. The number of calls per turn can be changed with +1 / -1 modifiers. You can add Bug Cards to opponent's Function Cards to make them temporarily unavailable. You can destroy an opponent's Function Cards with a Calamity Card.
Ancillary Card Types:
Getter Cards - Blue - Used to steal cards from other players.
Setter Cards - Blue - Used to change the value of a variable (yours or an opponent's).
Bug Cards - Yellow - Temporarily make Conditional or Function Cards unavailable.
Loop Break Cards - Yellow - Used to stop an opponent from using a Loop Card (and forces them to discard the played Loop Card).
Calamity Cards - Red - Destroy Memory, Conditional or Function Cards.
Specialty Cards - Pink
Component | Quantity | Photo |
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Poker Deck | 1 deck of 48 cards | ![]() |
Poker Hook Box (54 cards) | 1 | ![]() |
D6, 12mm, Rounded, Blue/Black | 1 | ![]() |
Average Rating | 0 reviews |
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Publish Date | July 19, 2024 |
Edition | First Edition Set |
Department | Games |