DevSecOpoly
Nobody wins alone. 22 capability domains, 37 real attack techniques and one breach meter — the team either covers the supply chain or it does not.
DevSecOpoly
Harden the supply chain before it is breached.
Cooperative · 2–4 players
Click any square to study it
- Groups defending
- 0 / 8
- Maturity
- 0 / 44
Duties at the table
- Player 1Develop
- Player 2Build
- Player 3Run
- Player 4Assure
Writes the software and designs it to be safe.
Player 1's turn
Roll, then explain what you land on.
What happened
DevSecOpoly — DevSecOps and Software Supply Chain Edition. One budget, one supply chain, one adversary — the team wins together or not at all.
How it works
Monopoly’s shape, none of its engine
Monopoly exists so that players can take money from each other until three of them have none. Remove that, as a cooperative game must, and what is left is four people rolling dice. So the engine is replaced rather than switched off.
You do not buy a domain, you explain it
Landing on an unclaimed square opens its trust question — the same question a RockPoint assessment opens with. Answer it out loud, in your own words, and the other players decide whether they are convinced. That is the whole game.
Being wrong costs a turn and nothing else
If the table is not convinced, nothing is spent, nothing is lost and the model answer is revealed so everyone reads it together. The square can be claimed next time anyone lands on it. A teaching game that punishes a wrong answer stops people answering.
Raising a level means arguing for a specific activity
Each rung is the graph's own maturity activity — "scan every pull request and block new high-confidence issues", not "level 2". You have to say how your organization would actually do it.
Nobody signs off their own work
Every player holds one of four duties — Develop, Build, Run or Assure — and every domain belongs to one of them, derived from the roles the graph says own it. The holder of a domain's duty approves work there and may not argue for it. Land on something you own and you hand the explanation to someone else.
The adversary is the Threat Clock, not each other
Every lap launches a real attack technique at a real domain. Held at level two or better, it is blocked. Otherwise the breach meter rises and the table reads the incident that technique actually caused.
Level one defends nothing
A domain starts defending at level two, because level one activities describe existence and level two describes coverage. Teams discover this by losing to it once, which is the point.
Breadth is the only way the meter goes down
The first time a color group starts defending, the breach meter drops by one. Depth scores, breadth survives, and the argument about which to buy next is the thing you are here to have.
Nobody is eliminated
There is no rent, no bankruptcy, no trading and no jail as punishment. A payment the team cannot cover raises the meter, because an unfunded obligation is a real gap — but nobody leaves the table.
One budget, one outcome
Reach level two across every color group at a total maturity of 44 and the team is Baseline Secure. Let the breach meter reach eight and everyone loses together.
How this was produced
Every figure above was read from the Gantry knowledge graph, version 7.1.0, and computed when you opened this page — in 1884 ms on 2026-10-27. Nothing here is a cached verdict or a dataset assembled for marketing: it is the same model our engagements run on.