Hacktivity
Hacktivity Rulebook
Table of Contents
Table of Contents
Components
2 Decks to open: S1-A and S1-B. 5 Decks TO NOT OPEN: S2, S3, S4, S5, S6 (do not open them until a scenario asks for them).
- 53 Character Cards
- 4 Firewall Cards
- 4 Help Cards
- 1 DrPower Experimental Card
- 8 Discard top and bottom Cards
- 12 Alert Cards
- 43 Anomaly Cards
- 4 Alpha Anomaly Cards
- 1 Forbidden Card
- 1 Strange Phenomenon
- 10 Solo Cards
- 3 parts of a Game Board
- 1 Basic Rulebook
- 1 Scenario Book
- 1 Red Cube
- 1 Purple Cube
- 1 Blue Cube
- 5 Green Cubes
- 6 Orange Cubes
- 7 Grey Cubes
- 1 White Cube
- 4 Blue Hexagons
Introduction
Scenario
The game is divided into scenarios that you need to do in the order. A story connects them to immerse you in the universe of Hacktivity. Each scenario offers you objectives to accomplish and new rules to assimilate. The scenarios are described in the scenario book.
Setup. Every scenario changes the initial setup.
Basic rules. For your first game, you must read this basic rules. You can then start your adventure by reading the Scenario 1 in the Scenario book.
The Virus
A new type of virus has been discovered in the cyberspace. This virus is versatile and is divided into sub-categories. They are called Anomalies. They consist of corrupted data called nodes. The destruction of these nodes completely eliminates the Anomaly.
Destroying the Anomalies isn't easy because they stand in clusters and go on attack when you meet them. Purple-backed cards represent Anomalies. These cards are negative and dangerous.
Characters
Each player has a Character card deck. These are beneficial cards. They represent your computer programs that destroy nodes and eliminate Anomalies.
However, when you are in the cyberspace, your avatar can carry a limited number of programs. Each character has between 12 and 14 cards that will be used only once in the scenario. Make good use of them.
Interfaces
Players have a board divided into 3 sections allowing them to survive in the infected areas.
The Antivirus Interface paralyzes viruses to prevent them from causing too much damage. Your Character cards will be able to disable viruses on this interface.
The Alert interface determines your group's stealth in the infected area. Your actions could create interference and attract additional viruses. So, you should carefully monitor the indicators on this interface.
The Critical Interface represents a threat that you must eradicate. The interface adapts to each of your scenarios.
Basic Setup
The board has three sections: Alert Interface (left), Antivirus Interface (center), Critical Interface (right).
- Assemble and put the board in the center of the table.
On the Alert Interface
-
Place the orange cubes (Alert counters) in the following locations, depending on the number of players in your group:
- For 1 or 2 players, place a total of 4 orange cubes: c4, d3, e3 and f2.
- For 3 players, place a total of 5 orange cubes: b3, c2, d2, e2 and f1.
- For 4 players, place a total of 6 orange cubes: a1, b1, c2, d1, e1 and f1.
-
Place here the following Alert cards, depending on the number of players in your group:
- For 1 or 2 players: place one deck of Alert card X2.
- For 3 players: place one deck of Alert card X3.
- For 4 players: place one deck of Alert card X4.
On the Antivirus interface
-
Place 1 Alpha Anomaly card with a blue hexagon (node marker) at 1. The empty data block (rectangle) will have a blue hexagon at 0.
-
For a game of 1 or 2 players, place the Forbidden card in the first data block (rectangle) and remove the blue hexagon which is in this block.
On the Critical interface
-
Place here the Strange Phenomenon card.
-
Place the red cube on the 1st box 3 of the Tension Level track.
- Place the purple cube on the box 0.
- 1 or 2 players: place the grey cube on the box 10.
- 3 players: place the grey cube on the box 15.
- 4 players: place the grey cube on the box 20.
-
Take the Anomaly cards according to the number of players, shuffle them and place them in the right side.
- For 1 or 2 players: A1+ and A2+.
- For 3 players: A1+, A2+ and A3+.
- For 4 players: A1+, A2+, A3+ and A4.
-
Let a space for a Enemy Discard pile.
At the bottom of the boards
Each player chooses one of the four Character decks available.
Note: CyberLink is most effective in a group of 3 or 4 players.
If playing solo, read the section on page 11 (Solo Mode below).
Some characters are more complex to play than others: each white star with a level of complexity. Moreover, the order in which you will play is predetermined by your character. Refer to the back of his card. (The card's name line shows the game order number and the complexity level in stars, for example "CyberLink - 01".)
-
Place yourself around the table according to the order of your characters. Shuffle your Character deck and place it on the table.
-
Place here your Firewall card with a green cube on the box 3. In solo mode, place the green cube on the box 4.
-
Place your 2 Discard cards (Top and Bottom) to the right of your Character deck.
-
If you choose DrPower, place the Experimental card, face-up, to the right side of your Firewall. Put there the blue cube and the blue hexagons as indicated.
-
If you choose CyberLink, place 4 grey cubes to the left of your Firewall.
-
Place your Help card on the table or keep in your hand.
Game Play
A game is about playing a scenario. It is made of several waves, with each wave having 3 phases.
In each phase, players take turns playing in a predetermined order. CyberLink always plays first, followed by DrPower, BLAAST!! and finally ArTeMis.
Phases of a Wave
- Draw. In turn, each player draws a number of cards equal to the Tension Level.
- Play. In turn, each player plays 1 to 2 cards. The phase ends when the players have no more cards left.
- Finish. If the Anomaly deck is empty, the game ends. If not, start over at Phase 1.
Description of Phases
1. Draw
On his turn, each player draws a number of cards equal to the Tension Level (the pulse icon) listed to the left of the Critical Interface.
At the beginning of a game, the red cube is placed on the first 3 space of the Critical interface. This means that the players must draw 3 cards.
The cards to be drawn can be either from the Character deck or the Anomaly deck, depending on your choice. The cards drawn are placed face down on the table in front of each player. After all players have drawn their cards, they can look at them simultaneously and hold them in their hands.
Example: You are playing a game with 3 players and the Tension Level is at 3: all players must draw 3 cards this wave.
Maria played CyberLink. The number 01 is assigned to this character, which means that Maria is the first to play her turn. She decides to draw 1 card from her Character deck and 2 cards from the Anomaly deck. She places them face down on the table in front of her, without looking at them.
Tom is DrPower. He is the second player. He draws 3 cards from the Character deck.
Eve is ArTeMis and she is the last to play her turn. She draws 3 cards from the Anomaly deck.
Now that all players have made their choice, they can look at their cards at the same time and keep them in their hands.
Card draw managements
You won't reshuffle the cards in your Character deck: the cards you play will only be used once per game.
If you have no character card left, you must only draw Anomaly card (negative cards). You must therefore choose the cards you want to draw carefully.
Last turn
On the last turn, some players may not be able to draw the number of cards corresponding to the Tension Level during the last turn. In this case, discuss with your group and decide who will draw the remaining Anomaly card.
2. Play
Each player takes turns to play this phase.
You need to play 1 to 2 cards from your hand.
The phase ends when all players have no more cards in their hand, which means that all players must play all their cards.
If you have no more cards, simply skip your turn.
We strongly suggest that players talk to each other and coordinate their actions as this is a cooperative game.
Example: At the beginning of the phase, Maria (CyberLink) plays 2 cards. She finishes her turn. Tom, then Eve, each play 1 card.
Phase 2 is not over, as the players still have cards in hand.
Maria starts another turn. Since she has only 1 card left, she must play it. Tom plays one more card.
Phase 2 is not over, as some players still have cards in hand.
Now it's Maria's turn to play, but she skips her turn, because she has no more cards. Tom and Eve play their last card.
Players have no more cards in their hands. Phase 2 is over.
3. Finish
If there are still cards left in the Anomaly deck, play a new wave of three phases.
Once the Anomaly deck is empty, the game is over. Check your scenario objective to see if you have won or lost.
Character Card
Each player has a Character deck containing 12 or 14 Character cards. Each character is unique.
Note: Players can change Character in a future scenario.
In Phase 2 (Play), you can choose to play one of the Character cards that you have in your hand. This offers you 2 options: activate the top icon or activate the bottom icon, but never both.
To play a Character card, first you must have to place it in one of the two discards pile in front of you. If you place it in the top discard pile, you activate the top option. If you place it in the bottom discard pile, you activate the bottom option.
After discarding the card, solve the effects of the icons in the order.
Note: Once the player has placed a card in one of the two discards pile, this choice is final. It is no longer possible to change the discard.
It is not allowed to show your cards to other players. The rules of communication are explained on page 10 (Communication Rules below).
Example: You choose the option at the bottom of the Presented Character card. 1. You place it first in the top Discard pile. 2. You activate the icons in the order: icon [Alert down] 1 then icon [Destroy] 3.
(The example as printed says "top Discard pile" although the bottom option is chosen.)
Firewall Card
Navigating into the infected areas of cyberspace is dangerous. Fortunately, you are protected by a powerful Firewall against virus attacks.
The Firewall icon represents your personal Firewall. In the Scenario 1, each player starts with the green cube till 3 (Firewall). Anomaly cards can attack you by inflicting [Damage]. Every point of [Damage] lowers the green cube of 1 box on your Firewall.
If the green cube of your Firewall goes down to 0 (X), you are no longer protected. You are automatically kicked out of cyberspace and you and your team lose the game.
Example: You have suffered [Damage] 1 due to an Anomaly. You must lower the green cube of 1 box on your Firewall.
Anomaly Card
These cards are harmful viruses. Your goal is to play these cards in order to eliminate them.
Play an Anomaly card
As the Character cards, the Anomaly card offer you 2 options: activate the top icon series or activate the bottom series, but never both.
Bottom Option: self-destruct mode
If you choose the bottom option, the Anomaly actives its self-destruct mode: you then suffer the repercussions. Resolve all icons in the bottom option in the order and place the card in the Enemy Discard.
Example: You choose the option at the bottom of the map Anomaly presented. You activate the icon [Damage] 2. Then you place the Anomaly card in the bottom discard.
(The card shows the Anomaly's name, the top option and the bottom option.)
Top Option: deactivation
The principal board contains an Antivirus interface that can paralyze the Anomalies so you can disable them.
Each large rectangle is a data block that can contain a single Anomaly card. So you can only paralyze a limited number of Anomalies.
If you choose the Top Option, place the Anomaly card into a free block of the Antivirus Interface and activate the top icons, if applicable.
Example: You choose to activate the Top option from the top of the Anomaly card presented. You cannot place your card in the A block because it's already occupied. Only on B and C blocks.
Note: In a game with 1 and 2 players, the first data block contains a Forbidden card that prevents an Anomaly card from being placed on it. So you will only have 3 blocks available instead of 4.
Anomaly cards have a number representing the number of nodes each Anomaly consists of.
When the Anomaly card is placed on the Antivirus Interface, move the blue hexagon of a number of boxes equal to the number of nodes on the card.
Example: You place this card on the Antivirus interface. 1. You move the blue hexagon of 4 boxes. 2. You activate the icon [Destroy] 1.
Note: The game icons are described on the last page of this booklet (Description of Icons below). It explains all the effects of Anomaly cards.
Deactivate an Anomaly card
To deactivate an Anomaly card, you must use the icons of your Character card to destroy the nodes of the Anomalies.
- [Destroy] 2 = Destroy 2 nodes of a single Anomaly.
Every time you apply [Destroy] 1 to an Anomaly, reduce 1 box (blue hexagon) associated with this Anomaly. When the blue hexagon reaches the box 0, the Anomaly is deactivated. Place the Anomaly card in the Enemy Discard. Like this you release a block.
- [Destroy, distributed] 3 = Destroy 3 nodes on one or more Anomalies of your choice.
- [Destroy] 3 [Destroy] 1 = Destroy 3 nodes of one Anomaly as well as 1 node of another Anomaly. If one single Anomaly is active, you loose the [Destroy] 1.
Alpha Anomalies
When you setup a scenario, you will have to place the Alpha Anomalies on the Antivirus interface.
Their number of nodes is not fixed and will be determined by the scenario. The Alpha Anomalies can be disabled as any other Anomaly.
Additional nodes
Some Anomalies have the ability to create nodes. When you activate the icon [Additional node] of an Anomaly card you increase by 1 box the blue hexagon of another Anomaly card already present on the Antivirus interface. You can choose the Anomaly, under certain conditions:
- An Anomaly with 5 nodes or more can't receive the effect of the icon [Additional node].
- If no other Anomaly can be selected, the effect of the icon [Additional node] is canceled.
Alert Interface
The Alert interface determines the stealth's degree of the group in your area.
Some of your powerful programs create interference that can attract Anomalies. So you have to manage the interference you generate.
The Alert interface includes 6 columns and 7 rows. There can only be one orange cube per column. When you setting up the game, the number of orange cubes is adapted to the number of players in your group.
When you play cards that activate some [Alert up], you raise the orange cube of the column to the left of the Alert interface. The [Alert down] bring down the orange cube. If you can't get further down the orange cube, you loose the effect of the [Alert down].
When one orange cube is on the row 7 and you activate a [Alert up], remove the orange cube from the column. This means that you have attracted attention! Take the first card of the Alert deck and place it approximately on the center of your Anomaly deck. You will have a supplementary Anomaly card to deactivate.
Example: You play a game of 2 players.
The orange cube of the "e" column is in the box 7 of the Alert interface. You activate [Alert up] 1. As you are already at the top of the ladder: 1. You remove the orange cube from the Alert interface. 2. You add the first Alert card approximately to the center of the Anomaly deck.
If your orange cube is at 7 and that you need to apply a [Alert up] 2, the next column will be affected.
Example: You play a card with [Alert up] 2. The orange cube of the highest left is the box 7. First you activate only one [Alert up]: remove the orange cube and activate an Alert card. Then activate a second [Alert up] increasing the orange cube of the next column.
If you remove all the orange cubes from the Alert interface, all the players will be ejected from the network and you lost the game.
Note: You can go down to the box 1. However, you can't make reappear an orange cube that has been removed.
Critical Interface
The Critical interface adapts according to the scenarios.
For your first game, place the Strange Phenomenon card on this interface. During the setup of the Scenario 1, a purple cube will be placed on the purple scale: it will determine the level of infection of the phenomenon.
If the purple cube reaches the same box of the grey cube, you will lose the game.
Spread of infection
The activation of a [Spread] increase the purple cube.
Example: You discard this Anomaly to activate the bottom option. The purple cube is increased of 2 box on the Critical interface.
Limit the infection
If you activate a [Reduce infection], the purple cube will decrease.
If you arrive a [Destroy], instead to target an Anomaly, you can target the Critical interface and decrease the purple cube.
Breaking point
During the setup, a grey cube will also be placed on the purple scale and will determine the level not to be crossed. If the purple cube reaches the box containing the grey cube, you will lose the game.
Special Power of Characters
Some Character cards have unique icons. Here is some useful information about the characters you will play.
BLAAST!!
This character uses software to duplicate programs.
BLAAST!! has a card with this icon [Duplicate]. This allows you to duplicate the effect of any Character card placed on the top or the bottom Discard (including another player's card). The cards not visible are not available.
If you activate the bottom effect [Put back], put this card back in your Character deck and shuffle them.
CyberLink
This character creates cyberchains within a cluster of Anomalies to disable them more easily.
When you activate the icon [Chain, place cube] place one of your grey cubes on one of the Anomalies on the Antivirus interface. An Anomaly can contain more than one grey cube if you activate several icons [Chain, place cube].
When the Anomaly will be deactivated, apply [Destroy] 1 to adjacent blocks. Then, replace the grey cube on the Anomaly card deactivated in your reserve.
Example: You have placed a grey cube on the center of the Anomaly. When she will be deactivated, apply [Destroy] 1 to the adjacent Anomaly from the left to the right.
A. In some scenarios, if the Anomaly with a grey cube is adjacent to a card on the Critical interface, you could do [Destroy] 1.
B. If there isn't an adjacent Anomaly, like here on the left, you lose the effect of [Destroy] 1.
Note: CyberLink is more efficient in a group of 3 or 4 players.
Note: Some Anomaly card have the icon [Chain, automatic]. When these Anomalies are deactivated, they will apply [Destroy] 1 to the adjacent cards. You won't need to put an grey cube.
ArTeMiS
This character can target several Anomalies at the same time.
Unlike others characters, ArTeMis don't have special icons. However, it's probably the most versatile character. Moreover, its cards allow to manage more the Alert interface, which is not the case for all characters.
DrPower
This character has an experimental cybernetic implant that must be reloaded before use. The implant enables different programs to disable Anomalies.
The DrPower cards have icons [Charge] that allows to loaded the implant. When you activate this icon, move forward the blue cube on the load scale.
The icon [Discharge] means that you must back the blue cube.
On the phase 2 (Play), during your turn, you can spend the blue cube to activate one of the 4 programs (the Experimental card shows a choice of 4 programs and a load scale numbered 1 to 7):
- The first 3 programs can only be used once per game. Remove the blue hexagon associated to each program after use.
- The last program can be used as many times as desired. However, it is less powerful than the others.
Note: Activate one of these programs doesn't count as a card played.
Example: The blue cube on the load scale is on the box 6. You activate the first program: 1. You step back the blue cube of 5 boxes on the load scale. 2. You remove the blue hexagon. 3. You activate the icons [Destroy, distributed] 6 and [Alert down] 2.
The blue cube is now placed on the box 1 of load scale. The first program is no longer available for your game.
Communication Rules
- It is forbidden to reveal your cards to another player without having them on the table.
- To play a card, you have to put it in the Discard or on the board. Once placed, you can't go back.
- You can tell the icons on your cards with your teammates, but you can't tell the number listed next to the icons.
Example: You have a card with [Destroy] 1. You tell your teammates that you can target an Anomaly weakly.
The Golden Rule to Remember!
You can't activate an icon whose effect can't apply.
Examples:
- Don't activate [Additional node] if there isn't an Anomaly on the Antivirus interface.
- Don't activate [Additional node] if there isn't an Anomaly of 5 nodes or more on the Antivirus interface.
- Don't activate [Discard Character card] if you don't have Character card in your hand and in your deck.
- Don't activate [Fortify Firewall] if your Firewall is at 4.
However, if a [Spread], [Reduce infection], [Charge] or [Destroy] is activated and exceeds the allowable limit of the target, the effect activates to that limit.
Example: An Anomaly with 3 nodes can increase [Destroy] 5, but [Destroy] 2 will be lost.
End of the Game
The game ends when:
- The Firewall of a Character is equal to 0.
- They are no more orange cubes on the Alert interface.
- The purple cube reaches the box with the grey cube on the Critical interface.
- All the cards of the Anomaly deck have been played and the players don't have cards in hand.
Success of a Scenario
If you complete all the winning conditions of your scenario, you win the game.
Important: You don't need to deactivate all the Anomaly cards on the Antivirus interface. The important thing is to have played them, even if they are not deactivated.
Read the following scenario only when you are ready to play a new game. A different setting up will be presented in the scenario description.
Requirement for a New Scenario
Most of the time, the discovery of a new scenario will require you to assimilate new rules. They are shorter to read than the starting rules. Take the time to read them with your team to understand them.
You will probably have new decks to open. Open only those that are requested.
Fail of a Scenario
In case of failure, repeat the scenario. You can change the Character deck if you want it.
If you are unable to successfully complete a scenario, you can start an Emergency Protocol, which offers an easier setting up. Follow the instructions in the scenario.
Solo Mode
Setup
Choose 2 Character decks and the 4 Solo Zero cards with the same Character back and shuffle them to create a single deck. This deck will be your Character deck for your scenario.
When you build your Anomaly deck, place the 3 Solo Virus cards on it and shuffle this deck.
How to play these cards
These new Solo cards will add unexpected elements to your game.
Solo Zero card. During phase 2 (play), if you have a Solo Zero card in your hand, immediately place it to the Enemy Discard. These cards have no effect and are not considered Character cards.
Solo Virus card. During phase 2 (play), if you have a Solo Virus card in your hand, you must play it first. To do this, place it in the Enemy Discard Pile and resolve immediately the top Anomaly card from the deck.
Note: If you have several types of cards in your hand that must be played first, it is up to you to decide which card you want to play first.
Description of Icons
In the following, X and Y stand for the number printed next to an icon.
- [Destroy] X: Decrease the blue hexagon (nodes) of 1 Anomaly or the purple cube on the Critical interface. You can't divide the effects between multiple targets.
- [Destroy] X [Destroy] Y: Decrease the nodes of 2 Anomalies. One of the [Destroy] can decrease the purple cube on the Critical interface instead of one Anomaly.
- [Destroy, distributed] X: Decrease the nodes of 1 or more Anomalies and/or the purple cube on the Critical interface. Distribute the effect as you wish.
- [Spread] X: Increase the purple cube on the Critical interface.
- [Reduce infection] X: Decrease the purple cube on the Critical interface.
- [Destroy] X [Reduce infection] Y: Decrease the nodes of 1 Anomaly and the purple cube on the Critical interface.
- [Destroy or reduce infection] X: Decrease the nodes of 1 Anomaly or the purple cube on the Critical interface. You can't divide the effects between multiple targets.
- [Destroy] X : [Anomaly icon]: Decrease the nodes of 1 Anomaly.
- [Charge] X: Increase the blue cube on the DrPower Experimental card.
- [Discharge] X: Decrease the blue cube on the DrPower Experimental card.
- [Damage] X: Decrease the green cube of your Firewall.
- [Damage, shared] X: Decrease the green cube of your Firewall or/and divide the effect between the members of your group.
- [Fortify Firewall] X: Increase the green cube of your Firewall.
- [Fortify Firewall, shared] X: Decrease the green cube of your Firewall or/and divide the effect between the characters of the game. (As printed.)
- [Alert up] X: Increase the orange cube of the left column on the Alert interface.
- [Alert down] X: Decrease the orange cube of the left column on the Alert interface. This icon can't bring one orange cube lost.
- [Discard Character card] X: Discard a Character card of your hand or the first card of your Character deck. If you no longer have a card in your hand or in your deck, don't activate this icon.
Scenario Book Excerpt: Scenario 1 - Introduction
As darkness gradually settles into the city and the rainfall increases, a shiver runs down your spine. You and your team hurry off to your meeting point. Mike, your mentor, is giving you a warning on your radio-implant:
- "Be careful, robotic patrols have been deployed in your sector."
As if there aren't enough problems! You must now be extra cautious to avoid falling under their grasp.
All together, you and your team activate your signal jammers, courtesy of The Agency.
Finally, you arrive in front of the dilapidated building that houses The Agency. Are you really about to join this underground organization? After a second of hesitation, you type in the password on your transponder.
A battered carbometal door opens with a long creak.
A dark-skinned man with greying hair is waiting for you at the end of the hall. He glares at you:
- "What the hell are you doing? Late for your first contract, how promising!"
It's Mike, who already seems to regret taking you under his wing. You follow him into the transfer room, where you take a seat quickly in front of the holographic screens. You connect your cortex to the console, then dive into cyberspace. You hear a synthetic voice:
- "Hello. I am Azera, the AI control of this station. The Agency tasked me with analyzing sector 16. A strange signal has been detected. You must deactivate the sector's Anomalies and prevent the propagation of the signal."
Setup (reminder)
Characters
- 3 Firewall (green cube) to each player.
- 4 Firewall if you play in solo mode.
Critical Interface
- Red cube on the 1st box 3 (Tension Level).
- 1 Strange Phenomenon card.
- 1 or 2 players: purple cube 2 and grey cube 10.
- 3 players: purple cube 3 and grey cube 15.
- 4 players: purple cube 4 and grey cube 20.
Anomaly deck
- 1 or 2 players: card A1+ and A2+.
- 3 players: card A1+, A2+ and A3+.
- 4 players: card A1+, A2+, A3+ and A4.
Antivirus Interface
- 1 Alpha Anomaly with 1 node (blue hexagon).
- 1 or 2 players: Forbidden card in the first block and remove the blue hexagon from this block.
For a difficult game:
- Add 2 Alpha Anomaly card with 3 nodes.
Alert Interface
Counters (orange cubes):
- 1 or 2 players, place 4: c4, d3, e3 and f2.
- 3 players, place 5: b3, c2, d2, e2 and f1.
- 4 players, place 6: a1, b1, c2, d1, e1 and f1.
Alert deck
- 1 or 2 players: 3 Alert cards X2.
- 3 players: 4 Alert cards X3.
- 4 players: 5 Alert cards X4.
Victory's Conditions
- Empty the deck of Anomaly card and complete the round.
- The purple cube can't reach the grey cube.
- The last orange cube on the Alert interface can't reach the X.
- No character should have 0 Firewall.
Important
The Anomaly card on the Antivirus interface don't need to be deactivated.
If You Lose the Game
- Read the Emergency Protocol F on page 16.
- Read carefully the important rules reminder on page 3.
Note
- You can disclose the icons on your cards, but you can't disclose the numbers listed.
- When a card is played and placed on the table, it must stay there. You can't go back.
Reminder: Important Rules
The Scenario Book repeats the Phases of a Wave, the Communication rules, the Golden rule and the End of the game exactly as given above, plus: "Alert Interface: You can't make reappear an orange cube that has been removed."
Emergency Protocols
If a mission fails or you are unable to complete a scenario, you can start an Emergency Protocol. This protocol proposes an easier implementation.
Implement one of the following protocols as per the scenario instructions. Only read the protocol that applies to you.
- Protocole A: Did the mission again with 1 additional Firewall (green cube) to each player.
- Protocole B: Did the mission again and apply [Destroy] 1 / [Person icon] to the Basic Anomaly cards.
- Protocole C: Did the mission again with 1 green cube / [Person icon] on the Critical interface.
- Protocole D: Did the mission again with -1 purple cube / [Person icon] on the Critical interface.
- Protocole E: Did the mission again and apply [Destroy] 2 / [Person icon] to the cards.
- Protocole F: Did the mission again following this instructions:
- Try to not lose the [Destroy] playing a card.
- Try to activate the [Additional node] when there isn't any Anomaly on the Antivirus interface. (see Golden Rules on page 10).