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Zaibatsu

Zaibatsu Rulebook

Table of Contents

Table of Contents

  • Game Content
  • Game Mechanics
    • The Actions
    • The Information Blocks
    • The Pawns
  • Game Setup
    • Setup of the Information Blocks
    • Setup of the Player Pieces
    • Setup of the Action Cards
    • Setup of the Card Mix
  • Start of the Game
  • End of the Game
    • Optional Rule
  • Phases of Turn
    • Beginning of Turn
    • Action Phase
    • Recycling Actions Phase
  • Zones of the Game
  • Actions
    • Movement Actions
      • Movement actions and other actions
      • Movement actions and other pawns
    • Search Action
    • Icebreaker Action
    • Delete Action
    • Reboot Action
    • Other Uses of Action Cards
  • Information Blocks
    • Block Name
    • Block Effect
    • Spaces
    • Defense Dice Modifier
    • Direction Arrow
    • Bonus Part
    • ICE Value
  • Pawns
    • Pawn Piece
    • Pawn Card
    • Change a Pawn Controller
    • Placing a Pawn to the Cybernet
  • Pawn Abilities
    • Search Ability
      • Steps to Activate Search Ability
    • Icebreaker Ability
      • Steps to Activate the Icebreaker Ability
      • Controlled Block
      • Icebreaker Bonus
      • Other Bonus
      • Icebreaker a Pawn
    • Delete Ability
      • Assign Target
      • Steps to Activate Delete Ability
  • Types of Pawns
    • Speedrunner
    • Cleaner
      • How to Put a Cleaner in the Cybernet
    • Drones
      • Hulk Drone
    • Other Pawns
      • Gynoid Pawn
      • Idoru Pawn
      • Cracker Pawn
      • Cyborg Pawn
  • Bonus Counters
    • How to Get the Bonus Counter
    • How to Pay for an Item
  • Items
    • How to Equip an Item
    • Generic Items
    • Defense Equipment
    • Malware
    • Specialized Items
    • How to Equip a Bot Card
    • Maximum Number of Action Cards Modifier
    • Information Block Cards
  • Bonus Cards
    • Financial Sector
    • A.I.
  • Glossary
  • Pictograms
  • Reference List
    • 24 Hexagonal Blocks of Information
    • 54 Action Cards
    • 16 Pawn Cards and 2 Bonus Cards

Game Content

  • 24 Hexagonal blocks of information (23 blocks and a Central core)
  • 24 Bonus Counters
  • 16 Pawn Cards
    • 4 Speedrunner Cards
    • 4 Cleaner Cards
    • 4 Drone Cards
    • 4 Pawn Mix Cards (Cracker, Cyborg, Gynoid, Idoru)
  • 2 Bonus Cards (I.A. and Financial Sector)
  • 54 Action Cards
  • 16 Piece pawns
    • 4 Piece Speedrunner pawns (one of each colour)
    • 4 Piece Cleaner pawns
    • 4 Piece Drone pawns
    • 4 Piece Pawns mix (Cracker, Cyborg, Gynoid, Idoru)
  • 40 Control Counters (10 of each colour)

You need 1 6-sided dice to play.

Game Mechanics

The Actions

Zaibatsu is played in turns and during each turn players can make a variety of actions. Number and amount of actions players can do depend on the action cards they have in their hand.

The Information Blocks

The Information Blocks together form the Cybernet and are the main place of your struggle to control the Cybernet. They are your main objective and when you control enough of them you achieve victory. Each Information Block is unique and has different effects which can help you on your way to controlling the Cybernet.

The Pawns

Over the Cybernet built from the Information Blocks players can deploy various pawns with specialized skills. You will use these pawns to achieve control of the Cybernet.

Game Setup

Setup of the Information Blocks

From the pile of Information Blocks separate the Central Core block and put it in the center of the table face up.

Then shuffle the remaining Information Blocks and place them in a pile face up to the sight and reach of all players.

Setup of the Player Pieces

Each player chooses one of four colours.

Each player takes the Control Counters from the selected colour according to the following table:

PlayersControl Counters
210
38
46

Each player takes one Speedrunner pawn in his colour together with the card for his Speedrunner.

All remaining Speedrunner pawns and cards are removed from the game.

Setup of the Action Cards

Shuffle the action cards and place them in a pile face down within reach of all players.

Setup of the Card Mix

These cards are placed face up within reach of all players, so everybody can search through them and put them in play when required.

Start of the Game

Each player rolls the d6 die. The player with the largest number is the starting player (player one). Play continues in the clockwise direction (next player is the player to the left).

The number of cards in the starting hand for each player depends on the number of players and starting position:

  • In a two player game, the first player gets 4 cards and the second player gets 5 cards.
  • In a three or more player game, the first player gets 3 cards, the second player gets 4 cards, the third player and other players get 5 cards.

Note: This asymmetric distribution of cards is only used at the start of the game. At the end of the first turn each player draws cards normally.

Once the cards are dealt all players place their Speedrunner pawns on the Central Core and the game starts with the first player's turn.

End of the Game

The game ends when one player achieves to put all control counters of his colour in the Cybernet. This player wins the game.

Optional Rule

You can also play for a limited time. When you reach the time limit, the player with the most control counters wins the game. In case of a tie the player with more bonus counters is the winner.

Phases of Turn

Each turn is composed of the following phases:

Beginning of Turn

All the skills that contain the phrase "at the beginning of turn" are resolved in this phase.

Action Phase

During this phase the player can play action cards from his hand:

  • to assign Movement Actions
  • to assign Search Action
  • to assign Icebreaker Action
  • to assign Delete Action
  • to assign Reboot Action
  • to equip an Item.
  • to equip a Bot.
  • to put an Information block card to the Cybernet.

The player can make these actions in any order and as many times as he wants.

Every time a player assigns an action with an action card, this action card is left on the table until the Recycling actions phase.

Recycling Actions Phase

  1. The player can choose to discard or to keep action cards which he/she has not used during the action phase.
  2. Discard action cards used during the action phase.
  3. The player fills his hand with action cards to his maximum hand size (default hand size is 5 cards).

Note: In case the action deck is finished, shuffle the discard pile and place it face down as a new deck of actions.

Zones of the Game

The play area consists of: each player's hand of action cards; each player's Zaibatsu Control Zone; the Information blocks pile; the Action cards deck and Discard pile; the Cybernet; the Reserve area; and the Common area.

Actions

All actions that a Zaibatsu can perform during his turn are handled by the action cards. Using these cards the Zaibatsu can move the pawns, assign actions such as Search, Icebreaker, Delete or Reboot and acquire items that affect the pawns.

Action cards can be used in three different ways. When a Zaibatsu wants to play an action card he must choose which one of these three different ways he wants to use:

  1. The action may be assigned to your pawn (in the example, Search).
  2. Movement Action.
  3. An Item in stock can be acquired.

Movement Actions

Movement actions allow you to move your pawns through the Cybernet; each movement action allows you to move your pawn one space.

In the example the player has used a card with three Movement actions and therefore he can move his pawn three spaces.

Movement actions from one card can be used to move only one pawn.

Movement actions and other actions

Each turn a player can use as many action cards for movement and other actions from his hand as he wants. Different action cards can be used together in the order chosen by the player.

In the example the player has used three cards:

  1. With the first card he has moved his pawn three spaces.
  2. With the second card he has assigned an Icebreaker action.
  3. With the third card he has moved his pawn another three spaces.

Note: You cannot assign Movement actions from action cards to the pawns which have the movement restriction icon on their pawn card.

Movement actions and other pawns

A pawn can move through a space occupied by another pawn for no additional cost, but the movement cannot end in a space already occupied. The only exception to this rule is double or special spaces.

Search Action

Search action can only be assigned to the pawns with Search ability. This action allows you to add Information blocks to the Cybernet.

Icebreaker Action

Icebreaker action can only be assigned to the pawns with Icebreaker ability. This action allows you to gain control of Information blocks and some of the special pawns.

Delete Action

Delete action can only be assigned to the pawns with Delete ability. This action allows you to eliminate another pawn.

Reboot Action

Reboot action can only be assigned to the pawns with Reboot ability which have been eliminated. This action allows you to return an eliminated pawn to the Cybernet.

Other Uses of Action Cards

You can put some action cards under your control by turning them into another element, such as: items, bots and information block cards. To use them you need to pay the cost specified on the card.

Information Blocks

Information blocks are placed in the Cybernet using Search action.

Once the Information block has been placed in the Cybernet any pawn can move on it even though it is not under the control of any Zaibatsu.

The Zaibatsu can gain control of the Information block by assigning an Icebreaker action to a Speedrunner who is on that block.

Parts of an Information block: Block Name, Effect (with effect type icon), ICE Value, Double space, Normal space, Defense dice modifier, Direction arrow, Bonus part.

Block Name

Block name identifies the Information block.

Block Effect

There are two types of block effects. Block effects can be easily differentiated with icons or by the text on the block. (Example text: "When you put this block in the Cybernet make an attack with (skulls) against all pawns.")

Cybernet block effect: This block effect is activated once the block is placed in the Cybernet.

Under control block effect: This block effect is activated only when a Zaibatsu obtains control of the block and only while maintaining control of that block.

Spaces

Spaces are used by pawns for moving.

Moving from one space to another costs a move action.

Normal space: A normal space can be occupied only by one pawn at a time. It is the more common space on the Information blocks.

Double space: A double space can be occupied by two pawns.

Other spaces: There are other spaces of larger size (the Central Core is considered one of them). These spaces have no limit on pawns located in the space.

Special space: All spaces with an identity figure of a pawn are special spaces.

Defense Dice Modifier

The defence dice modifier increases or decreases the defence of the pawn that is placed on this space.

Direction Arrow

The direction arrow restricts the direction in which a pawn can move. Pawns can only move from one space to another in the direction of the arrow.

Bonus Part

The bonus part can be found in the corner of an Information block and represents one-third of a bonus counter. A bonus counter is placed on the space created by three bonus parts when a player puts the third Information block to the Cybernet and finalizes the bonus counter space.

ICE Value

ICE value shows how difficult it is to gain control of the Information block using Icebreaker action. ICE value is indicated by the number of dice on the Information block.

The possible ICE values are:

  • Low ICE value: represented by three dice and marks Information blocks that are easier to control.
  • Medium ICE value: represented with two dice, one third part of the blocks have this difficulty.
  • High ICE value: represented by one die and marks Information blocks that are the most difficult to control.
  • Black ICE: represented by one black die. It has the same difficulty as the high ICE value. If a Speedrunner's attempt to Icebreaker fails on an Information block with black ICE value, the Speedrunner is automatically eliminated.

Pawns

Pawns are agents used by the Zaibatsu to obtain control of the Cybernet.

Each pawn is represented by the pawn piece and the pawn card.

Pawn Piece

The pawn piece is used to indicate the location of the pawn in the Cybernet.

Pawn Card

The pawn card indicates who controls the pawn, displays statistics, skills and equipped items. This card remains in the control area of the Zaibatsu controlling the pawn.

Parts of the pawn card: Identity figure, Defense dice, Item slots, Icebreaker bonus, Abilities, ICE dice, Speedrunner tag.

Note: On top of the defence dice some pawns have ICE dice. These dice indicate that a pawn can be "stolen" by another Zaibatsu with a pawn that has Icebreaker ability.

Change a Pawn Controller

During the course of the game a pawn can change controller.

If a pawn comes under the control of a new player, he discards all the cards that were equipped and puts the pawn card in the control area of the new player.

Note that the pawn piece continues in the same place in the Cybernet where it was.

Placing a Pawn to the Cybernet

Speedrunner pawns enter the Cybernet through the Central Core. All other pawns need a special space to enter. You can identify the space with the name and the identity figure of each pawn.

Most of the pawns come to the Cybernet as the effect of an Information block. The text of this ability is as follows:

"When you gain control of this block put the (pawn name) under your control."

The pawn enters the Cybernet immediately after gaining control of the block.

If the pawn is eliminated it goes to the reserve area and does not re-enter the Cybernet until some other Zaibatsu gains control of its Information block (usually by stealing it from its former controller).

The Idoru pawn enters the Cybernet only when the Toei Company Information block is put in the Cybernet.

If the Idoru pawn is eliminated, it goes to the reserve area and cannot return to the Cybernet.

The Cyborg and Cracker pawns enter the Cybernet through Information block cards. When a player wants to put the Cyborg or Cracker pawn to the Cybernet, he must pay their bonus counter cost. If one of them is eliminated, it can return to the Cybernet when the player pays its bonus counter cost.

Pawn Abilities

Pawns have different abilities such as Icebreaker, Search, Delete and Reboot abilities. To activate an ability, the player must assign an action card with this ability to the pawn.

Search Ability

Search ability allows a player to put a new Information block to the Cybernet. To activate Search ability the player needs to assign a Search action through an action card.

The player can only place a new Information block adjacent to the Information block occupied by the pawn that is using the Search ability.

A new Information block can only be placed to those sides of the Information block in the Cybernet which contain space, and the new Information block must be accessible from the old Information block.

(The example shows three valid locations for placing a new Information block.)

Note: The pawn that is using Search ability can be anywhere on the Information block and it need not be located on a space on the edge. The pawn can make several Search actions without moving; the player just needs to use more action cards with Search action.

Steps to Activate Search Ability

  1. The player assigns the action card with Search action to a pawn that has the Search ability.
  2. The player takes a new Information block from the Information blocks pile.
  3. The player puts the Information block to the Cybernet in a valid place. The player chooses the orientation of the new Information block.
  4. If the new Information block finalizes a bonus counter space, a new bonus counter is placed on this space.
  5. Any Cybernet block effect of the new Information block is activated.

Icebreaker Ability

Icebreaker ability allows a player to gain control of Information blocks and some special pawns.

To activate Icebreaker ability the player needs to assign an Icebreaker action through an action card.

The pawn that is using Icebreaker ability must be located on the Information block that the player wants to try to control (it may be a block controlled by another player).

Note: A player cannot use Icebreaker ability in an Information block that has no ICE value such as the Central Core.

Each Information block has an ICE value represented by the ICE value icon.

To perform Icebreaker ability the player rolls a 6 sided die. If the player rolls one of the numbers in the block ICE value, the player gains control of the Information block.

Steps to Activate the Icebreaker Ability

  1. The player assigns the action card with Icebreaker action to a pawn that has the Icebreaker ability.
  2. The player rolls a 6 sided die. 3a. If the Icebreaker attempt fails and the targeted Information block has Black ICE the pawn is eliminated. 3b. If the player rolls one of the numbers in the block ICE value, the player gains control of the Information block and puts one of their control counters on it. 4b. Any Under control block effect of the newly controlled block is activated.

Controlled Block

An Information block controlled by a player has the Black ICE while maintaining its original ICE value. If an Icebreaker action against an Information block under control of another player fails, the pawn using Icebreaker ability is eliminated.

Icebreaker Bonus

Each Speedrunner pawn has a different Icebreaker bonus. The Icebreaker bonus can help the player with Icebreaker action.

The effectiveness of the Icebreaker bonus varies with different numbers in the ICE value. For example:

  • The pawn has Icebreaker bonus of 5 and the player makes an Icebreaker action in a block with ICE values of 6, 4 and 3. To gain control of the Information block the player tries to roll four numbers: 6, 5, 4 and 3.
  • The Icebreaker bonus has no effect when the pawn has Icebreaker bonus of 5 and the player makes an Icebreaker action in a block with ICE values of 6, 5 and 4. To gain control of the Information block the player only tries to roll three numbers: 6, 5 and 4, because number 5 is redundant.

Other Bonus

Some other game elements have a +1 bonus for Icebreaker action. This bonus adds a six-sided die to the Icebreaker action roll.

The die bonus in black colour indicates that a failed Icebreaker action eliminates the pawn that used Icebreaker ability.

Icebreaker a Pawn

You can try to take control of a pawn using Icebreaker action if it has ICE dice on its defence dice.

Performing the Icebreaker action against another pawn is the same as the Icebreaker action against an Information block.

When you want to use Icebreaker ability on another pawn, you need to place your pawn on the same Information block or a space adjacent to the target pawn.

Delete Ability

Delete ability allows a player to eliminate other pawns in the Cybernet.

To activate Delete ability the player needs to assign a Delete action through an action card and assign a target.

Assign Target

To assign a target, the target must be located on the same Information block or in the adjacent space to the pawn using Delete ability.

Note: The target can be on the same Information block and also in the adjacent square to the pawn that is using Delete ability.

Steps to Activate Delete Ability

  1. The player assigns the action card with Delete action to a pawn that has the Delete ability.
  2. The player rolls dice. The number of dice to roll is indicated by the number of attack skulls to the left of the Delete ability.
  3. If the player rolls one of the unshielded dice (white dice) from the defence dice of the target, the player eliminates the target.

The attack skulls represent the effectiveness of an attack. Each skull adds one die to the attack dice roll.

Defense Dice

Defence dice indicate the defence of a pawn.

The black die is called a shielded die and the pawn is not eliminated when the number on the shielded die is rolled during the attack dice roll. The white die is called an unshielded die and the pawn is eliminated when the number on the unshielded die is rolled during the attack dice roll.

Defense Dice Modifiers

Some spaces on Information blocks show one or more dice. These dice modify the defence of the pawn that is located on that space.

In the example:

  1. One space shows a shielded die with the number 3, so the defence of the pawn will be the pawn's defence dice plus a shielded 3.
  2. Another space shows two unshielded dice with the number 1 and the number 2, so the defence of the pawn will be the pawn's defence dice plus unshielded 1 and 2.

Elimination of a Pawn

When a pawn is eliminated:

  1. Return the pawn card and all item cards which were equipped by this pawn to their respective decks.
  2. Remove the pawn piece from the Cybernet.

Note: If the eliminated pawn has the Reboot ability, turn its pawn card face down, remove all items equipped by this pawn and remove its piece pawn from the Cybernet.

Reboot Ability

Reboot ability allows a player to put eliminated pawns back to the Cybernet.

To activate Reboot ability the player needs to assign a Reboot action through an action card.

Steps to Activate Reboot Ability

  1. The player assigns the action card with Reboot action to an eliminated pawn that has the Reboot ability.
  2. The player puts the pawn on the Central Core.

Types of Pawns

Speedrunner

This pawn is the main tool to gain control of Information blocks. Each player starts the game with one Speedrunner pawn.

The Speedrunners have the following abilities:

  • Icebreaker ability
  • Search ability
  • Reboot ability

Each of these abilities can be used by assigning action cards.

Cleaner

This pawn is specialized in the elimination of other pawns. The Cleaner is used by players to eliminate their competitors and clear the way for their Speedrunner pawn.

The Cleaners have the Delete ability.

How to Put a Cleaner in the Cybernet

To put a Cleaner in the Cybernet the player needs to gain control of the Cleaner Information block.

After the player gains control of the Cleaner Information block, he takes the pawn card into his Zone of control and places the Cleaner pawn piece in the space showing the figure of the Cleaner.

Drones

Drones are put in the Cybernet after obtaining control of certain Information blocks.

A player cannot assign Movement actions through the action cards to Drones.

Drones cannot equip items (with some exceptions).

Hulk Drone

The Hulk Drone is the biggest drone players can control and has special movement rules.

  • A player cannot assign Movement actions through the action cards to the Hulk Drone.
  • It moves from Information block to Information block and ignores the spaces.
  • Moves 1 block each turn.

Other Pawns

There are other pawns that can be put to the Cybernet. Each of them indicates their characteristics and abilities on its pawn card.

Gynoid Pawn

A player gains control of the Gynoid pawn when he gains control of the Pink District Information block. It enters the Cybernet in the space showing its figure.

Idoru Pawn

The Idoru pawn enters the Cybernet in the space showing its figure after the Toei Company Information block is placed to the Cybernet.

The Idoru pawn enters the Cybernet uncontrolled.

To indicate a player's control of the Idoru pawn, the player adds his control counter on the Idoru pawn card.

Cracker Pawn

To gain control of the Cracker pawn a player must first put the Gentleman Loser Information block card to the Cybernet and then pay its cost in bonus counters.

The player puts the paid bonus counters on the Cracker pawn card to indicate its use. The control of the Cracker pawn is not lost when the player loses control of the Gentleman Loser Information block card.

Cyborg Pawn

To gain control of the Cyborg pawn a player must first put the Cabazia Club Information block card to the Cybernet and then pay its cost in bonus counters.

A player cannot assign Movement actions through the action cards.

To move the Cyborg pawn the player rolls one 6-sided die (1D6) and the result of this roll is the maximum number of spaces the Cyborg pawn can move this turn.

Bonus Counters

Some Information blocks contain corners with bonus parts.

If a player puts an Information block to the Cybernet and three bonus parts finalize a bonus counter space, a bonus counter is put to the Cybernet on this bonus counter space.

Note: There may be a situation when three Information blocks together do not form a bonus counter space (not all corners of the Information blocks show a piece of a bonus counter space). If the bonus counter space does not form, do not put a bonus counter there.

How to Get the Bonus Counter

The bonus counter is won by the player who gains control of the three Information blocks that form the bonus counter space. Each bonus counter space contains only one bonus counter.

How to Pay for an Item

If a player wants to put an item in his Zone of control from his hand he needs to pay the cost indicated on the item with bonus counters.

The player puts the bonus counters used to pay the cost of the item on the item card.

When the item is destroyed, bonus counters on it are not lost; the player takes them back and he can use them later.

Items

How to Equip an Item

Once a player has paid the cost of an item with bonus counters one of his pawns can equip that item. An item can be used only by the pawn that has it equipped.

An equipped item cannot be unequipped or exchanged between pawns.

If the pawn is eliminated or the equipped item is destroyed the item goes to the discard pile.

Generic Items

Generic items can be equipped by any pawn (except Drones).

Generic items are equipped in the upper part of the pawn card.

Defense Equipment

Defence equipment can be equipped by any pawn (except Drones).

Defence equipment is equipped in the bottom part of the pawn card covering and replacing the defence dice. Defence equipment also nullifies the ICE dice of the pawn.

Each pawn can only equip one item of this type simultaneously.

Malware

Intrusive programs which aim to interfere with the actions of your opponents.

Specialized Items

Specialized items are restricted to use only by some pawns.

Cyberspace Seven and 7g Ma-Mi are neuroconsoles that can only be equipped by pawns with Icebreaker ability. They are equipped to the left side of the pawn card.

Widowmaker is a weapon that can only be equipped by pawns with Delete ability. It is equipped to the right side of the pawn card.

Each pawn can only equip one item of this type simultaneously.

Automatic gun is an improvement specially designed for the Drones and only a Drone can equip it. It gives the Delete ability to Drones that do not have it and adds attack skulls to the attack.

How to Equip a Bot Card

Bots are not items, but pawns with Icebreaker ability can equip them.

The Bot adds Icebreaker bonus to the pawn.

If the pawn with an equipped Bot is eliminated the Bot goes to the discard pile.

Bots are equipped to the left side of the pawn card.

Maximum Number of Action Cards Modifier

Some cards have a +1 or -1 modifier icon. These cards modify the maximum number of action cards a player can draw/have in his hand in the Recycling actions phase.

Information Block Cards

An Information block card is a card that a player can put to the Cybernet adjacent to an Information block under the control of the player using the Information block card.

An Information block card remains in the Cybernet only while the player controls the adjacent Information block. If the player loses control of the adjacent Information block the Information block card is discarded.

Bonus Cards

Some Information blocks in the Cybernet allow a player to gain control of a specific card. This card remains under the player's control as long as the player controls the Information block.

Financial Sector

While a player maintains control of this card, it increases the limit of action cards the player can draw/have in his hand during the Recycling actions phase by 1.

A.I.

This card adds a bonus of 1 to Icebreaker actions to all the pawns with Icebreaker ability in the control of the player.

Glossary

  • Ability: Features that a pawn possesses.
  • Action: Result of assigning an action card to a pawn.
  • Action card: Card representing actions that a player can assign to pawns under his control.
  • Assign: Activate a pawn's ability using an action card.
  • Bonus card: Benefit for a player who controls a certain Information block.
  • Bonus Counter: Represents the superiority gained by dominating part of the Cybernet.
  • Bot: Virtual entity, expert in the ICE systems.
  • Cleaner: Mercenary specialized in the elimination of other pawns.
  • Control: The ability to obtain and dominate an object, a pawn or an Information block.
  • Control counter: Indicates that an Information block is under the control of a player.
  • Cost: Payment to dominate and control an object.
  • Cybernet: Global Information Network containing all human knowledge. It is represented by Information blocks and users can move through it.
  • Defence Dice: Represents the ability to resist and evade attacks.

Pictograms

  • Cybernet block effect
  • Under control block effect
  • Skull Attack / attack effectiveness
  • Bonus counter / Cost in bonus counters
  • Icebreaker; Search; Reboot; Delete
  • Defence dice
  • Icebreaker Bonus
  • Icebreaker modifier (+1 die; a black +1 die means a failed Icebreaker eliminates the pawn)
  • Maximum number of action cards modifier (+1 / -1)
  • ICE value of an Information block
  • Black ICE
  • ICE value of a pawn
  • Drone
  • Cyborg

Abilities: Icebreaker ability: Icebreaker actions can be assigned to the pawn. Search ability: Search actions can be assigned to the pawn. Reboot ability: Reboot action can be assigned to the pawn. Delete ability: Delete action can be assigned to the pawn.

Assignment: Player can assign an action to / has the ability to. Cannot assign action to. Player can perform that action during each turn.

Movement: Movement action. Player cannot assign movement actions. Add or subtract 1 to each movement action card assigned (+ / -1). Moves 3 spaces each turn. Moves 5 spaces each turn. Movement determined by rolling a 6 sided dice each turn (1D6). Moves 1 block each turn.

Reference List

24 Hexagonal Blocks of Information

Clandestine Broadcast, Sprawl, Yakuza, Pink District, Combat Prototypes, Stand alone complex, Antro, Underground, Cleaner, Cleaner, Cleaner, Engineering War, Copyleft, Toei Company, Electromagnetic Pulse, Military Development, Google Ex Machina, Mercado negro, Armament Research, Financial Sector, AI, Freeside, Central Core

54 Action Cards

Transgenic Therapy, Psico Ship, Chipware, Nanosoft, Cyber Prosthesis, Kamikaze, Crash Dummie, Spyware, Worm, Virus, Cyberspace seven (x2), 7G Ma-Mi (x2), Widowmaker, Automatic Gun, Full-Body Prosthesis, Military Exoskeleton, Durendin, Ad-zarat, Gaspar, Eriela, Cabazia Club, Gentleman Loser, Icebreaker x14, Delete x8, Reboot x8

16 Pawn Cards and 2 Bonus Cards

Speedrunner (x4), Cleaner A, Cleaner B, Cleaner C, Cleaner D, Gynoid, Idoru, Cracker, Cyborg, Probe Drone, Mar II Drone, Turret Drone, Hulk Drone, Financial Sector, AI

Defense Dice
  • Defense Dice Modifiers
  • Elimination of a Pawn
  • Reboot Ability
    • Steps to Activate Reboot Ability
  • Delete: Ability to eliminate other pawns.
  • Drone: Highly specialized automaton with very limited intelligence.
  • Eliminate: Remove a pawn from the Cybernet.
  • Equip: To attach an Item card to a pawn.
  • ICE: (Intrusion Countermeasures Electronics) Security of a digital system.
  • Icebreaker: Ability to evade security systems in cybernetic devices to obtain control over them.
  • Icebreaker Bonus: Improvement that helps during Icebreaker actions.
  • Information block: Hexagonal tile that represents valuable information in the Cybernet.
  • Information block card: Card that a player can put to the Cybernet.
  • Item: An object that can be equipped by a pawn.
  • Movement Action: Action assigned to a pawn that allows it to move one space for each movement icon.
  • Pawn: Mercenary that serves the purpose of the player.
  • Pawn card: Indicates the characteristics of a pawn. Depending on where it is in the play area it indicates if the pawn is under the control of some player.
  • Reboot: Ability to return to the Cybernet (using backups) after being eliminated.
  • Search: Browse in the Cybernet.
  • Skull of attack: Indicates the effectiveness (number of dice) of an attack.
  • Space: Represents a physical location in the Cybernet.
  • Speedrunner: Valuable pawn with Icebreaker ability. It is the main tool in the domain of the Cybernet.
  • Zaibatsu: Megacorporation with power well above the nations. Each player represents a different Zaibatsu.