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The Breach · Reference sheet

The Breach reference sheet

Overview

  • 1–4 players; variable length; cyberpunk hacking theme [p.2 — Intro]
  • Players are Breachers hacking Gene.sys, racing to collect specific Information Tokens [p.19 — Objective]
  • Core loop: Move through Rooms → Infect Rooms with Viruses → Track Nodes to gain Information [p.25 — Tracking Phase]
  • Win by filling your Hard Disk with the exact Information shown on your secret Objective Card [p.19 — Objective]
  • Lose condition: Guardian removes all Gate Tokens from the Database [p.19 — Objective]
  • The Firewall (A.R.M.) actively hunts Avatars each round via I.C.E. models [p.26 — Activation Phase]

Setup

  1. Place Rooms face-down (9 Rooms for 1–3 players; set aside Ω Room and both Tower Rooms) [p.8 — Database Setup]
  2. Place Information Tokens on Nodes and Gate Tokens at corner Rooms per player count [p.8 — Database Setup]
  3. Set up Firewall Board: place Guardian Board (side A), I.C.E. Description Cards, I.C.E. Tracks (side A), I.C.E. Cubes, Firewall Die at 1, 4 Reward Cards [p.9 — Firewall Setup]
  4. Select Activation Cards by player count (e.g., 2–4 players: 6 Bot, 6 Seeker, 6 Guardian) [p.9 — Selecting Activation Cards]
  5. Randomly give Password Token; clockwise from Password holder each player picks Avatar, then counterclockwise each picks Breacher [p.10–11 — Avatar/Breacher Choice]
  6. Each player picks Interface (sets color), takes 9 Virus Tokens, 6 Upgrade Cubes, shuffles 8 Malware Cards into deck, draws 10 [p.12 — Interface Setup]
  7. Place Code Cubes on Skill Boxes per Avatar Sheet Starting Equipment; insert Avatar Sheet and Breacher Card [p.12 — Interface Setup]
  8. Deal 1 secret Objective Card to each player [p.12 — Interface Setup]
  9. Password Token holder goes first [p.12 — Interface Setup]

Turn structure

Breachers' Turn (each player in clockwise order from Password holder):

  1. Action Phase — If Disconnected: First Connection or Reconnection. If Connected: perform Actions equal to Click value [p.18 — Action Phase]
  2. Configuration Phase — Perform free Configure Actions up to Configuration value [p.25 — Configuration Phase]
  3. Tracking Phase — Optionally Track Nodes to collect Information Tokens [p.25 — Tracking Phase]

Firewall Turn (after all Breachers):

  1. Password Phase — Pass Password Token counterclockwise [p.26 — Password Phase]
  2. Activation Phase — Each Connected player (from Password holder, clockwise) draws and resolves 1 Activation Card [p.26 — Activation Phase]

Actions

Number of Actions per turn = Click value shown on CPU [p.20 — Action Phase]

Action Cost Effect Limit
Move 1 Movement Cube Spend Movement Points to Reveal Rooms, move Avatar, or Activate Rooms
Attack 1 Attack Cube Assign Viruses to a model in same Room
Screen 1 Defense Cube Clip Screen Token; ignore 1 Virus per attack, ignore Threat increases, ignore I.C.E. Traits Discard on Move/Attack/Shift
Configure Choose: 2 Push effects OR draw 1 Malware Card
Infect Roll Infection Die; place Virus and/or trigger Threat/Track effects Cannot use if Anti-Virus I.C.E. in Room
Upgrade 1 Upgrade Cube Move cube to Cheat Slot; resolve Avatar/Breacher upgrade effect 6 cubes total, permanent
Log Out Disconnect Avatar; Action Phase ends immediately
  • Same Action may be performed multiple times per turn [p.20 — Action Phase]
  • Free Actions (🔓 symbol) don't cost a Click and don't move Code Cubes [p.20 — Free Actions]

Combat

Avatar Attack sequence [p.30 — Resolving an Attack]

  1. Declare target model in same Room (Range 0 unless modified)
  2. Play Malware Cards / Research Tokens (both sides may respond)
  3. Assign Viruses: compare Attack (⊙) vs Defense (∇)
Attack vs Defense Viruses Assigned
⊙ ≤ ∇ 1
⊙ > ∇ 2
⊙ ≥ 2× ∇ 3
∇ = 0 and ≥1 assigned 3
  • Screened Avatar ignores 1 assigned Virus [p.30]
  • Targeted Avatar may Elude: move 1 Defense Cube to ignore 1 Virus (once per attack) [p.31 — Elude]
  • 3rd Virus on Avatar = Eliminated → Disconnected [p.30]
  • I.C.E. Bot/Seeker: Viruses reset at end of each player's Turn; must reach Resistance in one Turn [p.30]
  • Eliminating an I.C.E. grants its Drop reward [p.31 — Eliminating an I.C.E.]

Scoring

  • No point scoring — victory is achieved by collecting the exact Information Tokens shown on your secret Objective Card [p.19 — Objective]
  • 2 Partial Information Tokens of the same type = 1 Full Information Token [p.19 — Objective]
  • Information fills Hard Disk slots left-to-right; each token improves Click and Configuration values [p.16 — Hard Disk & CPU]

End of game

  • Breacher wins: reveal Objective Card the moment all required Information is in your Hard Disk [p.19 — Objective]
  • Tie (simultaneous completion): active player wins; if none are active, player closest counterclockwise to Password holder wins [p.19 — Objective]
  • All players lose: Guardian removes all Gate Tokens from the Database [p.28 — Guardian Activation]

Glossary

  • Click (⇒): number of Actions available per Action Phase; set by CPU based on Hard Disk fill level [p.16 — Hard Disk & CPU]
  • Configuration (◎): number of free Configure Actions in Configuration Phase [p.25 — Configuration Phase]
  • Node: corner space between Rooms; Central Node (4 Rooms) holds Full Info Token; Outer Node (2 Rooms + edge) holds Partial Info Token [p.14 — Database]
  • Linked: two adjacent Rooms both showing open Links (or connected by a Breach) — movement only possible between Linked Rooms [p.15 — Links]
  • Tracking: spending Viruses from each Room of a Node to collect its Information Token [p.25 — Tracking Phase]
  • Threat: 3-stage counter; 3rd increase resets Threat and assigns 1 Firewall Virus to Avatar [p.33 — Threat]
  • I.C.E.: enemy programs (Bot/Seeker/Guardian) controlled by Firewall; Attack/Defense = min(Firewall Die, Strength) [p.27 — Firewall Die]
  • Resistance: Virus threshold to Eliminate an I.C.E. [p.31 — Eliminating an I.C.E.]
  • Drop: reward gained by the player who Eliminates an I.C.E. [p.31 — Eliminating an I.C.E.]
  • Subroutine: I.C.E. action commands listed on Activation Cards [p.27 — Activation Card]
  • Push: move 1 Code Cube one box in the direction of arrows on Avatar Sheet [p.22 — Push]
  • Breach: card placed between two Rooms making them always Linked; flips after first crossing, removed after second [p.35 — Breach]

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