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Rebel scrum prototype_1214

Date post: 15-Jul-2015
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1 Players: 2-5 Ages: 12+
Transcript

1

Players: 2-5

Ages: 12+

Table of Contents Cover…………………………………………………………………………..Pg. 1Story………………………………………………………………………...…Pg. 2Game Overview………………………………..…………………...…….Pg. 3Game Components……………………………....………….……….….Pg. 4Reading the Cards………………………………....………………….....Pg. 5Attack Cards……………………………………….…………………..…...Pg. 6Defense Cards…………………………………….……………………..…Pg. 7Movement Cards…………………………………..……………...……....Pg. 8Player Tokens…………………………………………………….….….….Pg. 9Game Setup………………………………………………………..….…..…Pg. 11

Player Setup……………………………….………..….……......Pg. 12Turn Order………………………………………………......……Pg. 13Board Setup……………………………….…………….......…..Pg. 14

Game Play………………………………………………………………….....Pg. 15Turn Sequence……….……………………………….....………Pg. 15Start Phase………………………………………………….....…Pg. 15Use Card…………………………………………………....….….Pg. 15Roll Dice…………………………………………………...……...Pg. 15Buy Card……………………………………………….…...….….Pg. 15Movement Phase……….……………………………....……...Pg. 15Battle Phase…………….…………………………….…...……..Pg. 16End Turn………………………………………………..…....…....Pg.16

General Rules……………………………………………………..…..…….Pg.17Hacker Win Condition………………………………………………….Pg.18Card Rules……………………………………………………….………..….Pg.19Hacker Rules……………………………………………………………..…Pg.20Virus Rules…………….…………………………………….…….…...……Pg.21Credits…………………………..………………………….…………....……Pg.22

Story:In today’s world, cyber security has gotten extremely weak and has became vulnerable to attack. Hackers everywhere are taking advantage of this and they need to be stopped. Hackers on both sides of the moral coin are fighting for control of the expansive virtual space that links nations. As a result of this countries have built teams of extremely talented hackers to defend and keep order in our virtual world. Hackers will take take their place in the Great Hacking Wars inside the Omni-present World Wide Web.

The battle started with a hacker that went rogue and released an aggressive and crippling virus that is set on an unstoppable warpath to annihilate the internet as we know it. A group of hackers will have to band together, use their skills, and break some rules in order to save the cyber world from destruction. Virus: Originally a common computer virus that continued to evolve and eventually gained sentience, and has thus become a malignant program that is bent on consuming all of the internet as we know it. Hackers: Are a team of highly skilled individuals who were brought together to defend against a world wide virus that is on a path to destroy the cyber world.

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Introduction The Great Hacking Wars is a turn based competitive game in which a group of hackers are making an attempt to stop a rogue hackerthat has released an aggressive and crippling virus and is set on an unstoppable warpath to annihilate the Internet, as we know it.

Attack the virus coreThe hackers number one goal should be to breach the firewall and take out the virus core, they can accomplish this by having at least three colors in the mainframe.

Avoid the VirusA players secondary goal should be to avoid the virus player at all costs, if the virus catches up to you you may end up losing your pawn do to loss of combat. Players can prepare for a virus attack by having already bought cards for combat, before the virus catches them.

Game Overview

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● 1 Game Board with Square denoted movement

spaces (22x25)

● 4 Red, blue, green, or white glass counters to

represent Hacker 1

● 4 Red, blue, green, or white glass counters to

represent Hacker 2

● 4 Red, blue, green, or white glass counters to

represent Hacker 3

● 4 Red, blue, green, or white glass counters to

represent Hacker 4

● 4 Black glass counters to represent the Virus

● 4 x D6 and 1 x D8

● Rule Book

● 16 purple paper markers

● 16 blue paper markers

Game components● 62 cards

o 11 attack cardso 17 defense cardso 34 movement cards

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Roll #(s) to buy card:- Each card has one or more numbers that the player can possibly

roll in order to purchase the card of their choice.

Modifying Descriptions:- The modifiers vary from card-to-card, some have more than one

effect, and being able to use them depends on how many of that player’s pawns are in the mainframe.

Modifier typesMovement

- The card depicted to the right is a Movement Modifying card. Movement Modifiers allow the player to either speed themselfs up or slow down the virus.

Attack- Attack Modifiers allow the players to enhance their

combat abilities in ways such as adding 3 to each roll.

Defense- Defense Modifiers allow players to be prepared for virus

attacks. In ways such as, allowing a player to move unharmed (virus can not attack) for up to four turns.

Reading The Card’s

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Attack Cards

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Defense cards

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Defense cards Cont...

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Movement cards

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Movement cards Cont...

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Player Tokens

Virus Pawn

Hackers Pawn(s)

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Board Setup- Four hacker pawns are placed on the board, one at each of the four outer corner spaces. - Remaining pawns go in the idle pawn(s) zone correlating to their chosen color.- Two virus pawns are placed on the board, one at each of the closest purple lane spaces near the center.- The Memory Bank cards are shuffled and the deck is placed face down on the ‘Draw Deck’ space.- One Memory Bank card is drawn from the Draw Deck for each of the five Memory Bank spaces and placed face-up in the empty

Memory Bank spaces. (Card One - Card Five)Player Setup

- This game is played with 2 to 5 players.- There are always four hackers on the board. If the hacker team is one player short, then the other players determine which

hacker team player will control the additional hacker. Two hacker players means each controls two hackers. If there is only one hacker player, he controls all four of the hackers.

- Players start the game by first rolling 1D6 to determine the turn order. The lowest roll becomes the virus and the highest roll goes first for the hackers. The hacker turns proceed in clockwise order around the board after that.

Turn OrderFirst Hacker > Second Hacker > Virus > Virus >Third Hacker > Fourth Hacker > Virus > Virus > Back to the First Hacker

Game Setup

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Choosing Hacker or Virus/Order:

- First players must do an initial roll to determine who will be the virus, the winner is determined by which player had the lowest

roll.

- After the virus has been established the remaining players will roll dice to determine color. The highest roll will select desired

color.

- Second highest roll chooses from the three remaining colors.

- Third highest roll selects from the last two remaining colors.

- And the fourth Hacker is the last remaining color on the board.

Memory bank

- The cards are shuffled at the start of the game and placed in a single deck, face-down in the appropriate space as the ‘draw deck’.

- A card is pulled from the draw deck and placed face-up in an empty memory bank space until all five memory bank spaces have cards in them. The Memory Bank spaces should never be empty.

- One card should always be in each of the five card slots at all times.

- Remaining cards in the shuffled deck should stay at the top right-hand corner of the board in the draw card deck

- Upon using a card the player should place it in the bottom right-hand corner labeled discard pile

Game Setup Cont...

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The Game Board Explained

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Use Card

At this time the player may choose to use a card, or any number of cards they own before they begin to roll their dice.

Roll Dice

The player then rolls their perspective dice, a D6 for the Hackers and a D8 for the Virus, to move on to the next phase.

Buy Card

The player can choose to buy a card if the card has the same number on the card’s description as the number they rolled mon the dice. However, doing so will then end the player’s turn.

Movement phase

This phase allows the players to move each of their pawns around the board.

● Players can only move one pawn per action.● The pawn of their choice must be moved the spaces

specified by the number they have rolled.● If player’s pawn is moved onto a space that is occupied by

the opposing faction, or adjacent to it, the Battle Phase initiates.

Turn Sequence

● Start Phase● Use Card (if Applicable)● Roll dice● Buy Card (if player chooses) or Movement Phase ● Battle phase (if applicable) ● End Turn

Start PhaseThe start phase marks the beginning of each player’s turn. This phase is mainly used by the player to scan the board and take into account the current situation in order to help build on their strategy.

Gameplay

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Battle Phase

When one hacker pawn and one virus pawn have landed on the same space or on spaces directly adjacent to each other they enter into a Battle Phase.

When the Battle Phase commences:

● Each player decides if they want to play cards from their hand (if applicable).

○ The player can decide to play zero cards or up to as many as every card in their hand.

● Next, the virus and the hacker will both roll a D6 four consecutive times, combining the rolls for one sum total.

● When all rolls are completed, card modifier effects are taken into account to adjust the roll scores.

● After all of the adjustments are accounted for, the player with the higher modified score is the winner of the Combat Phase.

○ If the virus is the winner they assimilate that hacker’s pawn for themselves; a Purple marker is placed under converted

pawn to indicate this.

○ If the hacker is the winner the virus piece is stunned for one turn, this is indicated with a Blue marker that is placed

underneath the piece. The hacker is able to roll one additional time to move the pawn again.

End Turn

Marks the end of each players turn. It is initiated by the player either moving their pawn and finishing their actions, or by the player

buying a card.

Gameplay Cont...

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- Hackers start out moving throughout the outer lane.- Hackers have to land on the slider with their color in order to move to the inner land. - Hackers must be on one of the colored corner spaces in the inner lane in order to attempt to attack the virus’s mainframe

firewall.- The virus pawns will start out on the edge of the firewall and move throughout the inner lane.- Virus has to land on the top or bottom slider square to get out of the inner lane, but can use any color slider square to switch

back into the inner lane. - Hacker must land on the slider square with their color to move from or to the outer and inner lanes.- There are three numbers on each corner of the Mainframe firewall that correspond to each corner of the inner lane. A hacker

must successfully roll one of those numbers OR use an SQL Injection card to move into the Mainframe to down the Virus Core.Win Conditions:

- VIRUS TEAM WINS IF: All of the hackers have no pawns on the board the virus wins the game.

General rules

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Hacker Win Condition

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- Players can hold up to 5 cards maximum.- Each card has numbers in the top-right; these are what the player must roll in order to be able to ‘purchase’ the

card with their turn’s roll.- In the event the draw deck is empty, the discard deck is shuffled and re-added to the draw deck space.- A player’s current cards are laid down at their sitting place, face-up and visible to all.- Cards to be played in a turn must be played before the roll is cast.- Likewise, in a combat phase, a card to be used during combat must be played before the roll is cast.- Cards that last for a full turn (such as Code Ninjas) are set aside until the full turn is played, then discarded.- Cards that are played are removed from a player’s hand and placed into a discard deck.

Card rules

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- Hacker players use one six-sided die [1 D6] for their actions.- Each hacker has a single action per round UNLESS one of the hacker’s pawns entered combat with a virus pawn on her turn and

won in this case the hacker should reroll.- A hacker’s starting place shows which color he is - this determines where additional pawns start, which spaces he can use to

change lanes.- When a hacker rolls the dice, they can choose to buy a card with their roll (if possible) OR move a pawn.

- If a 1 or a 6 is rolled, the hacker also has the option to bring in an additional pawn as their turn’s action, up to a total of 3 times (4 pawns maximum).

- Pawns that are brought into the game in this fashion start in one of the 3 spaces in the corner that matches the hacker’s starting color.

- Hackers do NOT enter combat when their pawn lands on another hacker’s pawn unless it has been assimilated by the virus.- If a hacker has no in-play pawns because their pieces were assimilated, they can still roll to try and bring in another pawn

UNLESS they has already reached their 4-pawn limit.- If a player has reached their pawn limit and has no in-play pawns under their control, they are only able to use or

purchase a card. This hacker has been locked out of the system until another hacker can free one of their pawns from the virus’s control or they buy a card that takes the pawn back from the virus.

Hacker Rules

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- The virus player uses one eight-sided die [1 D8] for their actions.- The virus player will start out with two pawns and will have two actions total per turn.- Each virus pawn will be placed on opposite sides of the outer firewall on their labeled start positions. (Purple

squares with grey circles) - Once the virus converts hacker pawn or uses a drawn card to acquire another pawn the virus player will have that

pawn until it is defeated by a hacker or a card is used by a hacker to convert it back from the viruses control.- If the virus is successful in beating the hacker the virus gains another pawn.- But if the hacker wins then the virus’s pawn is stunned for one turn; this is indicated by a blue marker that is

placed underneath that virus pawn.- The virus then has one less action next turn.

Virus Rules

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Producer: Jonathan MontgomeryStory: Shawn NealMechanics Designer: Lauren Holden,Anthony Cravatta, Jonathan Montgomery, Shawn Neal, Brian PisarczykArtist: Brian Pisarczyk, Jonathan MontgomeryEditor: Anthony CravattaTesting: Anthony Cravatta, Lauren Holden, Jonathan Montgomery, Shawn Neal, Brian Pisarczyk

Credits

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