BLAST·RADIUS

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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.

Quick reference

Setup

Budget
14 control points, market of 12
Chain
5 hidden techniques, one per stage
Impact ceiling
10 unless the objective card says otherwise
Stages
1 Entry · 2 Foothold · 3 Elevation · 4 Expansion · 5 Objective

Checks — d20 + Signal

Investigate
meet the Stealth DC
Contain
Stealth DC +2
Control not listed
+5 to the DC, either way
Cooldown
2 rounds after use
Natural 1 / 20
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