INCIDENT SIMULATION // LOCAL

Cloud Siege

ROUND1 / 6 CROWN10 ENERGY5 00:45
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NEXT ACTION

Choose a card from your hand

Start with a card you can afford, then follow its highlighted target.

ROUND COMMAND

THE BATTLEFIELD

The control plane

Planning

PENDING INTENTS // PRIVATE

Round plan

PRIVATE ZONE // YOUR HAND

Choose a card

CLASSIFIED SIMULATION // INCIDENT BRIEFING

01 / 03

SOLO BATTLE // YOUR SETUP

Set up your battle

Practice at your own pace, or play a timed arcade match. A public name is optional.

Computer difficulty

Custom decks use local results. Save a different deck for each side.

GLOBAL HIGH SCORES // VS COMPUTER

Control room leaderboard

Production scores rank first, then Staging, then Sandbox. Each name keeps one aggregate row—not a game history.

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    FIELD MANUAL / 2 MINUTES

    How to play

    Red builds an attack chain. Blue layers security controls across the same path. Plan independently, reveal together, and protect—or breach—the Crown over six rounds.

    YOUR FIRST ROUND

    Plan, lock, resolve

    1. 01
      Choose your battle and role

      Learn either side in the guided tutorial, play the computer from either side, or invite a friend. Red attacks; Blue defends.

    2. 02
      Inspect your hand

      Each card shows its energy cost and family. Select it to see compatible properties, legal targets, and its exact action.

    3. 03
      Build a legal plan

      Place Red units or Blue towers on highlighted nodes. Add payloads, abilities, responses, detections, and recovery from the inspector.

    4. 04
      Check energy and targets

      Your pending plan is still editable. Remove an intent if you need energy or want to change the route, carrier, support, or target.

    5. 05
      Lock simultaneously

      Your plan stays hidden from the opposing game view. The round resolves after both seats lock, or automatically when time expires.

    6. 06
      Read the result

      Follow the event log, score, and Security Intel lesson. Practice and tutorials wait for you to choose Next round. Timed matches continue after review. Use Replay to watch the outcome again.

    Energy resets every round: 5 in round 1, then 7, 9, and 10 from round 4 onward. Your opening hand has 6 cards from a randomized 24-card loadout. After round 1, both sides draw two cards at the start of each new round; unused energy does not carry over.

    DETAILED REFERENCE

    Open what you need

    Cards and planning
    RED // OFFENCE
    • Units travel a legal route toward the Crown. You may plan up to three per round.
    • Payloads attach to a planned unit whose properties satisfy the requirement.
    • Abilities change routes, suppress detection, create units, recover persistence, or disrupt towers.
    BLUE // DEFENCE
    • Towers occupy highlighted node slots and persist between rounds. Disabled towers still occupy a slot. Each non-Crown node has two slots; the Crown has none.
    • Responses provide one-shot containment or protection against the current attack.
    • Detections support a compatible tower or response in their scope; they reveal activity but do not block alone.
    • Recovery restores Crown Integrity or removes a surviving foothold.

    How to read a card: cost is in the circle; family and ID sit below the name. The inspector explains uses, produces, resists, scope, and legal controls. Highlighted map nodes are the only valid placements.

    How attacks and controls resolve
    1. ENTRY

      Edge and identity controls try to stop the attack before it establishes access.

    2. EXECUTION

      Compute and workload controls contain what runs after entry succeeds.

    3. EXIT

      Data controls weaken or prevent payload damage before the unit reaches the Crown.

    Compatibility is property-based. An exact control can fully block its matching technique; a broad control covers more techniques but may only weaken them. Published exceptions, resistances, finite tower capacity, detection support, and Red disruption can change the outcome.

    Red units and payloads are spent after resolution. Blue towers persist, but their capacity refreshes each round.

    Winning and battle score

    RED WINSReduce Crown Integrity from 10 to 0 before the end of round 6.

    BLUE WINSKeep at least 1 Crown Integrity after round 6.

    The Crown decides the winner; points measure performance. The live score and final debrief count only outcomes that actually resolve.

    RED SCORESDamage ×100 · reach +25 · bypass +40 · disable tower +60 · breach +250 · early breach +50 per round saved

    BLUE SCORESBlock +80 · contain +90 · weaken +30 · mitigate ×35 · detect +20 · restore ×50 · survive round +100 · Integrity remaining ×40 · defence +250

    Each rejected or otherwise illegal intent costs that side 10 points. Open the match debrief for the complete itemized score.

    Tutorial and private matches
    • Guided tutorial: play one real round as Red or Blue in eight short steps. Required actions must succeed before the coach advances.
    • Invite a Friend: choose your side, create a private 1-on-1 match, then copy the link or six-character code. Your friend automatically receives the opposite side.
    • Different device on your local network: open the game from the host's LAN address before creating the invite. A 127.0.0.1 link only works on the host device.

    In private online 1-on-1 play, hands and pending plans remain seat-scoped. Only the board and resolved events are shared.

    Learning while you play

    Security Intel follows the current cards and public round events. Lessons progress from basic identity and network concepts to advanced cloud attack paths, detection engineering, and recovery.

    Choose Another lesson for a different tip, or Pause tips at any time. Occasionally, the Security Gremlin interrupts a new draw with terrible advice and a real correction; pausing tips silences it too. The event log always remains the authoritative explanation of what happened in the game.

    Tip: reopen this manual at any time with Rules in the top bar.