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Objective
Steal as much data and credits as possible before the game ends. The game ends when either: (1) all 5 data
terminals have been hacked – you win the game, or (2) all 3 Agents have been arrested – you lose the
game. Stealing credits from safes is optional, but doing so will increase your score. Win or lose, the total
credits earned by your team determines your score when the game ends.
* 4 unlocked doors, 4 locked doors, 4 alarmed doors, and 4 keypad doors, 12 Unlocked doors (one-sided).
** 4 CCTV counters, 4 laser sensors, and 4 motion sensors.
*** You will need to provide one D10 (one ten-sided die) and two D6 (two six-sided dice).
Turn sequence
Each game turn consists of the following two phases, performed in this order:
1. AGENT ACTION PHASE. Each Agent takes up to 3 actions.
2. SECURITY PHASE. Move guards and the security bot.
1. Agent Action Phase
During the Agent Action Phase, each Agent has 3 action points to ‘spend’ on performing up to 3 actions.
The possible actions available to each Agent are: movement, check door, pick lock, hack, and crack safe.
An Agent may take these actions more than once, if they have enough action points remaining. However,
an Agent may move only once during the Agent Action Phase.
An Agent on a hiding spot counter cannot perform any actions while there is a guard in the room.
Important: Agents in a room with a laser sensor or motion sensor present must successfully hack the
sensor before doing any other actions in that room. E.g. an Agent cannot attempt to crack a safe in a room
containing a laser sensor or motion sensor until the sensor is hacked.
Each of these actions costs 1 action point. An Agent may do 1, 2 or 3 actions during this phase, or no actions
at all. Any unused action points cannot be carried over to a later game turn, and cannot be transferred to
another Agent. One Agent must complete their actions (if any) before another agent can do their actions.
Skill tests
These actions require a skill test to determine if the action succeeds or fails: pick lock, hack, and crack
safe. To do a skill test, an Agent must be in the same room as the target of the skill test; roll 1D10 and
compare it with the target number at the top of the counter. If the roll was equal to or greater than the target
number, the skill test succeeds; do what is printed after the success icon - . The use of Team Work,
described below, improves the chances of passing a skill test.
Team Work
Agents can take advantage of team work to improve their chances of passing a skill test. Whenever an
Agent attempts a skill test, add 1 to the die roll/s if there are any other Agents in the same room as the Agent
doing the skill test.
Movement
An Agent may move only horizontally or vertically from its current room to any adjacent room. All Agent
movement from room to room must be through an unlocked door.
Check Door
Whenever an Agent attempts to move through an unknown door (see left), they must first
spend 1 action point to determine its status by flipping it to its other side. This reveals whether
? the door is unlocked, locked, alarmed, or has a keypad. Agents may only move through
unlocked doors, indicated on the map by an unlocked door counter (see below).
Pick Lock
Some doors are locked (see example, left, top), and must be unlocked before any Agent can
5 pass through the door from one room to another. Lock picking is an action, and each attempt to
pick a lock costs 1 action point. To attempt lock picking, roll 1D10.
LOCKED
If the die roll was equal to or greater than 5, remove the locked door counter, and replace it
with an unlocked door counter (see left, bottom). If the die roll was less than 5, the door
remains locked. The Agent may try again, but only if they have any action points remaining.
UNLOCK
Hack
Hacking is disabling or bypassing devices, in particular, computer and security systems. In this game, these
devices can be hacked: alarmed doors, keypad doors, CCTV cameras, terminals - including the CCTV
terminal, and Robot terminal, laser sensors, and motion sensors. All of these devices are alarmed, as
indicated by this icon on their counter: This means if an attempt at hacking the device fails, an alert is
triggered. An Agent may attempt hacking a device only if they are in the same room as the device. An Agent
on a hiding spot can hack a device in that room, but only if there are no Guards present there.
Important: each hack attempt costs 1 action point, regardless of whether the attempt fails or succeeds.
To hack a device requires a skill test; roll 1D10 and compare it with the target number printed
in the top left corner of the counter. A die roll greater than or equal to the target number
indicates a successful skill test - , the device is hacked, whereas a failed skill test on an
alarmed device creates an alert. For example, the target number to hack an alarmed door is
5. Hence, a 1D10 roll of 5 - 10 will hack the door.
Whenever an Agent fails a skill test on an alarmed device - , place an alert counter (see above, left) in the
room where the skill test failed. There can be more than one alert counter in a room, due to multiple failed skill
tests in that room.
5 Alarmed Doors
If the die roll was greater than or equal to 5, remove the alarmed door counter, and replace it
with an unlocked door counter.
ALARM
Keypad Doors
2D6>3 Roll 2D6 (two 6-sided dice), and compare both rolls with the target number (>3).
If both die rolls are > 3; remove the locked door counter, and replace it with an unlocked
KEYPAD
door counter.
C.C.T.V. cameras
4 Hacking a CCTV camera is optional. However, if a guard or bot move into the room with the
CCTV terminal while any Agent/s are in a room containing an active (not hacked) CCTV
C.C.T.V. camera, an alert is triggered. To hack a CCTV camera, roll 1D10 > = 4.
Flip the CCTV counter over to the HACKED (inactive) side.
C.C.T.V. terminal
7 Hacking a CCTV terminal is optional. All CCTV cameras in the complex display what they ‘see’
on this CCTV terminal. If a guard or bot move into the room with this terminal, an alert is
C.C.T.V.
TERMINAL triggered in every room containing an Agent and an active (not hacked) CCTV camera. To hack
a CCTV terminal, roll 1D10 > = 7.
NO
Turn over the CCTV terminal counter to its hacked (NO SIGNAL) side. All CCTV cameras
SIGNAL remain inactive (disabled) until the CCTV terminal is rebooted.
C.C.T.V.
Laser sensor
Almost invisible to the naked eye, laser sensors are triggered whenever an Agent moves
5
through them, breaking the beam of light. To hack a laser sensor, roll 1D10 > = 5.
Remove the hacked Laser sensor counter from the game.
LASER
SENSOR
Motion sensor
6 This device is triggered by detecting minute changes in air density due to movement. To hack a
motion sensor, roll 1D10 > = 6.
MOTION Remove the hacked Motion sensor counter from the game.
SENSOR
7 Data terminals
These are your priority targets. To hack a data terminal, roll 1D10 > = 7.
If the hacked terminal is the A.I core, add 10 to your score by moving the score counter
TERMINAL along the score track, and remove the hacked terminal counter from the game.
If the hacked terminal is not the A.I core, roll 1D10 to see how many gigabytes of data you have stolen.
Increase your score by that amount on the score track by moving the score counter, and then remove the
hacked terminal counter from the game.
If an Agent carrying a credits counter/s moves to the START room, add those credits to your
score. For each credits counter carried to the START room, roll 1D10; this is how many credits
SCORE you have stolen. Move the score counter (see left) up the score track that many spaces, and
then remove the credits counter/s from the game.
2. Security phase
In this phase, the security units - the 3 guards and the security robot (bot) - will patrol the complex,
searching for intruders. If there are no alert counters on the game map, the security units will follow their
routine patrol pattern; the guards move to a random room, and the bot moves to the next higher numbered
room. If there are alert counters in one or more rooms, each of those rooms will be investigated by one
(different) security unit. Important: security units cannot enter the START room.
No alerts
If there are no alert counters on the map, security units follow their routine patrol pattern:
1. For each guard, roll 2D6 and total the rolls. Move the guard into the room with a number matching the dice
roll total. For example, if you roll 2 and 6, move a guard to room 8.
If the total rolled on 2D6 equals the guard’s current room number, the guard does not move.
2. Move the bot to the next higher numbered room. For example, the bot is moved from room 6 to room 7.
If the bot is currently in room 12, move it to room number 2.
Patrolling priorities
Each room number printed on a map tile has a number of dots after it indicating the probability the guards will
visit it. Play tip: bear these patrolling priorities in mind when planning where to move your Agents. There are 3
patrolling priority levels: 1 dot - Low priority (rooms 2, 3, 11, and 12), 2 dots - Medium priority (rooms 4, 5, 9,
and 10), and 3 dots - High priority (rooms 6, 7, and 8).
Arresting agents
If any guards or the bot move into the same room as any Agent/s, the Agent/s is arrested: remove the
arrested Agent/s counter from the game map and any credits counters carried by those Agents. Those credits
does not count towards your score. Exception: guards cannot detect an Agent on a hiding spot, and so do
not arrest the Agent.
The game ends when either: (1) all 5 data terminals have been hacked - you win the game, or (2) all 3
Agents have been arrested - you lose the game. Win or lose, the total credits earned by your team are
indicated on the score track when the game ends. If all three Agents have not been arrested yet, remove the
arrested Agent/s from the game, and any credits counters carried by that agent. The removed credits
counters do not count towards your score.
Hiding spots
Hiding spots represent ‘blind spots’ in rooms, which conceal one Agent located on them. If an
Agent counter is placed on a HIDE counter (see left), they are not detected if (1) a guard/s
moves into that room, or (2) the room contains an active (not hacked) C.C.T.V. camera, and a
HIDE guard or bot move into the room containing an active C.C.T.V. terminal. An Agent on a hiding
spot cannot attempt hacking and cannot move if there are any guards in the room.
Exception: if the security bot is in the same room as an Agent on a hiding spot (if the bot is not hacked), it
detects & arrests the Agent; the bot is equipped with thermal imaging sensors that detect Agent body heat.