BLAST·RADIUS

BLAST RADIUS — Game Design Document

Working title. See Naming for alternatives.

A cooperative tabletop incident response game for security teams, built on MITRE ATT&CK®, MITRE ATLAS™, NIST SP 800-53 and the NCSC Cyber Assessment Framework.

Status: v2, decks built and verified. Awaiting human playtesting. Players: 3–7 (one Scenario Lead, two to six Responders). Duration: 45–75 minutes. Audience: security teams, architects, GRC practitioners, and mixed technical/business groups running tabletop exercises.


1. Design goals

  1. Teach the control–technique relationship, not trivia. Players should leave understanding which controls would have caught what, and why.
  2. Make the pre-incident decision the interesting one. Most tabletop games start when the alert fires. Here, players build their control posture first and then live with it. That is the security architecture lesson.
  3. Derive everything from real data. No invented control-to-technique relationships. Every detection outcome traces to a published 800-53→ATT&CK mapping, so the game cannot teach something the frameworks disagree with.
  4. Stay legally clean. Original mechanics, original prose, and framework sources that all permit redistribution. See §9.

2. Why not just clone the existing format

The reference game in sources/ establishes the genre: hidden attack chain, facilitator, d20 procedure rolls, turn limit. Those are game mechanics and are not protectable, but cloning them would produce a worse game and an uncomfortable IP position. BLAST RADIUS diverges on four structural points:

Dimension Common tabletop IR format BLAST RADIUS
Player capability Fixed procedure list dealt at random Drafted control posture bought with a budget
Detection outcome Facilitator checks a hand-written "detection" list Resolved against the published CTID 800-53→ATT&CK mapping
Attack chain Fixed length, fixed phases Variable length, 5 stages drawn from live ATT&CK tactics
Failure mode Run out of turns Dwell time drives an escalating impact track

The posture draft is the core original contribution. It turns the game from "guess the attack" into "defend the choices you made last budget cycle."

3. Components

Deck Source Purpose
Technique cards ATT&CK v19.1 top-level techniques with at least one CTID mapping The adversary's chain
Control cards NIST SP 800-53 Rev 5 controls carrying a CTID ATT&CK mapping The defender's posture
Complication cards 24, original Business friction, injected mid-incident
Objective cards 8, original What the adversary is actually after
CAF debrief sheet NCSC CAF v4.0, 4 objectives and 14 principles Post-game scoring
ATLAS expansion 103 cards, MITRE ATLAS AI/ML incident variant

Deck sizes are whatever the mappings produce and are printed by the build, not fixed by hand. The current build yields 167 technique cards and 108 control cards.

Plus: one d20, an impact track (0–10), and a dwell counter.

3.1 Technique card anatomy

┌─────────────────────────────────────────┐
│ T1566            INITIAL ACCESS         │  ← ATT&CK ID + tactic
│ Phishing                                │  ← ATT&CK name
│                                         │
│ STEALTH  16        STAGE  Entry         │  ← derived stats
│                                         │
│ [MITRE ATT&CK description, verbatim]    │  ← used under MITRE licence
│                                         │
│ Countered by 7 controls                 │  ← from the CTID mapping
└─────────────────────────────────────────┘

Stealth is the detection difficulty class. It is derived, not authored: the fewer 800-53 controls that map to a technique, the harder it is to see.

800-53 controls mapping to the technique Stealth DC Label Cards
1–6 18 Silent 35
7–9 16 Quiet 34
10–12 14 Detectable 28
13–16 12 Noisy 28
17+ 10 Loud 42

Bands are recomputed on each build as equal-population quintiles, so these boundaries move with the source data rather than being fixed by hand.

3.2 Control card anatomy

┌─────────────────────────────────────────┐
│ SI-4                       COST 5       │  ← 800-53 identifier
│ System Monitoring                       │  ← 800-53 control name
│ Family: System and Information Integrity│
│                                         │
│ ROLE  Detect      SIGNAL  +4            │  ← derived stats
│ COVERAGE  Foundational (364 techniques) │
│                                         │
│ Monitor the system to detect attacks    │  ← written to fit the card
│ and indicators of potential attacks.    │
│                                         │
│ NIST SP 800-53 Rev 5 · public domain    │
└─────────────────────────────────────────┘

Because 800-53 is public domain, card text is written to fit the layout rather than the layout bending around a fixed wording — which keeps the deck at poker size. The control identifier is printed so a player can look up the full statement, and the unabridged text is retained in the card data as full_text.

Cost and Signal are inversely related, by design. Foundational controls apply to hundreds of techniques but give a weak bonus; narrow controls apply rarely but land hard when they do. This is the central draft tension and it mirrors reality: continuous monitoring sees everything faintly, while a purpose-built control sees one thing clearly.

Coverage tier Techniques mapped Cost Signal Cards
Deep 1–5 1 +6 28
Focused 6–8 2 +5 17
Broad 9–20 3 +4 22
Pervasive 22–64 4 +3 20
Foundational 72–364 5 +2 21

Tier boundaries are computed from the live distribution on every build, as equal-population quintiles of the observed coverage counts, rather than being hard-coded. A framework version bump therefore cannot silently skew the economy — if ATT&CK adds two hundred techniques, the bands move with it.

Role comes from the control's 800-53 family, grouped by NIST CSF 2.0 function:

Role CSF function 800-53 families In-game ability
Detect Detect AU, SI +2 Signal on top of tier value, capped at +7
Prevent Protect AC, AT, CM, IA, MA, MP, PE, PS On a revealed technique this control maps to, reduce its impact contribution by 1
Direct Identify, Govern CA, PL, PM, PT, RA, SA, SR Once per game, reroll a failed check
Recover Respond, Recover CP, IR Once per game, remove 2 from the impact track

800-53's twenty families map onto all five CSF functions naturally, which makes this derivation both simple and defensible. Prevent still dominates the deck at 72 of 108 cards — realistic, and it makes the 12 Detect and 5 Recover cards genuinely contested picks in the draft.

4. Setup

  1. Scenario Lead takes the technique deck and the objective deck. Everyone else is a Responder.
  2. Lead draws one Objective card and keeps it hidden. This sets the chain length and the impact ceiling.
  3. Lead secretly builds the attack chain: one technique card from each of the five stages, drawn at random or chosen for a themed scenario.
Stage ATT&CK tactics included Pool
Entry Reconnaissance, Resource Development, Initial Access 14
Foothold Execution, Persistence 42
Elevation Privilege Escalation, Defense Impairment, Stealth 33
Expansion Credential Access, Discovery, Lateral Movement 33
Objective Collection, Command and Control, Exfiltration, Impact 45

Entry is deliberately the smallest pool. Reconnaissance and resource development happen outside your estate, so almost none of it maps to a control you own — there really are fewer ways in than ways to move around once inside.

  1. Posture draft. Responders receive a budget of 14 Control Points and draft control cards together from a face-up market of 12, refilled as taken. They must agree on every purchase. Unspent points are lost.
  2. Lead sets the dwell counter to 0 and the impact track to 0, then narrates the opening: enough to establish the business context and the first symptom, without naming any technique.

Facilitator note: the draft is where most of the learning happens. Let the argument run. Six minutes of "do we buy monitoring or do we buy MFA" is worth more than the rest of the game.

5. Turn sequence

Each round, the Responders take one action as a team, then the clock advances.

5.1 Actions

INVESTIGATE. Nominate one control card you hold and one stage you are probing. Roll d20 + that control's Signal against the Stealth DC of the hidden technique at that stage — +5 to the DC if the control is not in that technique's 800-53 mapping.

The +5 rather than an automatic miss is deliberate. An earlier draft made unmapped controls fail outright, which made the game unwinnable: a 14-point posture buys around eight controls, each mapping to roughly 8% of techniques, so the chance of covering all five chain stages was about 3%. Simulation caught it (see §5.3). The soft penalty keeps the mapping meaningful while leaving a route through.

CONTAIN. Nominate a revealed technique and a control. Roll d20 + Signal against Stealth DC + 2, and +5 more if the control is unmapped. On success the technique is contained and stops contributing to impact. Contained techniques cannot be re-activated.

CONVENE. Once per game only. Skip the round's action; in exchange, reduce the impact track by 2 and refresh all cooldowns. Represents standing up a formal incident bridge and getting the right people in the room.

5.2 Clock

After every action, the dwell counter increases by 1. On rounds 4, 7, 10 and 13 the adversary advances, adding to the impact track:

A Prevent control listed on a revealed technique reduces the advance by 1, minimum 1.

An earlier draft had each technique contribute its stage number, which meant the first advance alone dealt 15 against a ceiling of 10 — a guaranteed loss before the team had done anything wrong. The flat count keeps dwell time as the pressure without making round 4 an execution.

5.3 Balance simulation

data/build/verify.py Monte Carlos 3,000 games with a deliberately naive agent: random greedy draft, always probes the earliest unrevealed stage, no strategy at all. Current parameters give a 32% naive win rate with a median of 11 rounds.

That is the target band. A naive agent should lose more often than it wins, so that deliberate drafting and sensible stage targeting — the actual skills the game is teaching — are worth something. Skilled play should land around 55–65%.

Budget sensitivity is the informative part. Measured across 3,000 games each:

Budget Naive win rate
10 27.6%
14 33.3%
18 34.6%
22 37.1%
26 39.8%

Nearly doubling the budget buys twelve percentage points. The binding constraint is control coverage, not money — which is both a good game property and an uncomfortably accurate one. Spending more on controls that overlap what you already have does very little; the teams that win are the ones whose posture spans the kill chain. That is the argument the game exists to provoke, and it falls out of the mapping data rather than being asserted.

6. Winning and losing

Responders win if every technique in the chain is revealed and the Objective-stage technique is contained before the impact track reaches its ceiling.

Responders lose if the impact track reaches the ceiling first. The Lead then reveals the full chain and the objective, and narrates the outcome.

Impact ceiling is set by the Objective card, typically 10 for a standard game, 8 for a hard game, 12 for a teaching game.

There is no turn limit. The impact track is the pressure, which means a team that is making progress is never arbitrarily cut off, and a team that is flailing loses in a way that is legible to them.

7. Debrief

The debrief is part of the game, not an optional extra. Fifteen minutes:

  1. Lead reveals the full chain and the objective.
  2. For each technique, the group reads which controls would have caught it — straight from the card's 800-53 mapping.
  3. Each Responder names one control they did not buy and now would.
  4. Record the gap list. This is the artefact the exercise exists to produce.

8. ATLAS expansion

The expansion replaces the Entry and Foothold stages with ATLAS stages and adds an AI System asset with its own impact track.

Stage ATLAS tactics Notes
AI Entry ML Model Access, Initial Access Model theft, API abuse
AI Foothold ML Attack Staging, Execution Poisoning, backdoors

ATLAS techniques carry no 800-53 mapping, so their Stealth DC is authored rather than derived, and their counters come from ATLAS mitigations. This is flagged on the card so players know the provenance differs.

9. Licensing and IP position

Source Licence Adaptation
MITRE ATT&CK v19.1 MITRE terms of use, royalty-free Permitted, with MITRE's copyright designation
MITRE ATLAS Public release, distribution unlimited Permitted
NIST SP 800-53 Rev 5 Public domain, 17 U.S.C. §105 Unrestricted
CTID 800-53 → ATT&CK mappings Apache License 2.0 Permitted, retain notice
NCSC CAF v4.0 Open Government Licence v3.0 Permitted, attribute Crown copyright
Game rules, cards, layout, code Original CC BY-SA 4.0

Every source permits redistribution. Two constraints remain, both trivial: retain the notices, and keep MITRE marks out of the product name.

9.1 Checking a subset honestly

When reusing framework content, measure what you are actually shipping rather than the field that flatters you. A card set can look like a modest extract on one measure — a small fraction of the control descriptions, say — while carrying almost the whole of a mapping table that the publisher considers its core work product.

The rule this project follows: audit every field in the shipped output, including derived and relational data, and check each against the licence covering it. data/build/verify.py enforces the notice requirements on every build so the position cannot drift silently.

This is a considered reading of the licences, not legal advice.

10. Naming

BLAST RADIUS is the working title. Alternatives that avoid all third-party marks:

11. Open questions for milestone 2

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