Every card in the
base game. Technique cards come from MITRE ATT&CK; control cards from NIST
SP 800-53 Rev 5. Stealth, cost and signal are derived from the
control-to-technique mapping rather than assigned by hand — see the
design document.
Draw a complication / Reveal regardless of mapping; the Lead explains how
The clock
Advances on rounds
4, 7, 10, 13
Each advance adds
1 per technique still hidden, +1 if any revealed technique is uncontained
Prevent control
reduces an advance by 1, minimum 1
Convene
1× per game — remove 2 impact. Refresh all cooldowns. Costs your action for the round.
Control roles
Detect
+2 Signal on top of tier value, capped at +7
Prevent
Reduce a revealed technique's impact contribution by 1
Direct
Once per game, reroll a failed check
Recover
Once per game, remove 2 from the impact track
WIN Reveal every technique in the chain AND contain the stage 5 technique before impact reaches the ceiling. LOSE Impact track reaches the ceiling.
· Full rules