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Deckers · Reference sheet

Deckers reference sheet

Overview

  • 1–4 players, cooperative, ages 12+ [p.2 — Overview]
  • Hack a network of 5 servers to defeat one of 7 SMCs (Super-Massive Computers) [p.2 — Overview]
  • Win by fulfilling the final Gold objective card's goal [p.8 — Sequence of Play]
  • Lose instantly if you must place a Spark or Guardian with none left in supply [p.8 — Sequence of Play]
  • Each game lasts 3–5 cycles depending on the SMC chosen [p.8 — Sequence of Play]
  • Play command cards for commands (to perform actions) or for their keyword ability [p.12 — Action Step]

Setup

  1. Place supply boxes and dice; give Active Decker token to a random player [p.6 — 1a/1b]
  2. Choose 1 SMC card; place 'Sequence of Play' player aid next to it [p.6 — 1c/1d]
  3. Build objective deck: draw cards per SMC's 'Cycles & Setup' — Copper on top, Silver middle, Gold bottom [p.6 — 2a–2f]
  4. Create network: place 5 server tiles (single-colored side up), each new tile must touch 2+ spaces of existing tiles [p.6 — 3a–3c]
  5. Each player picks a profile card (front = Primary, back = Alternate Decker) [p.6 — 4a]
  6. Each Decker: take matching avatar, ghost token, and 15-card command deck; shuffle deck; place avatar on entry space (space 6 of home server); place 1 starting-type Program on entry space [p.7 — 4b–4e]
  7. Follow SMC card setup instructions [p.7 — 5a]
  8. Place blue Programs equal to number of serverless tiles (e.g. 3 in a 2-player game) anywhere on network [p.7 — 5b]
  9. Shuffle advanced cards → upgrade deck; reveal top 4 face-up as upgrade area [p.7 — 5c]
  10. Each Decker draws 5 cards [p.7 — 5d]

Turn structure

Each Decker takes 3 turns per cycle. Each turn has 6 steps in order:

  1. Start of Turn — resolve any 'Start of Turn' effects (SMC card, objective card, profile card) [p.9 — 2a]
  2. Spawn — roll dice and place SMC Sparks as shown on SMC card for current security level; check for Transformation/Explosion after each [p.9 — 2b]
  3. Action — play command cards to perform as many actions as desired [p.12 — 2c]
  4. End of Turn — discard hand; keep up to 1 card (not on 3rd turn); resolve 'End of Turn' effects [p.13 — 2d]
  5. Draw — draw 5 cards (6 if you kept 1); if deck empty, your 3 turns are done [p.13 — 2e]
  6. Restock — refill empty upgrade area slots; pass Active Decker token to any Decker with cards [p.13 — 2f]

Skip Spawn step on the very first turn of the game. [p.9 — 2b]

Actions

Action Cost Effect Restriction
Upgrade Cards matching card cost Take 1 card from upgrade area into hand; sacrifice 1 played card Upgrade area refills at Restock step
Upload 3 same-color commands Place 1 Program of that color on your space Space must be clear of SMC pieces; no purple except Rupert
Improved Upload 1 command per Program Upload multiple Programs; ignores SMC pieces Requires red or yellow Installation on your space
Install 1 command + remove 3 same-color Programs from space Place 1 Installation of that color on your space Space must be clear of SMC pieces
Move 1+ blue commands 1 movement point per blue command; spend to move to adjacent space; carry up to 3 same-color Programs or 1 purple Cannot interrupt with another action
Teleport 1+ blue commands (during Move) From a space with blue Installation, move directly to any space Counts as 1 MP unless destination has blue pieces (Pathway)
Shift 1+ green commands Per command: push 1 Program or Spark from your space (or remote from any space with green piece) to adjacent space Check stacking limit after each push
Ghost No extra cost (during any action) Place ghost token on any space same server; perform action from ghost token's location Requires green Installation on avatar's space
Modify 1 yellow + 1 any command Remove 1 yellow Program + 1 Spark from space; place 1 Program matching the 2nd command color Need more yellow Programs than Sparks (or yellow Installation on server equalizes)
Infect 1+ red commands Roll red die (Infect) + black die (Resistance); adjust per table; if Infect > Resistance remove all SMC pieces; else lose 1 red Program Space must have at least 1 red Program

Infect adjustments [p.21 — Infect]:

  • Infect: +1 per red command paid, +1 per red Program on space, +4 if red Installation on space, +1 per red Installation adjacent
  • Resistance: +1 per Spark on space, +4 if Guardian on space, +1 per Guardian adjacent

Purple command: any 3 commands = 1 purple command = any color command [p.22 — Purple]

Combat

Infect action (player-initiated, during Action step):

  1. Must have 1+ red Program on your space [p.21]
  2. Pay 1+ red commands
  3. Roll red die (base Infect) + black die (base Resistance)
  4. Adjust both values (see Actions table)
  5. Infect > Resistance → remove ALL SMC pieces from space; tie or lower → remove 1 red Program from space

SMC Attack step (automatic, during SMC Phase):

  • All spaces with both red Programs AND Sparks/Guardians: run Infect procedure repeatedly (no commands paid) until space is clear of one side [p.14 — 3a]
  • After battles: Guardians remove all Programs + Installations from their space; Sparks remove all Programs from their space [p.14 — 3a]

Transformation: 3 Sparks in same space → become 1 Guardian (white if any were white); all other pieces removed [p.10]

Explosion: Spark enters space with Guardian → Spark removed; 1 Spark of same color placed on every adjacent space [p.10]

End of game

  • Win: Fulfill the goal on the final Gold objective card [p.8 — Sequence of Play]
  • Lose instantly: Must place a Spark or Guardian with none left in supply [p.8 — Sequence of Play]
  • Lose (Sentinel only): Fail any objective card goal [p.24 — Clarifications on SMCs]
  • Fulfilling Copper/Silver goals is not mandatory (unless SMC says otherwise) but outcomes are better if you succeed [p.8 — Intel Phase]
  • Game ends immediately when the final objective card is resolved; follow its SUCCESS or FAIL instructions [p.14 — 3b]

Glossary

  • Cycle: one full game round (Intel → Command → SMC → Refresh phases) [p.8 — Sequence of Play]
  • Security Level: color of the current objective card (Copper/Silver/Gold); affects Spawn count and some effects [p.8 — Intel Phase]
  • Entry Space: space 6 on a Decker's home server; starting position [p.4 — The Network]
  • Home Server: server tile matching a participating Decker's color [p.4 — The Network]
  • Closed Space: space with another space on every one of its six sides [p.4 — The Network]
  • Open Space: space with at least one side not adjacent to another space [p.4 — The Network]
  • Pathway: continuous chain of adjacent blue Programs/Installations; movement along it costs no MP [p.17 — Pathway]
  • Ghosting: performing an action from a ghost token's location instead of your avatar; requires green Installation on avatar's space [p.19 — Ghosting]
  • Transformation: 3 Sparks in one space instantly become 1 Guardian; all other pieces removed [p.10 — Transformation]
  • Explosion: Spark entering a Guardian's space is removed; Sparks of same color placed on all adjacent spaces [p.10 — Explosion]
  • Capturing: white Spark stacks on a Program, neutralizing it; both removed together [p.10 — Program capturing]
  • Active Decker: player currently taking their turn; holds the Active Decker token [p.9 — Command Phase]

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