HACKER DEMO KIT: A lean, mean version of Hacker. Players start with basic
computers which can be upgraded during the game, and attempt to gain access to
systems on the network. Each system has some level of Security; some also have
ICE, are on one of several subnets, or match one of several system types.
See Turn Phase Cheat Sheet to begin play.
HACKER: Build and take over the net, nark on competitors or phreak with friends,
but don't get busted! Satirizes hackers, law enforcement, computer
corporations, and more. Inspired by the Secret Service raid on
Steve Jackson Games (www.sjgames.com/hacker).
INDIALS: A system connected to the outside world (directly accessible).
ACCESSIBLE: System is an indial or player can trace a path to it from where s/he
already has access (through adjacent systems and/or from a subnet
Hub to a system on that subnet). Players may not use an unaccessible
system's bonuses or special abilities, or count it towards victory.
CRASHED: No one can trace a path to or through a crashed system.
REGULAR ACCESS: Represented by an open access chip, placed on a system
when player makes a hack attempt there and the adjusted roll >= Security.
To calculate adjusted roll, add 2D6 and all of the following which apply:
NET NINJA: More accessible systems than anyone else? +1
Root on at least one same system type? +1
Root on at least one same subnet type? +1
Adjacent root access: +1 for each
Special cards: Some cards also give bonuses.
If natural 2 rolled OR adjusted roll <= ICE : Hit ICE. Uh-oh.
ROOT ACCESS: More power! Bonuses for adjusted rolls (see above), special
capabilities (see Turn Phase Cheat Sheet). Represented by filled-in access
chip, placed on a system when adjusted 2D6 roll is >= Security + 4.
If you already have regular access on that system, get +1 to adjusted rolls
when attempting promotion to root. Other bonuses apply as if attempting
normal hack (see above), but lose account and hit ICE if natural 2 rolled.
ICE: Intrusion Countermeasure Electronics. "Icebreaker" upgrade reduces ICE by
three, and protects against hitting ICE if natural 2 rolled. Otherwise,
a player who hits <= ICE on a system loses access there. If coming from
another system, loses access there too, but then continues turn.
However, if hack attempt was directly on an Indial, player is raided.
RAID! If player just hacked a system, loses access there.
Other players may now play any cards to make this raid worse.
Next, player may play any defenses in hand to try to get out of raid OR
Loses all system upgrades. Loses rest of turn.
Must roll 2D6 >= 7 (or Raid card's number) OR busted.
No one may play another Raid card until after another successful hack.
BUSTED! Busted player loses all special cards (ALL) and gets a cuff marker (three
markers, out of the game), but may immediately play Raid card on the one
who played the Raid card that got this started, with -2 penalty for roll.
TOO MANY HACKERS ON A SYSTEM: (will trigger housecleaning):
3-player game: If 3 players on a system, houseclean when roll = 1
4/5/6-player game: If 4 players on, houseclean when roll = 1
If 5 players on, houseclean when roll = 1 OR 2
If 6 players on, houseclean when roll = 1 OR 2 OR 3