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
- Place supply boxes and dice; give Active Decker token to a random player [p.6 — 1a/1b]
- Choose 1 SMC card; place 'Sequence of Play' player aid next to it [p.6 — 1c/1d]
- Build objective deck: draw cards per SMC's 'Cycles & Setup' — Copper on top, Silver middle, Gold bottom [p.6 — 2a–2f]
- Create network: place 5 server tiles (single-colored side up), each new tile must touch 2+ spaces of existing tiles [p.6 — 3a–3c]
- Each player picks a profile card (front = Primary, back = Alternate Decker) [p.6 — 4a]
- 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]
- Follow SMC card setup instructions [p.7 — 5a]
- Place blue Programs equal to number of serverless tiles (e.g. 3 in a 2-player game) anywhere on network [p.7 — 5b]
- Shuffle advanced cards → upgrade deck; reveal top 4 face-up as upgrade area [p.7 — 5c]
- Each Decker draws 5 cards [p.7 — 5d]
Turn structure
Each Decker takes 3 turns per cycle. Each turn has 6 steps in order:
- Start of Turn — resolve any 'Start of Turn' effects (SMC card, objective card, profile card) [p.9 — 2a]
- 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]
- Action — play command cards to perform as many actions as desired [p.12 — 2c]
- End of Turn — discard hand; keep up to 1 card (not on 3rd turn); resolve 'End of Turn' effects [p.13 — 2d]
- Draw — draw 5 cards (6 if you kept 1); if deck empty, your 3 turns are done [p.13 — 2e]
- 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):
- Must have 1+ red Program on your space [p.21]
- Pay 1+ red commands
- Roll red die (base Infect) + black die (base Resistance)
- Adjust both values (see Actions table)
- 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]