The Breach Genesys · Reference sheet
The Breach Genesys reference sheet
Overview
- Expansion for The Breach (requires core game); adds new Avatars, I.C.E.s, Rooms, modules, and a 5-Scenario Campaign Mode [p.3 — Introduction]
- Gene.Sys is a virtual Database controlled by the Achab Corporation; Breachers explore it to gain Information [p.2 — Introduction]
- Competitive Mode: race to fill your Hard Disk with Information Tokens before opponents [core game]
- New modules (Bugs, Algorithm, Goal Cards, Scenarios) can be used individually or combined [p.3 — Introduction]
- Algorithm = AI-controlled virtual player usable in Competitive Mode [p.14 — Algorithm]
- Campaign Mode: 5 Scenarios; most Campaign Points at the end wins [p.21 — Campaign Mode]
Setup
Standard Competitive Mode additions:
- Add new Avatars/Breachers: player takes Avatar Sheet, Model, 6 Malware Cards, 1 Program Malware Card [p.7 — New Avatars]
- New Rooms: after Database Setup, substitute 2 Rooms randomly or by agreement [p.9 — New Rooms]
- New Reward Cards: shuffle with core Reward Cards before Firewall Setup [p.9 — New Reward Cards]
- Goal Cards (optional): after Firewall Setup, shuffle Goal deck, reveal 3 next to Firewall Board [p.10 — Goal Cards]
- Bugs (optional): after Firewall Setup, choose Bugs, place Description Cards, remove equal Research Tokens from Supply, add Bug Research Tokens, add Bug Breach Cards, place Bug Malware decks [p.11 — Bugs]
Algorithm Setup (after Interface Setup):
- Randomly assign Interface & color to Algorithm [p.16 — Setup with Algorithm]
- Place Interface to right of Password player (sets turn order) [p.16]
- Place 9 Virus Tokens of Algorithm color next to its Interface [p.16]
- Choose unused Avatar model; attach Algorithm-color base [p.16]
- Shuffle 12 Algorithm Action Cards; place next to Interface [p.16]
- Insert Algorithm Avatar Sheet into Interface [p.16]
- Choose 1 Algorithm Breacher Card randomly or by agreement [p.16]
- Take Code Cubes from Starting Equipment on Breacher Card back [p.16]
- Place Code Cubes on Skill Boxes of Algorithm Avatar Sheet [p.16]
- Place Hard Disk Token on Interface dedicated slot [p.16]
- Place Algorithm Breacher Card face up on Interface slot [p.16]
- Place Algorithm Reference Card next to Interface [p.16]
- Place 2 Action Cubes on Algorithm Breacher Card; set aside others [p.16]
Campaign Mode — Breacher & Avatar Choice:
- Assign Password Token randomly or by agreement [p.21]
- Starting with Password player clockwise, each chooses a Breacher [p.21]
- Starting with player to the RIGHT of Password player counterclockwise, each chooses first Avatar [p.21]
- Starting with Password player clockwise, each chooses second Avatar [p.21]
Turn structure
Player Turn (unchanged from core; key expansion additions):
- Start of Turn — Flip all Click Tokens to colored (available) side [p.7 — Click Tokens]
- Action Phase — Perform Actions; resolve Madness Token requirements if in Scenario 3 [p.29]; reveal Vortex Tokens in your Room at end of phase if in Scenario 4 [p.30]
- End of Turn — Resolve Spite Subroutines of each Bug in your Avatar's Room [p.12 — Spite]
Algorithm Turn order:
- Algorithm Action Phase [p.18]
- Configuration Phase — move all Code Cubes to their Boxes [p.20]
- Algorithm Tracking Phase — Track a Node if possible and it contains an Information Token [p.20]
Actions
Sibling Avatar — Twin Actions (once per Turn):
- When choosing Move, Attack, or Screen for one Sibling model, may perform that Action with BOTH Main and Twin if they are not Clipped; player chooses order [p.8 — Siblings' Twin Actions]
Interaction Operation (Bug):
- Target a Bug in your Room not already targeted this Action Phase; meet its Interaction condition [p.13 — Interaction]
- Steps: (1) Look at top 2 cards of that Bug's deck → (2) Add 1 to hand, return other top or bottom → (3) Place Bug in adjacent Room of your choice [p.13]
- Each other player discards 1 card (or 1 random if unable) [p.13]
Goal Card play:
- No hand limit for Goal Cards; no limit on how many played per Turn; after playing, return to box (not discard) [p.10 — Playing a Goal Card]
Scoring
Campaign Points — awarded per Scenario result:
| Position | Campaign Points | Patch Points |
|---|---|---|
| Winner | 4 | 1 |
| Contender | 2 | 2 |
| Last | 1 | 3 |
- Applies to all 5 Scenarios [p.25–p.33 — Scenario Results]
- Campaign Points accumulate; Patch Points are spent between Scenarios on Patches [p.22 — Scenario Results]
End of game
Campaign winner: most Campaign Points after Scenario 5; tiebreak = most points in last Scenario, then previous Scenario, etc. [p.21 — Winning a Campaign]
Algorithm wins immediately when every Hard Disk Slot contains an Information Token [p.17 — Algorithm Victory]
Scenario-specific win conditions:
- Scenario 3 (Tokyo Madness): first player with at least one Information Token of each type wins [p.29 — Highway King]
- Guardian Victory: if all Gates are removed, game ends immediately — no Winner; rank by Hard Disk slots filled [p.22 — Guardian Victory]
- All other Scenarios: standard core game victory condition applies
Glossary
- Sibling: Avatar subtype with two models — Main (circular base) and Twin (concave base); treated as one model when Clipped [p.7 — Sibling Avatar]
- Clipped: two models with bases placed adjacent; Clipped components move together unless independently moved [p.8 — Clipping]
- Bug: neutral model that cannot be targeted by players or Firewall; interacted with via Interaction Operation [p.11 — Bugs]
- Spite: Subroutine on a Bug's Description Card resolved against your Avatar at end of your Turn if Bug is in your Room [p.12 — Spite]
- Malware Bug Card: subtype of Malware Card gained via Bug Interaction; doesn't count toward hand limit; discarded to Bug's own discard pile [p.12 — Malware Bug Card]
- Goal Card: Malware Card subtype earned by meeting a Condition a number of times equal to its Threshold; doesn't count toward hand limit [p.10 — Goal Cards]
- Algorithm: AI virtual player; uses Action Cards and Hash priority to determine actions; cannot Log Out, Configure, Push, or gain Malware/Research [p.14–p.17]
- Hash: priority icon on Algorithm Breacher Card determining which Subroutine on an Action Card is activated (Aggressor, Peacemaker, Collector, Creator) [p.15 — Hash]
- Patch: Campaign upgrade purchased with Patch Points between Scenarios; effects are passive or activate before a Scenario starts [p.23 — Patches]
- Campaign Points: points earned each Scenario used to determine Campaign winner; accumulate across all Scenarios [p.22 — Scenario Results]
- Patch Points: points earned each Scenario; spent secretly between Scenarios to buy Patches [p.22 — Scenario Results]
- Click Token: physical token tracking available Clicks; colored side = available, gray side = used; all flipped to colored at start of Turn [p.7 — Click Tokens]
FAQ
- Q: Can a Sibling Avatar be Screened if only one model is Screened? — A: Yes — as long as at least the Main or Twin is Screened and the Twin is Clipped to the Main, the Avatar is considered Screened [p.8 — Screen]
- Q: What happens if both Sibling models are in the same Room? — A: The Twin must be Clipped to the Main before play continues or any ongoing effects resolve [p.8 — Clipping]
- Q: Do Goal Cards count toward the Malware hand limit? — A: No, and there is no limit to how many Goal Cards can be played per Turn [p.10 — Playing a Goal Card]
- Q: Can the Algorithm gain the Password Token? — A: No — it passes to the next player counterclockwise instead [p.20 — Password Phase]
- Q: What does the Algorithm do if it has at least 4 Credits but buys no Reward Cards? — A: It discards 4 Credits and gains a random Partial Information Token from the Supply [p.18 — Algorithm Action Phase]
- Q: Can Bugs be targeted by player or Firewall effects? — A: No — Bugs can only be interacted with through the Interaction Operation [p.11 — Bugs]