Burncycle - Rules Reference
Burncycle - Rules Reference
V1.0
USING THIS BOOK
This book consolidates all of the rules of burncycle in a format that is easy to reference during gameplay. If you are new to burncycle,
we recommend that you start with the Learn to Play book, using it as a guide for your first game and for following the sequence of the
game as well. Players should consult this Rules Reference as questions arise during gameplay.
Each section in this book also contains clarifications to anticipated questions for your benefit. These clarifications are found at the
end of each section and marked with . >>
The entries in this book are organized alphabetically by section. Please use the following Table of Contents or the Index in the back
of the book to easily locate the topic you wish to read more about.
TABLE OF CONTENTS
2 TABLE OF CONTENTS
©2021 All Rights Reserved Chip Theory Games
Network ...............................................................................25
Nodes............................................................................26
Access Points ................................................................26
Network Level................................................................26
IP Movement on the Network .........................................26
Network Cards...............................................................28
Ping Activation ..............................................................28
Resolving a Boot ............................................................30
Banned IPs ....................................................................30
Objective Beads ...................................................................30
Objective Spaces..................................................................30
Optimized.............................................................................30
Outdoor Spaces....................................................................30
Players .................................................................................30
Player Count ..................................................................31
Player Turn ...........................................................................31
Power ...................................................................................31
Power Bank ...................................................................31
Routing Power ...............................................................31
Reserves ..............................................................................31
Rooms ..................................................................................32
Safe Zones ...........................................................................32
Security Posts ......................................................................32
Security Units.......................................................................32
Security Unit Abilities.....................................................34
Captain..........................................................................34
Captain Card ..........................................................34
Captain Unit Chip ...................................................35
Captain Action Chip................................................35
Guards ..........................................................................35
Security Unit Activation .................................................35
Priority 1: Pursue....................................................35
Priority 2: Investigate..............................................35
Priority 3: Patrol......................................................36
Shut Downs ..........................................................................36
Shut Down Bots .............................................................36
Shut Down Security Units...............................................36
Spaces .................................................................................39
Stunned ...............................................................................39
Surveillance .........................................................................39
Surveillance Bead..........................................................39
Surveillance Die.............................................................39
Terminals..............................................................................39
Mainframe Terminals .....................................................40
Threat ..................................................................................40
Threat Advancement (As Part of Corporation’s Turn) ......41
Units ....................................................................................41
Universal Abilities.................................................................41
Swap .............................................................................41
Repair ...........................................................................41
Push ..............................................................................41
Upgrades..............................................................................41
Agent Upgrades.............................................................42
Command Module Upgrades..........................................42
Walls ....................................................................................42
Destroyed Walls .............................................................42
Exterior walls .................................................................42
Index ....................................................................................43
TABLE OF CONTENTS 3
ACTION •Trading
There are several types of actions. General, physical, tech, and As a free action, a bot can trade with another bot adjacent to
utility actions are taken by players during the action step of them. Bots are able to trade any number of equipment cards,
their turn. During this step, players move the burncycle tracker uninstalled mods, or keys that they have in their inventory. If
through the active chips in the burncycle from left to right. Each the trade is between two agents, both agents must agree to the
active chip in the burncycle allows a player to take an action or trade.
pass. Actions can be carried out by your agent, the command
module, or you as the player, depending on what the action is. » A trade may occur even if one of the bots offers nothing in
return.
The action taken does not have to match the chip in the » Once a mod has been installed, it cannot be traded.
burncycle. However, when a physical, tech, or utility action is
taken while the burncycle tracker is on a matching action chip, » After trading, any bot that has more than 2 equipment and/
the action is optimized. This makes the action more effective or or mods in their inventory slots must discard down to 2.
easier to accomplish. Discarding an uninstalled mod in this way still grants the
power printed on it.
Another type of action is a free action, which a player can take See Also: Equipment, page 16; Keys, page 22; Mods, page 25
at any time on their turn as long as it does not interrupt another
action or a resolution already in progress.
PHYSICAL ACTIONS
FREE ACTIONS Physical actions include move actions and strike actions. Both
types are optimized by the physical action chip, which grants +2
Free actions differ from other types of actions because they AP for the action.
don’t require the progression of the burncycle tracker and
players can take them outside of the action step of their turn. A
player can take a free action anytime on their turn except while
•Move Actions
in the middle of another action, or in the middle of resolving a Moving is the primary way for bots to navigate across the floor.
roll or game effect. All players can take free actions to alter the When taking a move action, the player rolls an AP check using as
burncycle and trade. Equipment cards, abilities, and mission many dice from their dice pool as they wish. If the move action is
cards can offer additional free action options. optimized, 2 AP is added to the AP total. The player may allocate
the AP between their agent and the command module as they
» Free actions cannot be taken in between individual moves
wish. Each AP allows the bot to move 1 space orthogonally. Bots
during a move action. For example, a bot may not trade
cannot move through walls, locked doors, or other units. Bots
equipment with an adjacent bot if one of them is currently in
can move onto or through spaces with terminals and caches.
the middle of a move action.
» Free actions can be taken at the very start of a player’s turn, During movement, bots may collect any caches they move
before they take any actions in the action step of their turn, onto (though this is optional). Anytime a bot enters a room
or at the very end of their turn, after degrading the burncycle. that contains a surveillance bead, the room must be surveilled.
They immediately remove the bead from the room and check
•Altering the Burncycle the room’s infobar to determine whether they must roll 1 or 2
surveillance dice. After they resolve the roll, the move action
As a free action, players may alter the burncycle on their turn. continues.
Altering the burncycle replaces any chip in the burncycle
with a chip from a reserve. The chip that is replaced may be » Since dice are rolled before allocating AP between the agent
either degraded or active, and is returned to the supply. The and the command module, agent abilities that affect dice
replacement chip must be taken from either the team’s reserve rolling (such as Byte’s Tumble Magnet) can be used even if
or the reserve of the player taking the action. All new chips all AP is applied to the command module.
placed in the burncycle are put in on their active side. If the
» If the move action is optimized, the 2 additional AP granted
captain action chip is replaced before it has degraded, threat
by the optimization can be used for movement without rolling
advances by 2.
any dice.
» Since free actions cannot be taken during other actions, you » Abilities that specifically affect agent movement (for example,
may not alter the burncycle during a keypad action in order Casing’s Pressure die) cannot be used on the command
to resolve inputs. module.
» Since free actions cannot be taken in the middle of resolving a » A player does not need to segment the movement for
roll, you cannot alter the burncycle after rolling the burncycle their agent and the command module and can alternate
die but before degrading its rolled result. movement between the two bots as much as desired until the
See Also: Burncycle, page 13 move action is completed.
4 ACTION
» There are a fair number of abilities and effects that grant Striking Walls
bonus movement outside of a move action on a player’s turn.
Movement taken in this way is not a move action, and any A bot that is adjacent to a wall may take a strike action against
ability that requires a move action specifically cannot apply the wall in an attempt to destroy it. The AP rolled in the strike
to this bonus movement. For example, an agent cannot use action must equal or exceed the wall’s durability of 10.
a key while taking the bonus movement granted by the Nitro
Shot equipment, since using a key specifically requires a If successful, the bot places a destroyed wall chip on either side
move action. of the wall, pointing the door icon to the wall that was destroyed.
The striking bot becomes detected (if not already detected), and
See Also: AP (Action Points), page 9; Caches, page 14
may choose to take a free movement through the destroyed wall
(if the space is unoccupied). If the strike is unsuccessful, do not
•Strike Actions place a destroyed wall chip, and the bot is not detected.
Strike actions are how bots destroy walls and attack security » Destroyed walls are treated as unlocked doors.
units.
» Bots cannot destroy a wall where there is a door already
A player may have either their agent or the command module present.
take a strike action against an adjacent wall or security unit. The » Only 3 walls can be destroyed per floor. Bots may not take
player rolls an AP check using as many dice from their dice pool strike actions against walls if there are already 3 destroyed
as they wish. If the strike action is optimized, 2 AP is added to walls on the floor. When the floor changes, all of the
the AP total. The total rolled must meet or exceed the durability destroyed wall chips will be cleared from the board and
of the wall or security unit in order to succeed with the action. become available again for the next floor.
» Strikes are not cumulative. The AP required to be successful » Bots may destroy exterior walls. However, unless a mission
must be rolled in a single action. or ability gives these destroyed walls a function, they will not
have one. Doors that point to exterior walls are ignored.
See Also: AP (Action Points), page 9
See Also: AP (Action Points), page 9; Destroyed Walls, page 42;
Striking Security Units Exterior Walls, page 42
A bot that is adjacent to a security unit may use a strike action TECH ACTIONS
in an attempt to stun or shut down the unit. The AP rolled in the
strike action must equal or exceed the security unit’s durability. Tech actions include terminal actions and network card actions.
Security unit durability is dependent on their level: Both types are optimized by the tech action chip.
• Level 1: 10 AP
•Terminal Actions
• Level 2: 15 AP
• Level 3: 20 AP A bot that is on a terminal chip may take a terminal action to
access it. A player may have either their agent or the command
• Captains: Listed on their card module take this action.
If a strike action fails but comes within 5 AP to the security unit’s
durability, the striking bot may choose to stun the security unit. The player draws the top terminal card from the deck and
A stunned guard has its chip flipped and will not activate during reviews its 3 options. Each option has an AP requirement and an
the corporation’s turn. At the end of security activation, it will flip effect. They must choose an option, then decide how many dice
back over to its active side when all of the other units do so. to roll for the AP check. If the check is passed by rolling at least
as much AP as the option’s AP requirement, resolve the effect
Regardless of whether or not the strike is successful, taking a and discard the terminal card and chip. If the check is failed, the
strike action against a security unit causes threat to advance by terminal card and chip are discarded.
1, and also causes the bot to become detected (if they aren’t
already). Shutting down a security unit grants the striking If the terminal action is optimized, the player can select up to
bot 1 power, and the security unit chip is discarded. Stunning 2 options on the terminal card. As with a standard terminal
or shutting down a security unit with a key under it allows the action, the options must be selected before rolling action dice.
striking bot to gain the key and place it in their inventory. If not enough AP is rolled to satisfy the AP requirements of both
options, the player may assign the rolled AP to the selected
» Bots may choose to use some or none of their rolled AP. They options as they choose. If the AP rolled is not enough for either
may, for example, stun a security unit even if they rolled option, no effect is resolved.
enough to shut it down.
» Players cannot change their selected option(s) after the dice
See Also: AP (Action Points), page 9; Detection, page 15; Shut have been rolled.
Down Security Units, page 36; Stunned, page 39
» Players can choose to roll no dice, or to not apply their rolled
ACTION 5
AP to the card options, if they do not wish to resolve any of When this action is taken, if the door already has a keypad card
the effects on their drawn terminal card. The terminal is still adjacent to it, the player refers to that card as the keypad for the
discarded even if the bot gains no benefit from it. door. If not, the player draws a keypad card and places it face up
See Also: AP (Action Points), page 9 on the space on either side of the door the action is being taken
on. The side it is placed on does not matter, so it is best to place
it where it is less obstructive to players. Keypad cards have 3
Mainframe Terminals
different levels, and each level is shown in its own column. The
Terminals can be flipped to their mainframe side. This generally level of the keypad will always match the current floor level
happens through one of the results on the surveillance dice. unless a game effect dictates otherwise. Each column contains
When a bot takes a terminal action on a mainframe terminal, the 0-3 input icons and either an AP requirement or the word “Jam.”
required AP for all options on the terminal card is reduced to 0.
For each icon in the column, roll the keypad die. The die has
The number of options the player may choose is still restricted
the following possible results: . If is
as normal: 1 option for standard terminal actions, 2 options for
rolled, the door automatically unlocks as if all inputs on the card
optimized terminal actions.
have been resolved. If any other result is rolled, treat the rolled
icon as an additional input on the keypad.
•Network Card Actions
Assuming the door is still locked, the player must now determine
Agents can take the network card action from anywhere on the their approach to the door. They can resolve the inputs on the
board. The command module cannot take network card actions. card, attempt to brute force the door, use a key, or end the
action and leave the door locked. They cannot attempt to brute
When this action is taken, the player draws a network card and force the door if it says “Jam” at the bottom of the column. Each
places it near their agent’s mat face up. Agents have a hand limit of these approaches is described in the following sections of this
of 3 network cards. If they ever have more than 3 of these cards, book.
they must immediately discard network cards until they do not
exceed this limit. At the end of the player’s turn, any unused If the door is successfully unlocked, discard the keypad card and
network cards their agent has are discarded. They do not carry place a door peg in the hole next to the door to show that it is
over from turn to turn. unlocked. The bot taking the action then has the option to take
a free movement through the newly opened door, so long as the
When the player takes an optimized network card action, they space is unoccupied. This is not considered a move action, and
may take an additional unoptimized action of their choice you may not use movement abilities such as swap or push during
without moving the burncycle tracker. This additional action this free movement.
cannot be optimized.
If the door is not successfully unlocked, leave the keypad card
Network cards can be resolved during the network step of a face up in a space adjacent to the door. Any bot taking a keypad
player’s turn. action on this door must use the same keypad card rather than
drawing a new one.
UTILITY ACTIONS
» Unlocking a door through any other means (for example,
There is only one utility action, the keypad action. Keypad using a key during a move action or using a terminal option)
actions are optimized by the utility action chip. is not considered a keypad action.
» Players may not alter the burncycle in the middle of a keypad
•Keypad Actions action.
» A bot may take multiple keypad actions on the same door,
even during the same turn (though they must continue
to progress the burncycle tracker as normal). Remember
that once a keypad card for a door is revealed, it cannot be
discarded or changed. It will remain the keypad for that door
for all keypad actions taken on it.
See Also: Keypads, page 21
Resolving Inputs
A bot that is adjacent to a locked door may take a keypad action All inputs in the column must be resolved to unlock the door.
to attempt to unlock it. A player may have either their agent or They can be resolved in any order. If the keypad action is
the command module take this action. optimized, the player may choose any one input on the card to
ignore. Each icon can be resolved as follows:
6 ACTION
Keypad Die: Roll the keypad die. Add its result to the Keys
inputs that must be resolved.
If the bot taking the keypad action has a key, they may discard
it to automatically unlock the door as if all inputs on the card
Physical/Utility/Tech: Resolved in one have been met. This can be done at any time during the keypad
of two ways: action.
Once a bot has activated its repair upgrade (by routing 1 power
Ping: The CEO adds 1 ping to the core. If all pings are to it during a route power step of their turn), bots may take a
already on the network, this input is still considered general action to repair another bot. The bot taking the action
resolved. decreases their own power by any amount, and the bot being
repaired increases their power by the same amount. This may
surpass the repaired bot’s power bank limit, but it cannot bring
Shock: The bot taking the keypad action loses 1 power. the bot above 10 power. The bot performing the action must
retain at least 1 power in its own power bank. The bots do not
need to be adjacent or even in the same area, and only the bot
» Resolved inputs do not carry over from action to action; they taking the action needs to have the Repair ability. Repairing a
must all be resolved in a single action. It is therefore generally shut down bot will reactivate it, allowing it to take actions once
unwise for a player choose to resolve inputs if they cannot again.
resolve them all.
» A bot can be repaired past its power bank limit. It will not be
» The results of inputs do not carry over from action to required to get its power back down to its limit until the end
action; roll the keypad die again on any subsequent keypad of its next turn. Bots can therefore use the repair ability to
actions. help each other obtain enough power for a big turn so they
» The action chip the burncycle tracker is currently on in the can roll a lot of basic action dice.
burncycle cannot be used to help resolve an action input. See Also: Universal Abilities, page 41
Only action chips to the right of the tracker’s current position
can be used.
See Also: Detection, page 15 ACTION CHIPS
There are several types of action chips: general, physical, tech,
Brute Force utility, and captain. Action chips are slotted into the burncycle
and are also the chips that make up the bots’ reserves.
If the door isn’t jammed, the player may attempt to brute force
the door by making an AP check in order to unlock it. The AP Action chips have 2 sides: an active side and a degraded side.
rolled must equal or exceed the keypad’s durability which is The degraded side is only used when the chip is in the burncycle,
based on its level: indicating that the chip is degraded and cannot be used for an
action or to move on the network.
• Level 1: 4 AP
• Level 2: 6 AP See Also: Burncycle, page 13; Reserves, page 31
• Level 3: 8 AP
ACTION—ACTION CHIPS 7
ACTION DICE • When a security unit is determining adjacency, two spaces
on either side of a locked door are considered adjacent to
There are 3 types of action dice: each other (since security units can move through locked
doors).
• Basic • For abilities that require adjacency, consider adjacency from
• Advanced the unit that the skill belongs to (for example, a Walker’s Drain
ability will affect a bot on the other side of a locked door, even
• Elite
though the bot wouldn’t be able to use an adjacency ability
Each player builds a dice pool of action dice near the start of on the Walker).
each of their turns. They gain basic action dice equal to their
A space and anything on that space is adjacent to a wall or door
current power level and advanced and elite dice based on how
that it shares a side with.
many upgrades for each they have activated. These dice are
rolled anytime the player needs to make an AP check on behalf » Units can be adjacent to each other while in different areas.
of their agent or the command module. AP checks are required However, remember that security units only have awareness
for several of the actions bots can take. Some AP checks require of the area they are in, so a bot may be adjacent to a security
a minimum result for success, while others allow you to roll any unit through a door or destroyed wall but remain undetected.
amount of AP and make use of the AP rolled. When making an
AP check, players may roll as many dice from their dice pool as
they want to (including 0) and then total the result. Each action
describes how to use the AP rolled. ADJACENCY EXAMPLE
Each die type has a better chance of rolling more AP than the
type before it. If a die rolls a side with a number, that number
represents the AP rolled. If the die has a blank (only found
on basic dice), the die can be returned to the player’s dice pool F D
without effect, or two blanks can be used to make 1 AP. If a die
has a reroll icon (only found on elite dice), the player can
reroll any die before totalling their AP. Reroll dice also have an A F G E
AP result on them.
Rolled action dice are put back in the supply once rolled, even
if the AP was not used, which can happen if more AP was rolled C B
than needed or if not enough AP was rolled to successfully
complete the check.
» Players can use a reroll on the die with the reroll icon on In the above image, adjacency for the Walker and
it. If players have multiple dice with rerolls on them, they Processor is as follows:
can resolve those rerolls one at a time in the order of their
choosing. If a rerolled die result has another reroll on it, that • The Walker is not adjacent to space A because a
reroll may be used as well. Make sure to keep track of which wall separates this space from the space the Walker
rerolls have been used and which haven’t. occupies. For the same reason, Processor is not
adjacent to space B.
» When 2 blanks are used to make 1 AP, those dice are returned
to the supply instead of the dice pool. Using 2 blanks for an • The Walker is adjacent to space C, as security units
AP is optional. determine adjacency through all doors, including
locked ones.
See Also: AP (Action Points), page 9
• Processor is not adjacent to space D. Unlike security
units, bots are not adjacent to spaces separated by
ADJACENCY locked doors.
• Processor is adjacent to space E, as the door
Two spaces must share a side to be considered adjacent to each between Processor and this space is unlocked.
other. Adjacency is only considered orthogonally, not diagonally.
Two spaces with a wall between them are not considered • The Walker is adjacent to the F spaces, as spaces
adjacent to each other. Unlocked doors and destroyed walls do that share a side in the same area are considered
not block adjacency. Whether a locked door blocks adjacency adjacent to each other. For the same reason,
depends on what type of unit is determining the adjacency: Processor is adjacent to space G.
AP CHECKS Each bot has an awareness chip that represents the last space
on the floor that the corporation knew or suspected the bot to be.
When dice are rolled for AP, this is known as an AP check. They do not block unit movement. Awareness chips that are in
play will influence security activation as security units prioritize
» For all AP checks, dice are returned to the supply after moving towards them when they move.
resolving the check. Only unused blanks are returned to the
player’s dice pool. Some in-game effects allow bots to put their awareness chips
into play, but they most often come into play through detection.
» Many AP checks require a minimum amount of AP to be
An awareness chip remains in play until it is cleared by having a
passed, such as AP checks for terminal and strike actions.
security unit move onto it, or when the floor changes. When an
Any excess AP rolled is still used, with those dice being
awareness chip is cleared, it is placed back on the corresponding
returned to the supply. Even if an AP check is unsuccessful,
bot mat and is out of play.
the AP is still spent, and the rolled dice are returned to the
supply. Awareness chips have a backside that matches the shut down
» Other AP checks allow players to roll any amount of dice and side of their bot chip. The backside of the awareness chip is
freely use any amount of the AP rolled, such as AP checks for used as a visual aid during security activation to show which
move actions. Any unused AP rolled in these checks is lost. awareness chips have already been investigated/pursued.
//tech
trigger specific game effects and abilities such as Zuk’s
SERVER
A
STAIRWELL
Doomscrolling ability.
3
//office CUBE FARM
//office
The only time a security unit’s awareness extends beyond its
//
*
BREAK ROOM
own area is when a detected bot moves through a door. When
this happens, security units are temporarily aware of the space
on the other side of that door, if their awareness reaches that
space. This awareness ends as soon as the bot has finished
moving through the door. Whether a security unit detects a bot
going through a door determines whether their awareness chip *
A
that awareness does not extend further than 1 space into the
new area, even if the awareness range would otherwise allow
it to extend further. In this example, the Hamster’s awareness is as follows:
See Also: Doors, page 16 • The spaces marked green are the spaces directly
in front of the Hamster in the same area and within
•Awareness in Safe Zones its awareness range of 6, and are therefore within
the Hamster’s awareness. If the hallway extended
Safe zones are named as such because security units outside further, it would be able to see a full 6 spaces in the
of safe zones will not see bots move into safe zones – when a direction it faces. Casing is detected.
bot enters a safe zone, their awareness chip will always be left
• The spaces marked in yellow are also within the
outside of the door. However, if a bot does something to be
Hamster’s awareness range due to its peripheral
detected while in a safe zone, their awareness will still be placed
awareness of 3 (half of 6). EXE is detected.
in the safe zone.
• The spaces marked in blue are spaces that the
» While security units will not detect a bot when the bot moves Hamster is not aware of because they are in
into the safe zone, bots can still be detected within a safe different areas. However, security units become
zone if they do anything else that would cause detection, temporarily aware of the space on the other side of
such as destroying a wall or striking a security unit. If a bot a door when a bot moves through the door, as long
becomes detected while in a safe zone, a security unit will as the space still falls within the unit’s awareness.
pursue/investigate as normal and may therefore move into Therefore, the Hamster would temporarily become
the safe zone. aware of these spaces if a bot were to pass through
See Also: Safe Zones, page 32 the doors adjacent to those spaces. If Casing were
to move into the security room, his awareness chip
would go with him into the room.
•Awareness in Hiding Spots
• The purple space is also adjacent to a door, but the
If a bot successfully moves onto a hiding spot, they will not be space itself is outside of the Hamster’s awareness
detected even if within a security unit’s awareness. However, because it is 4 spaces away and not directly in front
if the hiding spot is within a security unit’s awareness when of the Hamster. The Hamster would not see EXE
a bot that is already detected moves onto it, that bot is not move through this door, and EXE’s awareness chip
would remain in the hallway.
10 AWARENESS
BOTS AGENTS
Bots are the player-controlled units, which include the agents An agent is a bot that is controlled by a specific player. This
and the command module. All bots have a corresponding unit excludes the command module bot. Any game effect that
chip, awareness chip, and bot card. Bot cards have one side to specifically applies to bots applies to agents; however, any
use as an agent, and one side to use as a command module. effect that specifically applies to agents does not apply to the
command module.
» Joan the Drone, the extra chip associated with Memory when
she is played as an agent, is not considered to be a bot. » Some bots have unique dice that are only usable by those
specific bots, such as Casing’s Pressure die and Bit’s Lift
die. These dice are only used when those bots are played as
agents. A bot card will specify if it requires a bot die and how
the die is used.
1 5
4
6
2
7 8
9 3
12 13
11 14
10
BOTS 11
COMMAND MODULE The command module often has a special role in completing the
team’s mission. If the command module is shut down, the game
The command module is a bot that accompanies the agents on is immediately lost.
the mission, but it does not hold the same functions as agents. It
does not have its own turn and instead relies on players to divide Any effect that applies to bots applies to the command module.
their actions between their agent and the command module. Any effect that applies to agents does not apply to the command
It has an inventory to hold equipment and uninstalled mods, module.
but it is unable to use either. It can still hold and use keys as
normal. The command module is not granted power gained from
completing mission objectives.
12
7
1
8
11 10 2
12
During their turn, a player may choose to forgo an action BURNCYCLE
for their agent to have the command module take an action
instead. These actions are still affected by the burncycle and
can therefore still be optimized. When rolling for AP checks on
behalf of the command module, the player uses dice from their
dice pool. Actions the command module may take include strike
actions, terminal actions, keypad actions, repair actions (if
upgraded with the repair ability), and any other actions granted
by the mission.
The burncycle is part of the command module mat and consists
Command modules may also take move actions, though these of 5 chip slots that may be active or inactive. Active burncycle
actions work differently, as a single move action can be split slots are marked with pegs and contain action chips that allow
between the player’s agent and the command module. After players to take actions and use the network on their turn.
rolling dice for a move action, the player may choose to allocate
some or all of the AP rolled to move the command module.
USING THE BURNCYCLE FOR ACTIONS
The command module has a power bank, but it works differently
compared to agents’ power banks. Since the command module During the action step of their turn, each chip in the burncycle
never has its own turn, it is never forced to spend its power down grants the player the opportunity to take an action. Players
to a power bank limit. The power stat on the command module’s will work through the burncycle from left to right, moving the
mat instead indicates how much power it begins the game with. burncycle tracker bead under the current chip as a visual
The command module can store up to 10 power total. reminder of which chip they are currently using. Any degraded
chips in the burncycle are skipped.
The command module’s upgrades can be activated when players
route power. Players can choose to upgrade the command If the current chip in the burncycle is the captain action chip,
module and can use power from any combination of bots to pay the burncycle action listed on the captain’s card must be
the power cost of the upgrade as long as at least 1 power comes carried out. Then, regardless of which kind of action chip is in
from either the player’s agent or the command module itself. the current slot of the burncycle, the player may either take any
available action or pass. If the chip in the burncycle is a physical,
» When using the command module to take actions, players tech, or utility chip and the player chooses an action of the same
may not use the abilities specific to their agent. type to perform, the action is optimized which grants a bonus to
» During move actions, players are free to allocate the AP the action.
between their agent and command module in any order. For
» The burncycle action of the captain action chip must be
example, if the player rolls 10 AP for movement, they may
resolved when this chip comes up in the burncycle, even if
move their agent 2 spaces, then move the command module
the player does not take an action with the chip.
6 spaces, then move their agent another 2 spaces.
» Players do not have to match the action they take to the chip
» The AP roll for a move action is considered to be taken by
type in the burncycle. They can take any action on any chip
the agent, even if all of the AP is applied to the command
as long as they are able to perform it. Matching the chip type
module. Therefore, any agent skills that affect dice rolling
and action type is optional, but the benefit of doing so and
can be used on the roll. However, skills that specifically
optimizing the action is often worthwhile.
affect the agent’s movement are still restricted to just the
agent and cannot be applied to a move action if all of the AP See Also: Action, page 4
is allocated to the command module.
» The command module’s power can only be routed towards its USING THE BURNCYCLE FOR NETWORK MOVEMENT
own upgrades. Players cannot use the command module’s
power to activate upgrades on their agents. During the network step of the player’s turn, each non-degraded
burncycle chip grants movement on the network. General action
» Unlike agents, the command module’s bot mat does not
chips and the captain action chip each allow the agent’s IP
have a place for a reserve. We recommend stacking the
to move 1 node, while physical, tech, and utility chips in the
team’s reserve chips to the right of the command module’s
burncycle allow for more movement in general.
mat, where they are in clear view for all players. The team’s
reserve is used for any game effect that would apply to the See Also: Network, page 25
command module’s reserve.
See Also: Action, page 4; Agents, page 11; Power, page 31
BOTS—BURNCYCLE 13
DEGRADING THE BURNCYCLE either the current player’s agent or the command module. The
team must activate the furthest left inactive burncycle slot. If
At the end of each player’s turn, they must roll the burncycle die the burncycle has already been created when a slot is unlocked,
to determine which chip is degraded. When rolled, degrade the a general action chip from the supply is placed in the newly
chip in the slot with the number matching the rolled result by unlocked slot.
flipping it to its degraded side. A gives the player a choice
for which chip is degraded. If the slot rolled is already degraded » If a burncycle slot is activated during game setup, this occurs
or inactive, degrade the next active chip up in the cycle. Slot 5 before the creation of the burncycle. Therefore, no chip is
loops back to slot 1. For example, if a player rolls a 3 but the chip added until the burncycle is created, at which time that slot
in slot 3 is already degraded and slots 4 and 5 aren’t active yet, will be treated as normal and filled from the draw bag.
the active chip in slot 1 would degrade. See Also: Routing Power, page 31; Upgrades, page 41
» A player may still take a free action to alter the burncycle
even after they have concluded this step. DEACTIVATION OF BURNCYCLE SLOTS
ALTERING THE BURNCYCLE Slots in the burncycle can be deactivated through game effects
such as threat events. When this occurs, remove the peg from
The burncycle can be altered as a free action during any the affected slot and return the chip in that slot to the supply.
player’s turn. The slot is now inactive just as all other slots that are not active.
Inactive slots are skipped when they come up in the burncycle
See Also: Altering the Burncycle, page 4 (even if between two active slots) and cannot have chips in
them. Inactive slots can be activated by upgrading the burncycle
during the Route Power step of an agent’s turn.
REBOOTING THE BURNCYCLE
The burncycle only reboots when players choose for this to occur.
The burncycle can be rebooted immediately before any player’s
CACHES
turn. When the burncycle is rebooted, all active and degraded Caches are represented by the orange chips, which have a
chips are cleared from the burncycle and returned to the supply. cache on one side and a key on the other. Caches are placed on
Any unused chips in all reserves are also returned to the supply. all cache spaces during each floor’s setup. Caches do not block
Then, place the captain action chip and general action chips in movement and can be moved onto and through by all units.
the draw bag so that the total number of chips in the bag equals When a bot moves onto a cache, they may choose to collect it.
the number of active slots in the burncycle. Randomly draw the This can still happen even if the movement occurs outside of
chips from the bag one at a time, placing them from left to right the bot’s turn. If they choose not to collect it, the chip remains
in the burncycle in the order they are drawn. Then, create the where it is.
team and personal reserves. Threat advances by player count.
Any banned IPs are returned to the network. When a cache is collected, the cache chip is returned to the
supply and the bot draws the top equipment card from the
» The burncycle cannot be rebooted before the corporation’s equipment deck and places it in their inventory. This may happen
turn, though it can be rebooted after the corporation’s turn in the middle of a move action, and if so the action continues as
and before the next player takes their turn. normal after the cache is collected.
» The burncycle can be rebooted regardless of how many active
chips remain in the burncycle, but because rebooting the Security units do not collect caches but can occupy cache
burncycle is generally detrimental, players will likely want to spaces, thus preventing bots from collecting them until the
wait as long as they can before resolving a reboot. However, security unit moves away.
if they wait too long, they will find themselves unable to take
If a cache space does not have a cache chip (because it
enough actions on their turns to be effective.
has already been collected, or the floor setup gave unique
» If no active chips are in the burncycle, a player can still instructions), there is no cache there for bots to collect. A
choose to not reboot the burncycle on their turn. cache space is always a cache space for other game effects and
See Also: Banned IPs, page 30; Reserves, page 31 conditions, even if no cache chip is present.
The corporation is the setting for the game. The base game See Also: Awareness, page 9
contains 3 different corporations, which offer different floor
layouts, threat meters, and mission cards. Each corporation has
a unique theme and feel. DICE POOL
See Also: Corporation’s Turn, page 15; Missions, page 23; The pool of action dice a player has access to during their turn.
Threat, page 40 Each player creates their dice pool during the second step of
their turn, after the first route power opportunity but prior to
taking actions. The dice pool is determined by their agent’s
CORPORATION MARKER power level (1 basic die for each power), and the number of
activated advanced and elite dice upgrades.
The corporation marker chip is given to the player that goes last
in turn order. The corporation takes its turn once all players have » If a game effect adds dice to a player’s dice pool, that effect
taken theirs, and the corporation marker is a visual reminder of cannot increase the dice pool above a total of 10 basic action
which player’s turn the corporation’s turn follows. Turn order dice, 5 advanced dice, and 5 elite dice.
may change when the floor changes. After progressing to the » If the amount of power a player has changes during their turn
next floor, the corporation marker chip is given to the player who after creating their dice pool, the dice pool for that turn is not
took the last turn on the previous floor. adjusted.
See Also: Corporation’s Turn, page 15; Changing Floors, page 18 See Also: Action Dice, page 8
CEO—DIFFICULTY LEVELS 15
» Guards with the closest bot patrol will not have their ENTRANCE
accompanying shift skill that allows them to patrol within
rooms and not be constrained to their current area when
patrolling. They will therefore only patrol in the hallways and
outdoors, and will move towards the closest bot in their area.
STANDARD DIFFICULTY
SEASONED DIFFICULTY The entrance mat is unique because it consists of a single square
Threat advances by 1 any time a bot’s awareness chip comes and is not a room. It is instead a hallway space with a door on one
into play. The “Standard” side of the threat card is used. side.
» This additional threat only advances if an awareness chip The entrance mat has two uses: it is used to add a doorway
enters play from off the board. If the awareness chip is already where there otherwise would not be one, and it is used to cover
on the board and moves, this does not advance threat. security posts that should not be visible on the floor.
» If a bot’s awareness chip enters play because it is detected The door on the entrance will sometimes lead to outdoor spaces
from striking a security unit, threat advances by 2, once for or a room, but on some floors it will be seen between two hallway
the awareness entering play and once for striking a security spaces. In this case, the door does divide the hallways into two
unit. areas. The door must be unlocked as normal in order for bots to
move through it.
DOORS » Guards will generally stay in the area they are in when
performing their patrol, unless their patrol or a skill says
Indicated by the on a room tile. This symbol only needs to
otherwise. Guards will therefore generally not patrol through
be present on one side in order to be considered a door and
this hallway door. Captains may patrol through this door,
can be interacted with in the same way from either direction.
however.
symbols leading to exterior walls, or to outdoor spaces on
floor 2 and floor 3, are not considered doors and are treated the See Also: Area, page 9; Hallways, page 18
same way as exterior walls. Like walls, doors will block security
awareness and patrol routes. However, if a bot passes through a
door while in the awareness range of a security unit, that unit’s EQUIPMENT
awareness will extend 1 space through the door, provided its
awareness range would extend that far if it was a part of the Equipment are items that offer situational benefits to help
same area. Security units will pass through doors to pursue and bots on their mission. Equipment is primarily obtained through
investigate. collecting caches. When equipment is acquired, it is stored
in a bot’s inventory on their bot mat. The exact way a piece
All doors are locked unless they have an unlocked door peg of equipment can be used will be detailed on its card. Some
slotted. Bots cannot pass through locked doors, but security equipment comes with a corresponding die, which is denoted
units can. Bots can attempt a keypad action or use a key to by the card having a number under its image. The corresponding
unlock an adjacent locked door. Locked doors block adjacency equipment die has the same number in its top right corner. The
for bots, but not for security units. equipment die is slotted in the die-cut section of the inventory.
Equipment can be traded through use of the trade free action.
When a door becomes unlocked, an unlocked door peg is slotted Anytime a bot would like, they can discard an equipment card
into the peg hole. It remains unlocked for the rest of the floor from their inventory.
(unless game effect locks it again). If a door was unlocked
through a keypad action, the bot that took that action may take
a free movement through the newly unlocked door (if the space
is unoccupied). Bots can pass through unlocked doors when
moving. Bot and security unit adjacency is determined through
unlocked doors.
16 DIFFICULTY LEVELS—EQUIPMENT
bot cannot take any further actions. After an agent escapes, that
player’s turn ends and they will not take any turns for the rest of
ANATOMY OF AN EQUIPMENT CARD the game.
1 » Since the command module requires agents in order to
4 perform actions, it will become impossible for the team to win
2 if all agents escape before the command module because
no players will be able to take turns to move the command
module.
» The burncycle functions as normal even after the command
5 module has escaped.
3 » Even if a player’s agent has escaped, that player still counts
towards player count when determining threat advancement.
• Breakable: When you roll the die for this equipment and
choose to resolve the result, if the die result shows a icon
in the bottom left, discard the equipment after resolving
The above example is for the NeedChain mission
its effect. Otherwise, the bot may keep the equipment and
Operation: Pillar of Panic. In this example, Processor
continue using it.
and Byte are agents and Access is the command
The command module may carry and trade equipment but module. Processor moves onto the destroyed wall chip
cannot use it. They may, however, gain the benefit of ‘discard’ and then moves again to exit the building (normally a
equipment cards. move that would not be allowed, without the exception
provided by this mission). Processor’s turn immediately
» If the equipment deck is depleted, shuffle the discard pile ends, and he will not take any further actions or turns
and use it as the new supply. for the rest of the game. On Byte’s turn, Byte decides
» After rolling an equipment die, the player can always choose to use movement to first allow Access to escape, before
to not resolve the roll. escaping herself, resulting in a win for the bot team. If
Byte were to escape ahead of the command module,
See Also: Trading, page 4
her turn would immediately end and there would be
no agents left to get the command module out, which
ESCAPE would result in a loss of the game.
EQUIPMENT—ESCAPE 17
FLOOR Give the corporation marker to the player that took the last turn.
After the floor has been changed, this will be the last player in
A floor layout of burncycle is dependent on which numbered turn order, with the corporation’s turn happening after their turn.
floor it is, and which corporation the current mission takes place The player to their left will be the first player in turn order.
on. The floor layouts are detailed in the floorplan book. Once
players have chosen a mission and identified its corporation, Safe zone doors that are unlocked will remain unlocked on
the specific floor numbers will be found on the mission cards. the next floor, so players will need to make note of which safe
Most missions start on floor 1, but some missions might start on zone doors are unlocked. They should also make note of which
different floors or skip floors entirely. Always be sure to consult safe zone each bot is in, as well as any security units in safe
the mission card to know which floor layouts are required for the zones. The specific space within the safe zone that each bot
mission. and security unit is in is not important. Set aside the bots and
security units in safe zones.
The floor number also determines the guard level of mandatory
and room security posts, as well as the difficulty of keypads. It Remove all of the components from the board, keeping only
also is used to determine which security detail to use on the safe zone door pegs on safe zones that will remain the same
captain card. on the next floor. Remove all other door pegs. Return all other
components on the board to their supply. Return all awareness
» Always use the actual floor number when determining game chips to their bot’s mat, even if they were in a safe zone.
effects. For example, the Salida mission Operation:
Improbable starts on floor 3. Even though it is the first floor All of the rooms can be removed from the map. If you are
players will start on, it is still floor 3 for all game effects that progressing to the next floor in numerical order as most missions
depend on the floor level. do (i.e. from floor 1 to floor 2), the floorplan book has an asterisk
beside any floors you need that were used in the previous floor,
so players know which rooms to return to the box and which to
leave out.
ANATOMY OF THE FLOOR MAT
Set up the next floor per the floorplan book. Add the set aside
bots and security units from safe zones back to the safe zone
that is in the same position as the safe zone they were in on the
1 2 3
previous floor (even if the room it is attached to has changed).
In safe zones with multiple spaces (such as the service elevator
and stairwell), players may rearrange the units as they like within
4 5 the safe zone. This allows players to ensure bots going early in
turn order are not trapped by security units or later-acting bots.
6 Add door pegs back to the doors of safe zones that were
unlocked on the previous floor. Again, even if the room the safe
1. Outdoor space zone is attached to has changed, it is considered the same safe
2. Hallway space zone, and its door has the same locked/unlocked status as it had
on the previous floor.
3. Hallway security post
4. Team reserve allotment if occupied during Any agent that does not have an imperative card draws an
burncycle creation/reboot imperative card.
5. Wall The player to the left of the last player to have taken a turn is the
6. Outer perimeter wall new first player. All players will take a turn before the corporation
next takes a turn.
STORAGE
2 3 1
//warehouse
11
SERVICE ELEVATOR
//industry
3
UTILITY
EQUIPMENT //warehouse
*
2
SECURITY
2
//tech
ASSEMBLY //warehouse
1
//office
2 3
B
1
RESTROOM
//office LOBBY
2
//warehouse
//tech
STORAGE
SECURITY
2 3 1
//warehouse
RECORDS ROOM
11
3
2
SERVICE ELEVATOR
2
EQUIPMENT
B
//warehouse
//office LOBBY
RESTROOM
1
A
//office
2 3
1
//warehouse ASSEMBLY
In this example, you can see the ending state of the first floor and the starting setup of the second floor. A few things to note:
• Processor and Interface have repositioned themselves within the service elevator. Crash has no option to reposition, as
the area she is in only contains 1 space.
• While the safe zone doors did rotate, the unlocked door pegs carry over from the previous floor.
• The service elevator and stairwell may rotate, but they will always remain in the same position in the floor mat.
• The small individual elevators may switch which room they are attached to, but they will also always remain in the
same position on the floor mat. In this example, Crash is in the safe zone that is on the same position as the safe zone
she finished the previous floor in. Even though the room it is attached to has changed, it is in the same geographical
position and therefore considered the same safe zone. It retains its open door peg.
19
The entrance mat is considered to be a part of hallways,
potentially covering up an unused hallway security post marker
or creating a door where there normally wouldn’t be one. This HIDING SPOT EXAMPLES
piece can be used to segment two sections of hallway. If the floor
layout segments sections of the hallway, the segments are all
considered different areas. Hallways are not considered rooms.
HIDING SPOTS
LOBBY //office
When the conditions of an imperative are met by the agent, the Crash is detected and is also moving onto a hiding
imperative is immediately discarded, and the agent receives the spot that is within the awareness range of a security
corresponding amount of power as shown on the bottom right unit. She will not be able to use the hiding spot and will
corner of the card. This can occur in the middle of an action. remain detected.
For example, if taking a keypad action resolves an imperative, it
will be discarded before the agent takes their movement into the
room. If they were to roll the imperative result on the surveillance
die, they would draw another imperative because they no longer
have one.
3
4 INVENTORY
All bots have an inventory where they can store equipment,
mods, and keys. Each bot has 2 slots in which to store equipment
1. Card name and mods. There is no limit to the number of keys that can be in
2. Card effect—indicates a restriction and the a bot’s inventory. Bots may discard any number of equipment
timing for that restriction to end. The imperative or mods in their inventory at any time. As a free action, a bot
is considered completed when the restriction may trade any equipment, uninstalled mods, or keys in their
ends. inventory with an adjacent bot. If a bot draws a new equipment
or mod card and they already have 2 in their inventory, they
3. Power gained when completed
must discard down to 2.
4. Flavor text
» If an equipment card with the Discard effect is drawn, its
effect is resolved even if the bot’s inventory is already full.
INTERFACE See Also: Equipment, page 16; Key Chips, page 22; Mods, page
25
While Interface is disguised as a guard, being within security’s
awareness does not cause them to be detected. If they become
detected any other way (such as striking a security unit or having KEYPADS
their IP booted by a ping), they must immediately remove their
disguise, discarding the guard chip. They must remove their Keypads are cards that represent the input panels on locked
disguise when changing floors as well. Interface may also choose doors. Each locked door is protected with a keypad that must be
to remove their disguise as a free action on their turn. Their resolved in order to unlock the door.
disguise will stay on them from turn to turn, until it is removed.
INTERFACE—KEYPADS 21
Keypad cards are drawn when a keypad action is taken on a space to be adjacent to a door, discard a key to unlock that door,
locked door that has not been previously attempted. If a door and move 2 more spaces into the room they unlocked. If they
has had an unsuccessful keypad action taken on it, it will have a enter an unsurveilled room, they must surveil it as normal before
keypad card next to it on the board. In this case, a keypad card is continuing their move action.
not drawn and the card beside the door is used instead.
» The command module is able to use keys that are in its
Once successfully resolved, keypad cards are discarded. inventory. Agents cannot use keys in their inventory for the
benefit of the command module, or vice versa.
» Keypad cards do not block movement in any way. They are
See Also: Trading, page 4; Move Actions, page 4; Keypad
left on the board simply as a reminder that they correspond
Actions, page 6
to a nearby door.
See Also: Keypad Actions, page 6
LIMITED AND UNLIMITED COMPONENTS
KEYS Some components in burncycle are intentionally limited for
balance and gameplay. See their specific entries to determine
When the game’s text mentions keys, it refers to key chips. There how their supply can be replenished. Other components
are also equipment cards called keys, titled this way because are considered unlimited, meaning that the number of such
their purpose is to allow bots to gain key chips. components in the game box is not meant to limit how many of
these components can be used. In the rare case that the game’s
EQUIPMENT CARD KEYS supply runs out of an unlimited component, please use any
substitute that you see fit.
Several equipment cards are keys. These cards are resolved
immediately upon drawing them and are discarded to draw a key Limited:
chip from the supply.
• Destroyed wall chips
» Key equipment cards can be used by the command module • Action chips
to draw a key chip, even though equipment otherwise cannot
• Action dice
be used by the command module.
• Security units chips
» A bot with a full inventory may still draw a key chip upon
discarding a key equipment card. • Pings
» Key equipment cards cannot be kept in a bot’s inventory. Unlimited:
They must be discarded immediately.
• Surveillance and objective beads
» If a key equipment card is drawn as part of an ability that
allows you to draw a certain number of cards and pick 1 • Cache / Key chips
to keep, the effect is not resolved unless the key card is • Terminal / Mainframe chips
selected.
• Door and bot pegs
Keys are stored in the key area of a bot’s inventory. There is no MEMORY
limit to the number keys a bot can carry. Keys may be traded
among bots in the same way as equipment and uninstalled mods Memory has a special chip called Joan the Drone that functions
are, as part of a trade free action. in a unique manner.
MISSIONS
The game’s mission is chosen during setup of the game. It
determines what the bot team must do in order to win. It also
1. Corporation and mission title
dictates which corporation is being played against, the number
of floors the mission consists of, and any unique setup or rules 2. Floor length and complexity indicators—both
that are present in the mission. If the rules on a mission card range from 1 to 3
conflict with the rules presented in this Rules Reference, the 3. Setup notes for the first floor to be carried out
mission card’s rules should be followed. during initial setup, and special rules for the
entire mission
Missions can range from 1-3 floors. In general, the more floors
a mission has, the longer the game will be. Missions also have a 4. Floor number and objective title—note that not
complexity rating ranging from 1-3. Note that complexity does all missions start on floor 1
not necessarily equate to difficulty. However, less complicated 5. Reward—granted to agents when the objective
missions do let players focus more on general strategy and is complete
mechanics, likely making them a bit easier in that regard and
making them more ideal for newer players. 6. Objective details—each individual task is marked
with what player count and unit(s) must complete
it
OBJECTIVES
7. Win objective—to be completed on the final
Each floor has an objective that must be completed. On lower floor, only after completing the final floor’s
floors, bots must complete the objective and then get to safe objective
zones. On the final floor, the floor’s objective must be completed,
and then the win objective must be completed as well.
MEMORY—MISSIONS 23
• COMMAND MODULE: The task can only be completed by
the command module.
OBJECTIVES EXAMPLE
• EACH BOT: The task must be independently completed by
each bot in the team. They do not need to complete the task
simultaneously. For example, if a task was EACH BOT: Occupy
a hallway security post, the bots can do so at different times
and the task is completed once each bot has done so. It can
be helpful to use objective beads to remember which bots
have completed such a task.
• EACH AGENT: Functions the same as EACH BOT, except the
For the first floor objective in Operation: Ruxpin
command module does not participate in the task.
Rampage, a 3-player team would need to complete
the listed tasks for 1+, 2+, and 3+ players. They do not • ALL BOTS SIMULTANEOUSLY: All bots must satisfy the
need to complete those objectives in the order listed, condition of the task at the same time.
however. They may first complete the task of collecting • ALL AGENTS SIMULTANEOUSLY: Functions the same as
a cache while the bot’s awareness chip is not in play, ALL BOTS SIMULTANEOUSLY, except the command module
and then proceed to complete the other tasks. does not need to participate.
• TEAM: A general condition that is tied with the status of the
Completing objectives earns agents rewards, usually in the form game, rather than tied to any specific interactions or timing
of power. Power rewards are immediately gained by each agent on the part of the bots.
when the objective is completed. The command module does • Other: There are some tasks that must be completed by a
not get this power reward. special unit as defined on the mission card.
Some objectives have specific timing requirements listed in After the final floor’s objective is completed, there is an additional
their details, but most objectives will be completed instantly objective to complete in order to win the game. However, the
once the conditions have been met. Some objectives are even team must complete the floor’s objective first before they are
possible to complete during the corporation’s turn. Objectives able to complete the win objective. Once the conditions of the
are sometimes completed through specific units or functions final objective are met, the game immediately ends and the bots
that are detailed in the mission special rules. However, most are victorious!
objectives will have one of the following parameters.
24 MISSIONS
» Shut down agents are still considered part of the team the agent. It cannot be traded and still occupies a space in the
and must participate in objectives that are required to be inventory. An installed mod cannot be uninstalled. It can be
completed by all bots or all agents. Some objectives therefore discarded at any time, but discarding an installed mod does not
cannot be completed while an agent is shut down. grant the power listed on the card.
» For actions or conditions that are repeated across tasks, a
single occurrence cannot be counted towards two different
tasks. In the Operation: Ruxpin Rampage example above, if
NETWORK
a bot collects a cache to complete the requirements of the The network represents your digital presence in the corporation.
2+ objective, that cache cannot also be counted towards the Both players and the corporation carry out a portion of their turn
1+ objective. on the network mat, with pegs representing them on this mat.
The CEO’s red pegs are called pings, while the agents’ each have
MODS an IP peg in their player color. The command module does not
have an IP.
Mods are cards that are generally gained through terminal
actions. They provide ongoing game effects that are often very
strong and are permanent as long as the bot has the mod ANATOMY OF THE NETWORK MAT
installed in their inventory.
1
ANATOMY OF A MOD CARD
2
1 3
2
3
4 4
7
5
1. Mod name
6
2. Mod effect and when it can be used
3. Mod image 8
4. Power gained when this mod is discarded, if not
installed 9
UNINSTALLED MODS
MISSIONS—NETWORK 25
NODES active chip in the burncycle, the network phase of the turn ends.
The network consists of nodes arranged in layers. There are two During network movement, a player will move their agent’s
types of nodes: action type (physical, tech, or utility) and hubs. IP clockwise until it hits a hub, a ping, or an action node
Nodes are the spots on the network that pings and IPs move corresponding to the chip the burncycle tracker is currently on.
onto and through when travelling on the network. General action chips (including the captain action chip) do not
represent any symbol and only let the IP move 1 node. IPs will
Hubs are special nodes. When an IP or ping reaches a hub, it skip over other IPs on the network and ignore the node it is on,
must stop its current movement. For IPs, the effect each hub even if the other IP occupies a node that would otherwise halt
has depends on the layer it is on, and is represented by the icon your movement. In addition to moving clockwise, players may
in the hub. For pings, the effect of all hubs is the same: it causes also choose to transfer in or out by one layer on the network
the ping die to be rolled. The core is a hub as well, found on layer using transfer points. The transfer points are the white lines
4 of the network. It is the node on which pings enter the network, connecting the layers at intermittent. An IP may only transfer
and it provides the highest level of benefit to IPs that land on it. once during each move, but there is no restriction to the number
IPs are booted back to their access point after landing on the of transfers that may be done during the overall network step of
core. their turn. An IP leaving its access point is considered to be a
transfer, and is the only situation where IP transfer is mandatory.
ACCESS POINTS If an IP lands on a hub, it gains the benefit of that hub.
Access points are the peg and dice slots around the outside
of the network mat where a player’s IP begins the game, and Layer 1: Increase your network level by 1
where it returns once booted. Player 1 starts in the upper right
quadrant, with the following players in turn order start in the next
available quadrant clockwise. Moving out of an access point Layer 2: Reduce threat by 1
counts as a transfer for IP movement. Pings cannot transfer into
access points. When an IP is present in the access point, it is
Layer 3: Gain 1 power
occupied. If a ping moves onto or past the layer 1 node in front of
an access point, and that access point is unoccupied, the IP that
belongs to that access point is banned. If an access point does Layer 4 (the core): All of the above benefits; then, your
not have a corresponding IP (as with player counts less than 4) agent’s IP is booted to its access point
nothing happens.
If an IP lands on a node occupied by a ping, a boot is resolved.
If it lands on an action node, nothing happens unless the player
NETWORK LEVEL has a network card that triggers from landing on that specific
node.
The CEO and each player has a die that represents its network
level. Network levels start the game at 1 and can be increased to Free actions may be taken in between movements on the
a maximum of 6. The network level is most commonly increased network. However, once the IP has begun moving, it cannot be
by landing on hubs, and most commonly decreased when a interrupted by a free action until it has completed its movement
successful boot occurs. The network level is used when IPs and and resolved the node it lands on. For example, Access’s IP
pings resolve a boot on the network, which occurs when one Spoof can be activated during the network step of her turn, but
would land on the other. Resolving a boot involves comparing the can’t be used between moving and resolving the node her IP
network level of the CEO and the IP involved. The higher network lands on.
level boots the lower network level. In the case of a tie, the CEO
wins unless both levels are at 6, in which case the agent wins. » An IP must finish its movement on a node to be considered
The losing peg is booted, and the winning side must decrease to have landed on it. Passing over a node does not count as
their network level by 1. If an IP is booted by a ping, their agent landing on the node.
is immediately detected in the corporation and they must place » Movement on the network is a separate concept from
their awareness chip on their space. movement in the corporation. Game effects that apply to
move actions and movement in general cannot be used for
network movement.
IP MOVEMENT ON THE NETWORK
NETWORK 27
NETWORK CARDS
COMPLETING NETWORK CARDS EXAMPLE
Agents may draw network cards by taking a network card action
during the actions step of their turn. Agents can have up to 3
network cards at a time. If an IP ends its movement on a node
corresponding to the layer and action type of a network card the
player has in their hand, they may choose to resolve its effect.
The resolved card is discarded. Unused network cards are
discarded at the end of the player’s turn.
1. Card name
2. Node layer and type that this card can be
resolved if landed on
3. Card effect The yellow agent has the Discover a Virtual Terminal
4. Flavor text network card. In order for the player to trigger the effect
of this card, they must land on one of the tech nodes on
the third layer of the network.
PING ACTIVATION
After all pings have moved (or a ping is added if there were no
The second step of the corporation’s turn is ping activation. If pings), roll the ping die a number of times equal to the number
there are pings on the network, they activate, starting with the of hubs occupied by pings at this time. Resolve each roll as it
ping(s) on the most outward layers and working inwards. If there happens. If no pings are on hubs and the ping die was not rolled,
are multiple pings on the same layer, the first that activates all pings that can transfer outwards will do so.
is the ping that has the most space between it and the next
ping clockwise. This ensures that pings have the least chance Advance threat by 1.
of running into each other. Then, activate the remaining pings
on that layer, working counterclockwise from the last ping to
activate (but moving them clockwise). Advance threat by 1. Then, all pings that can transfer
outwards will do so.
When a ping activates, move it clockwise, staying on the layer
it is currently on, until it lands on an IP, would land on another Increase CEO’s network level by 1.
ping, lands on a hub, or has moved 3 nodes. If it lands on an IP, it
must resolve a boot. If it would land on another ping, it stops its Increase CEO’s network level by 1. Then, all pings that
movement on the node before the other ping. can transfer outwards will do so.
If there are no pings on the network, the CEO instead adds a ping
to the core (but it does not move). If there’s already a ping on the The CEO adds a ping to the core.
core, the ping is added to the first node clockwise from the core
that does not have a ping on it. The node can have an IP on it, in The CEO adds a ping to the core. Then, all pings that
which case a boot is resolved. can transfer outwards will do so.
28 NETWORK
PING ACTIVATION EXAMPLE
This example shows a ping activation during the corporation’s turn. The first ping to move would be player’s choice, since
all of the pings are on the same layer and the same distance from each other. Once the first ping to activate is chosen, the
remaining pings on the same layer activate in counter clockwise order.
• Ping A moves 3 nodes and passes the yellow agent’s access point, but yellow is not banned because their IP is in their
access point.
• Ping B moves 3 nodes past the top left access point, but nothing happens since no agent is using that access point.
• Ping C moves onto the green IP’s node, which is in front of green’s access point. However, they must resolve a boot
before determining if green is banned. Since green’s network level ties the CEO at level 1, green is booted and returned
to its access point. They are not banned from the network, since they are now in their access point.
• Ping D moves 2 nodes, stopping on the hub, and moving past the purple agent’s access point. This time, the purple
agent is banned from the network, as their IP is not in their access point. Purple must remove their IP and network level
die from the network.
After moving all of the pings, there are 2 pings on hubs. The ping die is rolled and resolved two times. Transfers that come
up on the ping die would be ignored because no pings are able to transfer out from layer 1.
NETWORK 29
» Do not resolve any threat events or escalation points until Objective beads may also be used by some bot abilities. In
after all ping dice have been rolled. the rare occasion that the team runs out of objective beads, a
substitute may be used, like excess surveillance beads from the
» If a transfer causes a ping to move off of a hub or onto a new
supply.
one, this will not change the number of times the ping die
must be rolled.
OBJECTIVE SPACES
RESOLVING A BOOT Objective spaces are marked with the purple icon. These
spaces do not have an innate function. They are often used for
Any time an IP moves onto a node containing a ping, or when a
the completion of mission-specific objectives. Outside of the use
ping moves onto a node containing an IP, the network level dice
detailed on the mission card, these spaces offer no additional
of the two are compared. The side with the lower network level is
effect and are treated as normal spaces.
booted, and the network level of the side that remains is reduced
by 1. IPs are moved back to their access point when booted, and
pings are placed back in the supply when booted. Anytime an IP
is booted by a ping, the corresponding agent becomes detected.
OPTIMIZED
Ties between network levels are won by the corporation, with the An action is optimized if its type matches the action chip that the
exception of a tie where both network levels are at 6, which is action is taken on in the burncycle.
won by the IP. If a player’s IP remains after a boot during their
turn, their IP then resolves the node it lands on. The boot must Move and strike actions are physical actions. When they are
be resolved before the player is able to resolve the node. optimized, the player may add 2 AP to the rolled AP result.
» When an IP is booted, it is returned to its access point. When Terminal and network card actions are tech actions. When a
a ping boots an IP, the agent is detected and the ping’s terminal action is optimized, the player may select 2 options on
network level is decreased. Detection and network level the terminal card instead of 1. When a network card action is
adjustment do not occur for other game effects that cause optimized, the player can take a second, non-optimized action
an IP to be booted back to its access point. after drawing their network card.
BANNED IPS Keypad actions are utility actions. When they are optimized, the
bot can ignore any one input on the keypad card.
If a ping moves onto or past the node that connects to an
unoccupied access point, that player and IP are banned from See Also: Action, page 4
the network. Remove their IP peg and network level die from the
network mat. Players who have their IP banned from the network
will skip the network step of their turn until their IP is returned OUTDOOR SPACES
to the network. All banned IPs are returned to the network when
The dark gray spaces on the floor mat are outdoor spaces. They
the burncycle is rebooted. Their network level is set to 1 and they
form an L-shape along the left and bottom sides of the floor mat.
can choose which available access point to use. They do not
need to use the same access point they started the game with. For most missions that start on floor 1, this is where the bots will
be placed during setup to start the game. These spaces can only
be moved onto on floor 1, as these spaces are not considered to
OBJECTIVE BEADS be in play on floors 2 and 3.
Objective beads are blue beads that can be used for tracking a
» During the first burncycle creation of the game and during
number of different things in the game. Players should use them
reboots, bots standing on an outdoor space marked with
as they see fit. This may include placing beads on the mission
an action symbol will add the corresponding chip from the
card to mark which tasks have already been completed or
supply to the team reserve.
placing them on bot mats to mark which bots have completed
the current objective. » Security units in outdoor spaces who are not pursuing or
investigating during security activation will patrol.
Some missions specifically require the use of objective beads,
» If outdoor spaces are cut off from each other (due to the floor
either to dynamically change where objectives can be completed
layout), they are considered to be separate areas.
or even to represent new game concepts/components that are
unique for the mission. By default, an objective bead placed » Outdoor spaces are not considered rooms.
on a space does not block movement for any unit. Additionally,
an objective bead placed on a bot mat does not count towards PLAYERS
inventory capacity. However, some mission cards may override
these rules. Refers to the real people playing the game. A player controls
1 agent and is able to allocate actions through the command
module.
30 NETWORK—PLAYERS
PLAYER COUNT holds 10 is lost. During setup, all agents are granted 10
power and must route down to their power bank limit before
Player count generally refers to the number or real people playing starting the game. Power granted from completing objectives
the game, assuming each person playing controls one agent. is individually given to each agent.
Player count and agent count should be the same; if one player • Command module: The command module’s capacity
is controlling two agents, the player count will be considered two indicates the amount of power the command module starts
instead of one. Player count is always factored when increasing the game with. A command module does not need to spend
threat at the end of each round and during burncycle reboots. down power if they exceed their capacity. Like agents, any
Most missions require additional objectives for higher player power that is gained while the command module already
counts. Player count does not decrease if an agent is shut down; holds 10 is lost. The command module does not gain power
that player is still counted towards player count as normal. from objective rewards.
• Agents: The capacity indicates the maximum amount During their turn, players can use the team and their personal
of power they may have at the end of their turn. An agent reserves to either alter the burncycle or to resolve inputs during
may surpass this maximum when acquiring power but must a keypad action. All players have access to the team reserve,
spend down during the final route power step of their turn but they only have access to their agent’s personal reserves.
(step 5). Any excess power that is not spent by the end of this Reserve chips cannot be traded among bots. If any ability that
step is lost. Any power that is gained while the agent already targets a bot’s reserve affects the command module, it will affect
the team reserve (for example, Drain).
PLAYERS—RESERVES 31
» If the mission doesn’t have bots start on outdoor spaces, the SECURITY POSTS
team reserve will be created using the rooms the bots start
in, just as if it was a reboot. Security posts serve as the deployment points for all security
See Also: Altering the Burncycle, page 4; Keypad Actions, page 6 units. There are three different types of security posts: hallway,
mandatory, and room posts. If a security post is occupied, the
deploying unit will deploy on the closest unoccupied space. For
ROOMS all security posts, the units will be placed to face in the direction
of the arrow.
A room is a singular section of the floor layout that is enclosed by
walls/doors and does not include the hallway or outdoor spaces.
Rooms are represented by the individual neoprene room pieces
that are placed during floor setup. Safe zones are rooms, but they
have unique properties. Guards that are in rooms will not patrol.
Some standard rooms have segmented safe zones attached to
them (for example, the small elevator attached to the security
room). These safe zones are their own separate rooms and are
not considered to be a part of the rest of the main room for any
reason. For example, if an objective required agents to end their
turn in the security room, ending it in the attached safe zone
would not qualify. Safe zones are still counted separately for
objectives that require bots to be in separate rooms (provided
the objective doesn’t disqualify safe zones). • Hallway: found in the hallways and denoted with a 1-3. The
post numbers correspond to the numbers on the captain’s
guard detail to indicate which level of security units are
SAFE ZONES placed where. If multiple posts of the same number are
present, the requested unit is placed on each one.
1 2 3
*
Safe zones are rooms surrounded by a yellow border that
provide unique benefits not attributed to other rooms. After a • Room: found in most rooms. These posts are not populated
floor objective is completed, all bots must occupy safe zones at the start of floor set up. When a room is surveilled, the
simultaneously in order to proceed to the next floor. When surveillance die is rolled. If it lands on the symbol, a
entering a safe zone while detected, bots will leave their random guard of a level equal to the current floor is placed on
awareness chip outside the door, even if a security unit would the room security post. If a guard was rolled, but no room
otherwise spot them passing through the door. Safe zones do not security post is present in the room, nothing happens. Some
prevent detection or placing an awareness chip down for other rooms have multiple room security posts, which will be
game effects. If a detected bot or awareness chip is present in marked with “A” or “B.” When resolving the rolls from
a safe zone, a security unit will enter the safe zone to pursue/ surveillance dice, always fill post A before post B.
investigate as normal. Security units already inside a safe zone
will detect bots as normal, including ones entering that would A B
normally leave their awareness chips outside.
32 RESERVES—SECURITY UNITS
ANATOMY OF ROOM MATS
1
2 3
8
7A
5
4 7D
7B 7C
1. Infobar—contains:
a. Room name
b. Room type—does not provide innate effects or conditions, but often called out in mission cards for unique
setup and rules. The four room types are //industry, //office, //tech, and //warehouse
c. Team reserve allotment if occupied by at least one bot during burncycle creation/reboot
d. # of surveillance dice to roll when the room is surveilled
2. Door and door peg hole
3. Terminal space—space that is populated with a terminal chip during floor setup
4. Cache space—space that is populated with a cache chip during floor setup
5. Hiding spot—space that bots can use to hide from security units
6. Objective space—has no function unless a mission gives it one
7. Security posts
a. Room security post A—filled with a guard of the floor’s level if at least 1 guard is rolled on the surveillance dice
b. Room security post B— filled with a guard of the floor’s level if 2 guards are rolled on the surveillance dice
c. Mandatory security post—filled with a guard of the floor’s level during floor setup
d. Room security post—filled with a guard of the floor’s level if at least 1 guard is rolled on the surveillance dice
8. Safe zone
33
CAPTAIN
ANATOMY OF A SECURITY UNIT CHIP
The captain is a unique security unit that is selected at the start
of the game. Any abilities or conditions that refer to guards
specifically do not apply to the captain.
Security units have abilities that players must be mindful of. The 1. Captain’s name
abilities on captains are defined on their cards, while the abilities
on guards are defined below. 2. Durability—how much AP you must roll on a
strike action to shut the captain down
If playing on simplified difficulty, ignore all abilities on the 3. Security detail—outlines which level of security
security units. units to place on which hallway security posts,
and whether they have keys on them. Each row
• Cautious: If this unit ends its activation adjacent to an
corresponds to the floor level, and each column
unlocked door, the door is locked.
dictates the hallway security post that the unit is
• Demerit: When this unit attacks a bot, instead of the bot placed on
losing power, threat advances by 1.
4. Burncycle action—the effect triggered when the
• Drain: When this unit becomes adjacent to a bot, the bot captain action chip comes up in the burncycle
must discard a chip from its reserve.
5. Abilities—only active if the captain is in play
• Grapple #: During move actions, bots must use # extra AP
6. Patrol—how the captain moves if its priority is to
when moving from a space adjacent to this security unit to a
patrol
non-adjacent space.
Not shown: some captains have additional movement
• Shift: This unit can move through walls. It patrols even when
and facing rules outlined on their cards
in a room and is not constrained to its current area when
patrolling.
34
•Captain Unit Chip move through doors, even if the doors are locked. If a security
unit moves onto a space occupied by another security unit, they
The physical representation of the captain on the floor. Has the will swap spaces. Security units cannot move through bots, but
same stats and information as other security unit chips. they will still count through them when determining the shortest
route for their movement. If the security unit tries to move onto a
•Captain Action Chip space that is occupied by a bot, it ends its movement and the bot
becomes detected (if it was not already detected).
An action chip that provides an effect detailed on the captain
card. Effect immediately activates during the action step of a All security units of the current priority level must move and
player’s turn when the burncycle tracker moves to the captain attack, if possible, before proceeding to the next priority level.
action chip. The effect will still trigger even if the player decides This means all pursuing security units move before security
to pass on its action. A degraded captain action chip has no units that will be investigating, and patrolling security units
effect. Players can replace a non-degraded captain action chip activate last. After an individual security unit moves, it attacks all
with another action chip of their choice, but doing so raises detected bots it is adjacent to, including through doors. Guard
threat by 2. The chip functions the same as a general action attacks cause bots to lose power equal to the guard’s level, and
chip during the network step of the player’s turn and in all other a bot attacked by the captain loses 3 power. After a security
regards. unit has taken its movement and attacked, flip its chip over
to indicate that it has already activated this turn, ensuring the
unit’s facing remains the same. At the end of security activation,
GUARDS flip all flipped security unit chips back over to their active side
(unless another game effect requires them to remain stunned).
Security units that do not include the captain. Guards are Flip all facedown awareness chips back to their standard side
deployed on hallway security posts during floor setup as detailed as well.
on the captain card and on any present mandatory security posts
within rooms. Guards will also deploy on other security posts
in rooms if rolled on the surveillance die. For mandatory and
•Priority 1: Pursue
room posts, the guard will be drawn from the guard level stack The first group of security units that move during security
that corresponds to the current floor. Guards will move during activation are those that are pursuing. A security unit pursues
security activation. If a guard deploys with a key as dictated by if it has a detected bot in its awareness range. Multiple security
the security detail, the key moves with the guard. If the guard is units can pursue the same bot. Players select which security
ever stunned or shut down from a strike action, the bot taking unit that has a detected bot within its awareness to activate
the strike action gains the key. first. After moving, a security unit will attack all detected bots
it is adjacent to. Once a security unit has pursued, flip it over to
» Guards are drawn at random from the required guard
indicate that it has taken its movement, ensuring that its facing
level stack in the supply. If the supply for a specific level is
remains in the same direction. Additionally, once all pursuing
depleted, shuffle the chips in the discard to use as the new
units have moved, flip over the awareness chips of any bots that
supply. If the supply and discard are depleted (because all
were pursued, as they will not be factored in during investigation.
guards of a level are in play), draw from the next level lower
(if you are out of level 3 guards, draw a level 2).
•Priority 2: Investigate
SECURITY ACTIVATION
The second group of security units that activate are those that are
During the first step of the corporation’s turn, security units are investigating. After pursuit, any awareness chips still in play that
activated. All security units will move, starting with units that have not been flipped must be investigated by a security unit,
are pursuing, then investigating, and finally patrolling. Security if possible. Players select an awareness chip they wish to have
units will always choose the shortest route to their destination, investigated first. The closest security unit to that awareness
meaning the route that allows them to move the fewest number chip (that has not yet moved) will be the one that investigates it. If
of spaces. If multiple equidistant routes exist, players choose multiple security units are equidistant from the awareness chip,
the specific path. Security units will move up to as many spaces the team chooses which security unit investigates it. It does not
as their movement stat allows. Security units will always turn to matter whether the security unit is in the same or a different area
face the direction in which they are moving. If they are moving as the awareness chip it is investigating. Each awareness chip is
towards a bot, they will attempt to get adjacent to the bot, and only investigated by one security unit. Once a security unit has
if they do so will turn to face the bot. If they are moving towards investigated, it will attack all detected bots it is adjacent to. Then
an awareness chip, they will attempt to move onto the chip, and flip it over to indicate that it has activated. Additionally, flip over
if they do so they will maintain the facing they had for their final the awareness chip that was investigated to indicate that it has
movement. If they do not reach their destination or are patrolling been investigated. If an awareness chip isn’t on top of a bot, the
they will face the direction in which they would move next if they investigating unit will attempt to move onto it, removing it from
were to continue to move (player’s choose if there are multiple the board. Once a security unit has investigated, players will pick
options). Security units will not move through walls but can
SECURITY UNITS 35
the next awareness chip to be investigated. Players will continue » Once a security unit determines its route and priority, it will
this process until all awareness chips have been investigated, or not be changed that turn. A security unit that detects a new
when there are no more guards available to investigate. bot after its activation has started will still follow its previously
determined route. The only time a route will change during
» If multiple awareness chips share the same space, each one movement is if an investigating unit’s target awareness chip
will be investigated individually by different security units changes location. This would occur if it detects the bot whose
(unless cleared before they can be investigated). awareness chip it is investigating. In this case its route may
» A bot can be detected while not being within a security change, but it continues moving towards the same target
unit’s awareness range. In this case, the awareness chip awareness chip as before.
is investigated instead of the bot being pursued. Since the
security unit cannot move onto a bot’s space, its goal is to SHUT DOWNS
get adjacent to the bot.
All units can be shut down. How a unit is shut down and what
•Priority 3: Patrol happens when this occurs differs depending on if the unit is a
bot or a security unit.
The final group of security units that activate will patrol. Security
units only patrol if there are no more awareness chips to pursue
or investigate. Players will choose the order in which patrolling SHUT DOWN BOTS
security units move. Each security unit has a defined patrol
route, which is listed on their unit chip. Captains will enter Occurs when a bot’s power level is reduced to 0. If the command
different areas to carry out their patrol, but guards will only patrol module is shut down, the game is lost. If an agent is shut down,
within their current area. Guards that are occupying rooms will threat advances by 3, their bot chip is flipped over, and their
not patrol (unless they have an ability that says otherwise). awareness is cleared. If their agent is shut down during a player’s
turn, their turn will immediately end. Players with shut down
The different patrol routes are as follows: agents will still take subsequent turns and generate advanced
and elite dice for their dice pool but can only use the command
module to take actions. Shut down agents must skip the network
step of their turn. Players are unable to advance to the next
Stationary: Does not move. floor or complete the mission to win the game if an agent is shut
down. Shut down agents need to gain power again in order to
Pace: Moves in a straight line in the direction it faces. be reactivated and flipped back to their active side. The most
If it cannot move in the direction it is facing, it turns common way for this to happen is for another bot to use the
to face the opposite direction and continues its repair ability to route 1 or more power to them. Shut down
movement. agents can also gain power if an objective that grants group
power is completed (assuming the objective does not require
Perimeter: Follows the outer perimeter of its area, their participation), which would also bring them back into play.
moving counter-clockwise. If it is not facing a direction Agents are then able to continue taking turns as normal.
that would have it move counter clockwise following
the perimeter, it will turn right. If it is not on a space Shut down agents do not trigger awareness and will never be
that is part of the outer perimeter, it will take the pursued or investigated by security units. Security units will
shortest route back to an outer perimeter space. See automatically swap with them if moving through them. Other
page 38 for examples of this patrol. bots may only swap with a shut down agent if they have activated
their swap ability. Shut down agents cannot be traded with nor
Unlocked Doors: Moves towards a hallway space can they benefit from any game effects other than those that
adjacent to the closest unlocked door. grant power.
Closest Bot: Moves towards a space adjacent to the » A player with a shut down agent still counts towards player
closest bot that is not in a hiding spot. count.
Command Module: Moves towards a space adjacent to SHUT DOWN SECURITY UNITS
the command module. Does not move if the command
module is in a hiding spot. Security units can be shut down if a bot makes a successful
strike action against them. Other game effects may result in a
Post: Moves towards its post. security unit being shut down as well. When a security unit is
shut down by a strike action, the bot who took the strike action
is granted 1 power regardless of the level of the unit that is shut
Terminals: Moves towards the closest terminal. down. The bot becomes detected, and the security unit chip is
discarded.
SERVICE ELEVATOR
//industry
industry
UTILITY
EQUIPMENT //warehouse
warehouse
*
SECURITY
//tech
ASSEMBLY //warehouse
A
//office
office
RESTROOM
//office
// LOBBY
Priority 1: Pursue
The first group of security units to activate are those that have a detected bot within their awareness.
• Both of the Hamsters in the hallway have Processor within their awareness, and he is detected.
• In the order of the players’ choosing, the Hamsters will move 2 spaces towards Processor as indicated by the red
arrows. The dotted arrow shows that one of the Hamsters has two possible routes, and players choose which it takes.
• The Hamster now adjacent to Processor, attacks, causing him to lose 1 power because it is a level 1 guard.
• Both of these Hamsters are then flipped, indicating they have activated this turn. Processor also flips his awareness
chip, indicating that the chip has been pursued.
Priority 2: Investigate
The second group of security units to activate are those that are closest to each remaining awareness chip in play.
• The only remaining active awareness chip is Bit’s.
• There are 2 Walkers that are the same distance away, so the players choose which of the two will investigate. They
choose the Walker in the hallway.
• The hallway Walker moves 4 spaces, following the yellow arrow. As it enters the lobby, it detects Bit, causing her
awareness chip to move onto her chip. Since Bit’s awareness was its target, the Walker will have to change its route to
continue to move towards it.
• The Walker ends its movement adjacent to Bit and attacks her, causing 1 power loss.
• The Walker is flipped over, as is Bit’s awareness chip.
• If the players chose to have the Hamster follow the dotted arrow, it would have reached Bit’s awareness chip without
detecting her. Bit’s awareness chip would then be cleared.
Priority 3: Patrol
The final group of security units to activate will be all of the security units that haven’t activated yet, excluding guards in rooms.
• The Walker in the security room will not patrol, since it’s in a room.
• The Hamster on the outdoor spaces will patrol. It has the pace patrol route, so it moves 2 spaces in the direction it faces
following the blue arrow. Then, flip its chip.
• The final Walker in the hallway will also patrol, and with a movement stat of 4 and the perimeter patrol, it moves 3
spaces right and 1 down. After its second movement, it detects Casing because he is within its awareness. Casing’s
awareness chip is added to his space, but the Walker does not change its route.
• Now that all security unit activation is complete, all flipped chips are flipped back to their standard side.
37
PERIMETER PATROL EXAMPLE
STORAGE
A 2 3 1
//warehouse
11
SERVICE ELEVATOR
//industry
industry
3
UTILITY
EQUIPMENT //warehouse
warehouse
*
2
B
SECURITY
2
//tech
ASSEMBLY //warehouse
1
//office
2 3
B
1
RESTROOM
//office LOBBY
It is easiest to understand how the perimeter patrol works by visualizing arrows on the board similar to what is shown above.
A walker that is patrolling will follow the red arrows which mark the path counterclockwise around the outer perimeter of
the hallway.
A security unit with the perimeter patrol will move the direction it is facing if it follows the red arrows (representing the
perimeter). If the direction it is facing does not follow the arrows, it will turn right until it is again facing a direction the arrows
point.
Walker A: This walker is not facing in a way that allows it to follow the perimeter of the hallway counterclockwise. It will turn
right, at which point it is facing down which allows it to follow the perimeter. It moves down one space and since it is now
facing a wall, then it turns right 3 times until it is facing the only direction that allows it to continue around the perimeter
counter clockwise: to the right. After moving 3 more spaces, it again finds itself facing a wall. Though it has used all of its
movement, it turns right to face the direction it would be moving next, which is down.
Walker B: This walker is facing a wall. It turns to its right so it faces up. It will now follow the perimeter that wraps around the
Service Elevator, since its space is on the corner. It moves 3 spaces up. It then turns to its right again and moves 1 space
right.
Walker C: This walker could not have gotten into this position by patrolling, but it’s possible for a walker to get into a position
and facing like this through abilities such as push. Since it is not facing a direction that allows it to follow the perimeter, the
Walker turns to its right. Now facing down, it moves 2 spaces in that direction until it hits the wall. It must then turn right
twice until it is facing up, and moves 2 more spaces in that direction. The end result is that it finishes its movement on the
same space it started on, but facing up.
38
SPACES SURVEILLANCE BEAD
A space refers to any single square on the floor mat and room These beads are placed at the start of floor setup in all rooms that
mats. Units cannot share a space, but units can share spaces have one or more surveillance die icons listed in the infobar of the
with terminal, cache, and destroyed wall chips, as well as room. If floor setup calls for a specific room to start surveilled, do
objective beads. not place a bead there and do not roll a surveillance die when a
bot first enters it. Rooms that do not have a surveillance bead
For any ability or game effect that requires the counting of cannot be chosen for any effect that surveils a room.
spaces, spaces are counted in the same way movement would
be determined. Spaces are counted orthogonally and cannot be
counted through walls. Spaces can be counted around corners
SURVEILLANCE DIE
and through unlocked doors and destroyed walls. If the ability Immediately rolled when a room is surveilled. All rolled results
or effect applies to a bot, spaces cannot be counted through must be resolved, but the rolling player chooses the order in
locked doors. If it applies to a security unit, spaces can be which they are resolved.
counted through locked doors.
Die Icon Key:
TERMINALS
SURVEILLANCE
Represented by the front side of the terminal chip. Terminals are
Surveilling can only happen in rooms with a surveillance bead placed on all terminal spaces during floor setup. Terminals do
present. When you surveil a room, remove the surveillance bead not obstruct movement and can be moved on and through by
from the room, roll a number of surveillance dice as depicted all units. If a bot shares a space with a terminal, they may take
in the infobar of the room, and resolve all results. Surveilling a a terminal action. When a bot completes a terminal action, the
room happens the first time a bot enters an unsurveilled room, chip is discarded even if the action is unsuccessful. Bots cannot
but there are also other ways a room can be surveilled. If a bot take a terminal action on a terminal space without a terminal
enters an unsurveilled room, it will stop on the first space in the chip, but the space is still considered a terminal space for game
room. The bot must roll the surveillance die and resolve its effect effects.
before continuing its movement turn.
See Also: Terminal Actions, page 5
» Any room with a surveillance bead in it is considered to be
unsurveilled.
SPACES—TERMINALS 39
MAINFRAME TERMINALS
1
2
4
3
THREAT
Threat represents how alerted the corporation is to the team’s
presence. Threat is tracked using the threat tracker bead on the
threat card, which is unique to each corporation. Each threat
card has a standard and a simplified side. As threat advances, 5
threat events and escalation points will trigger once the tracker
bead lands on or past a corresponding threat level. If a threat
6
advancement would trigger multiple events and escalations, 1. Corporation name and location
first move the tracker bead for the full amount of threat increase.
Then, resolve each event and escalation in the order they were 2. Threat level—marked with the threat tracker
triggered. The second threat tracker bead can be used to track bead
the highest event or escalation that threat has reached so far. 3. Threat event—game effects that take place the
This is important for remembering which threat events have first time threat reaches the corresponding level
already been reached, as they cannot trigger a second time even
4. Threat escalation—ongoing game effects that
if threat is reduced and then advances to the same event again.
are active if threat is at or higher than the
Once threat reaches 26, the game is lost.
corresponding level
5. Mission failed—the bots lose if threat ever
reaches 26
6. Difficulty level—the standard side is as shown,
while the simplified side has no threat events
40 TERMINALS—THREAT
Threat can be advanced or reduced from a number of in-game UNIVERSAL ABILITIES
effects, but here are the most consistent ways it changes:
All bots, including the command module, have 3 universal
• Hitting a hub on the 2nd layer of the network: -1 threat abilities that they can gain as upgrades: swap, push, and repair.
• Hitting the core of the network: -1 threat Each of these upgrades cost 1 power each.
• End of round: +threat equal to player count
• Burncycle reboots: +threat equal to player count SWAP
• Ping die (threat result): +1 threat Once activated, bots are able to use this ability during a move
• Taking a strike action against a security unit: +1 threat action. The bot taking the move action is able to enter a space
occupied by an adjacent bot. That bot will then move its own
• Replacing an undegraded captain chip in the burncycle: +2 chip to the space previously occupied by the bot taking the move
threat action. This does not interrupt the move action of the moving
• Agent shut down: +3 threat bot. Both bots are moved at the same time.
• Awareness chip coming into play: +1 (only on seasoned
difficulty) REPAIR
» If a mission starts at a specific threat level, do not trigger
Once activated, repair allows bots to use a general action to give
any of the passed threat events, even if threat is reduced
some of their power to another bot anywhere on the board.
and then advances past them. Escalation points that are
exceeded by starting threat, however, are active as long as See Also: Repair Actions, page 7
threat remains higher than them.
THREAT—UPGRADES 41
AGENT UPGRADES WALLS
Can only be activated through the agent’s power bank. Each Walls separate different areas from each other. The outside
agent will have 3 unique upgrades, with abilities and cost listed perimeter of the corporation mat is considered a wall, as well as
on their bot card. All agents also have access to 3 reserve the black lines separating the outside spaces from the hallway
upgrades, which each cost 2 power. In addition, agents have spaces. The outside perimeter of all rooms are considered walls,
universal upgrades that are the same for all bots: as are the yellow lines outlining safe zones.
• Push: 1 power Walls block movement, awareness, and adjacency. They cannot
• Repair: 1 power be counted through for any effects that work “# of spaces away.”
When a bot is adjacent to a wall, they can perform a strike action
• Swap: 1 power to try to destroy it.
• Advanced action die: 2 power
» Doors are not walls and cannot be destroyed with a strike
• Elite action die: 4 power OR 2 power and -1 to advanced action.
action dice
» The entrance tile only creates a new door. It does not have
Note that while advanced and elite action dice cost and function any walls on it.
the same for all agents, each agent will have a unique limit to the
maximum number they can activate. These limits will be listed See Also: Area, page 9
on the bot card.
DESTROYED WALLS
See Also: Agents, page 11; Universal Abilities, page 41
A wall is destroyed when a bot takes a strike action on the wall
COMMAND MODULE UPGRADES while adjacent to it and rolls AP equal to or above its durability of
10. A destroyed wall is marked with a destroyed wall chip, which
Can be activated by the command module’s power bank, or is placed on either side of the destroyed wall with the door arrow
with power contributions from other bots. During a player’s turn, icon pointing at the destroyed wall. Destroyed wall chips are a
if a non-active player would like to contribute to a command limited resource which are replenished at the start of each new
module upgrade, at least 1 power must first be routed by the floor. This means that bots cannot destroy more than 3 walls
command module themselves or the active player’s agent. The in total per floor. A destroyed wall will function the same as an
unique upgrades that can be activated on the command module unlocked door for movement and awareness. Destroyed walls
are new slots in the burncycle. Green slots start active at the are not included for any effects that relate to unlocked doors,
beginning of the game, while orange slots must be activated by such as the unlocked door security patrol and the cautious
routing power to them. The power cost for each slot is listed on ability on some security units.
the bot card. If a starting slot becomes inactive, the listed cost is
the amount required to re-activate it. Players can only activate » Destroyed walls are not considered to be walls. They are
the furthest left inactive slot each time they choose to activate instead considered to be unlocked doors.
a new slot. All command modules also have universal upgrades See Also: Strike Actions, page 5
that are the same for all bots:
42 UPGRADES—WALLS
INDEX