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
- Place Rooms face-down (9 Rooms for 1–3 players; set aside Ω Room and both Tower Rooms) [p.8 — Database Setup]
- Place Information Tokens on Nodes and Gate Tokens at corner Rooms per player count [p.8 — Database Setup]
- 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]
- Select Activation Cards by player count (e.g., 2–4 players: 6 Bot, 6 Seeker, 6 Guardian) [p.9 — Selecting Activation Cards]
- Randomly give Password Token; clockwise from Password holder each player picks Avatar, then counterclockwise each picks Breacher [p.10–11 — Avatar/Breacher Choice]
- 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]
- Place Code Cubes on Skill Boxes per Avatar Sheet Starting Equipment; insert Avatar Sheet and Breacher Card [p.12 — Interface Setup]
- Deal 1 secret Objective Card to each player [p.12 — Interface Setup]
- Password Token holder goes first [p.12 — Interface Setup]
Turn structure
Breachers' Turn (each player in clockwise order from Password holder):
- Action Phase — If Disconnected: First Connection or Reconnection. If Connected: perform Actions equal to Click value [p.18 — Action Phase]
- Configuration Phase — Perform free Configure Actions up to Configuration value [p.25 — Configuration Phase]
- Tracking Phase — Optionally Track Nodes to collect Information Tokens [p.25 — Tracking Phase]
Firewall Turn (after all Breachers):
- Password Phase — Pass Password Token counterclockwise [p.26 — Password Phase]
- 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]
- Declare target model in same Room (Range 0 unless modified)
- Play Malware Cards / Research Tokens (both sides may respond)
- 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]