By Froylan By Froylan

The game is set in a future and players represent supercorporations called the . These supercorporations struggle to obtain control of the information global network - the Cybernet. To fulfil this goal Zaibatsu control and use large number of agents, mercenaries and servants.

Game Content:

24 Hexagonal blocks of information (23 blocks and a Central core) 24 Bonus Counters

16 Pawn Cards 4 Speedrunner Cards 4 Cleaner Cards 4 Drone Cards 4 Pawn Mix Cards (Cracker, Cyborg, Gynoid, ) 2 Bonus Cards (I.A. and Financial Sector)

54 Action Cards

16 Piece pawns 4 Piece Speedrunner pawns (one of each colour) 4 Piece Cleaner pawns 4 Piece Drone pawns 4 Piece Pawns mix (Cracker, Cyborg, Gynoid, Idoru)

40 Control Counters (10 of each colour)

You need 1 6-sided dice to play

This work is licensed under the Creative Commons Attribution-NonCommercial 2.5 Mexico License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/2.5/mx/deed.en or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

27 diciembre 2009 http://orbita.starmedia.com/~angelfroylan/

03 By Froylan

The game is set in a cyberpunk future and players represent supercorporations called the Zaibatsu. These supercorporations struggle to obtain control of the information global network - the Cybernet. To fulfil this goal Zaibatsu control and use large number of agents, mercenaries and servants.

Game Content:

24 Hexagonal blocks of information (23 blocks and a Central core) 24 Bonus Counters

16 Pawn Cards 4 Speedrunner Cards 4 Cleaner Cards 4 Drone Cards 4 Pawn Mix Cards (Cracker, Cyborg, Gynoid, Idoru) 2 Bonus Cards (I.A. and Financial Sector)

54 Action Cards

16 Piece pawns 4 Piece Speedrunner pawns (one of each colour) 4 Piece Cleaner pawns 4 Piece Drone pawns 4 Piece Pawns mix (Cracker, Cyborg, Gynoid, Idoru)

40 Control Counters (10 of each colour)

You need 1 6-sided dice to play

This work is licensed under the Creative Commons Attribution-NonCommercial 2.5 Mexico License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/2.5/mx/deed.en or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

27 diciembre 2009 http://orbita.starmedia.com/~angelfroylan/

03 game mechanics game setup Central Core

The Actions Setup of the Information Blocks. Zaibatsu is played in turns and during each turn players can make From pile of Information Blocks separate the Central Core block and variety of actions. Number and amount of actions players can do depend put it in the center of the table face up. on the action cards they have in their hand (p. 9). Then shuffle remaining Information Blocks and place them in a pile face up to the sight and reach of all players.

Information blocks pile The Information Setup of the player pieces Blocks Each player chooses one of four E a c h p l a y e r t a k e s o n e The Information Blocks colours. Speedrunner pawn in his colour together form the Cybernet and are together with card for his main place of your struggle to Each player takes the Control Speedrunner. control the Cybernet. They are your Counters from selected colour main objective and when you according to the following table: All remaining Speedrunner control enough of them you achieve pawns and cards are removed from victory. Each Information Block is Players Control the game. Counters unique and has different effects which can help you on your way to 2 10 controlling the Cybernet. (p. 12). 3 8 4 6 Setup of the action cards

The Pawns Shuffle the action cards and place them in a pile face down within reach of all players. Over the Cybernet build from the Information Blocks players can deploy various pawns with specialized skills. You will use these pawns to achieve control of the Cybernet (p. 15). Control Counter Setup of the Card Mix

1 Speedrunner These cards are placed face up piece pawn within reach of all players, so everybody can search through them and put them in play when required. 1 Speedrunner pawn card 04 05 game mechanics game setup Central Core

The Actions Setup of the Information Blocks. Zaibatsu is played in turns and during each turn players can make From pile of Information Blocks separate the Central Core block and variety of actions. Number and amount of actions players can do depend put it in the center of the table face up. on the action cards they have in their hand (p. 9). Then shuffle remaining Information Blocks and place them in a pile face up to the sight and reach of all players.

Information blocks pile The Information Setup of the player pieces Blocks Each player chooses one of four E a c h p l a y e r t a k e s o n e The Information Blocks colours. Speedrunner pawn in his colour together form the Cybernet and are together with card for his main place of your struggle to Each player takes the Control Speedrunner. control the Cybernet. They are your Counters from selected colour main objective and when you according to the following table: All remaining Speedrunner control enough of them you achieve pawns and cards are removed from victory. Each Information Block is Players Control the game. Counters unique and has different effects which can help you on your way to 2 10 controlling the Cybernet. (p. 12). 3 8 4 6 Setup of the action cards

The Pawns Shuffle the action cards and place them in a pile face down within reach of all players. Over the Cybernet build from the Information Blocks players can deploy various pawns with specialized skills. You will use these pawns to achieve control of the Cybernet (p. 15). Control Counter Setup of the Card Mix

1 Speedrunner These cards are placed face up piece pawn within reach of all players, so everybody can search through them and put them in play when required. 1 Speedrunner pawn card 04 05 Start of the game Phases of turn

Each player rolls the d6 die. In three or more player game, End of the game Each turn is composed of the following phases: Player with the largest number is first player gets 3 cards, second the starting player (player one). player gets 4 cards, third player The game end when one player Play continues in the clockwise and other players get 5 cards. achieves to put all control counters direction (next player is player to of his colour in the Cybernet This the left). N o t e : T h i s a s y m m e t r i c player wins the game. Beginning of turn All the skills that contain the phrase "at the beginning of turn" are distribution of cards is only used at resolved in this phase. Number of cads in starting the start of the game. At the end of Optional rule hand for each player depends on the first turn each player draws number of players and starting cards normally. You can also play for a limited position: time. When you reach the time Once the cards are dealt all limit, player with the most control In two player game, first player players place their Speedrunner counters wins the game. In case of Action Phase During this phase player can play action card from his hand: tie player with more bonus gets 4 cards and second player gets pawns on the Central Core and the to assign Movement Actions ( ) 5 cards. game starts the first player's turn. counters is the winner. to assign Search Action ( ) to assign Icebreaker Action ( ) to assign Delete Action ( ) to assign Reboot Action ( )

Player three (5 action cards) to equip a Item. Information to equip a Bot. blocks pile to put Information block card to the Cybernet. (face up)

Player can make these actions in any order and as many times as he Player two wants. (4 action cards) Player four (5 action cards) Every time player assigns an action with action card, this action card is left on the table until the Recycled actions phase.

Recycling actions 1. The player can choose to discard or to keep action cards which phase he/she have not used during the action phase.

Action cards 2. Discard action cards used during the action phase. Deck (face down) 3. The player fills his hand with action cards to his maximum hand size (default hand size is 5 cards). Mix Cards (Face up) Note: In case the action deck is Player one (3 Action Cards) finished, shuffle the discard pile and place it face down as a new deck of actions. 06 07 Start of the game Phases of turn

Each player rolls the d6 die. In three or more player game, End of the game Each turn is composed of the following phases: Player with the largest number is first player gets 3 cards, second the starting player (player one). player gets 4 cards, third player The game end when one player Play continues in the clockwise and other players get 5 cards. achieves to put all control counters direction (next player is player to of his colour in the Cybernet This the left). N o t e : T h i s a s y m m e t r i c player wins the game. Beginning of turn All the skills that contain the phrase "at the beginning of turn" are distribution of cards is only used at resolved in this phase. Number of cads in starting the start of the game. At the end of Optional rule hand for each player depends on the first turn each player draws number of players and starting cards normally. You can also play for a limited position: time. When you reach the time Once the cards are dealt all limit, player with the most control In two player game, first player players place their Speedrunner counters wins the game. In case of Action Phase During this phase player can play action card from his hand: tie player with more bonus gets 4 cards and second player gets pawns on the Central Core and the to assign Movement Actions ( ) 5 cards. game starts the first player's turn. counters is the winner. to assign Search Action ( ) to assign Icebreaker Action ( ) to assign Delete Action ( ) to assign Reboot Action ( )

Player three (5 action cards) to equip a Item. Information to equip a Bot. blocks pile to put Information block card to the Cybernet. (face up)

Player can make these actions in any order and as many times as he Player two wants. (4 action cards) Player four (5 action cards) Every time player assigns an action with action card, this action card is left on the table until the Recycled actions phase.

Recycling actions 1. The player can choose to discard or to keep action cards which phase he/she have not used during the action phase.

Action cards 2. Discard action cards used during the action phase. Deck (face down) 3. The player fills his hand with action cards to his maximum hand size (default hand size is 5 cards). Mix Cards (Face up) Note: In case the action deck is Player one (3 Action Cards) finished, shuffle the discard pile and place it face down as a new deck of actions. 06 07 Zones of the game actions

Hand of All actions that can Zaibatsu perform during his turn are handled by Action cards the action cards. Using these cards the Zaibatsu can move the pawns, Action cards assign actions as Search, Icebraker, Delete or Reboot and acquire items Information Deck that affect the pawns. blocks pile Discard Pile Action cards can be used in three different ways. When Zaibatsu want Zaibatsu Control to play action card he must choose which one of these three different ways Zone he wants to use.

1. Action may be assigned to your pawn (in the example Search) Zaibatsu Control Dummie Zone 2. Movement Action. Search

3. Item in stock can

be acquired r

e S n p n eedru

Hand of

Action cards

h c r a e S

e i m m u D Cybernet Three different ways how to use one action card

Zaibatsu Control Zone Common area Reserve area

Hand of Action cards 08 09 Zones of the game actions

Hand of All actions that can Zaibatsu perform during his turn are handled by Action cards the action cards. Using these cards the Zaibatsu can move the pawns, Action cards assign actions as Search, Icebraker, Delete or Reboot and acquire items Information Deck that affect the pawns. blocks pile Discard Pile Action cards can be used in three different ways. When Zaibatsu want Zaibatsu Control to play action card he must choose which one of these three different ways Zone he wants to use.

1. Action may be assigned to your pawn (in the example Search) Zaibatsu Control Dummie Zone 2. Movement Action. Search

3. Item in stock can

be acquired r

e S n p n eedru

Hand of

Action cards

h c r a e S

e i m m u D Cybernet Three different ways how to use one action card

Zaibatsu Control Zone Common area Reserve area

Hand of Action cards 08 09 Movement Actions Search Action Movement actions allow you to move your pawns through the Search Search action can only be assigned to the pawns with Search ability Cybernet each movement action ( ). This action allows you to add Information blocks to the Cybernet allows you to move your pawn one (p.17). space. Icebreaker Action In the example the player has Icebreaker action can only be assigned to the pawns with Icebreaker used a card with three Movement ability ( ). This action allows you to gain control of Information blocks actions and therefore he can move and some of the special pawns (p.18). his pawn three spaces.

Movement actions from one Delete Action card can be used to move only one Delete action can only be assigned to the pawns with Delete ability pawn. ( ). This action allows you to eliminate another pawn (p. 20). Movement actions and other actions Each turn player can use as many action cards for movement and other Reboot Action actions from his hand as he wants. Different action cards can be used Reboot action can only be assigned to the pawns with Reboot ability together in order chosen by player. ( ) which has been eliminated. This action allows you to return eliminated pawn to the Cybernet (p. 21). 2 1 Other uses of action cards 3 1 You can put some action cards under your control by turning them into 2 another element, such as: items, bots and information block cards. To use them you need to pay the cost specified on the card.

In this example the player has used three cards: 1. With the first card he has moved his pawn three spaces. 3 2. With the second card he has assigned an Icebreaker action.

3. With the third card he has moved his pawn another three spaces.

Bot card.

Movement actions and other pawns Note: You cannot assign Item card. Information Pawn can move through the space occupied by another pawn for no Movement actions from action block card. additional cost, but the movement cannot end in the space already cards to the pawns which have the occupied. Only exception to this rule are double or special spaces (p. 13). movement restriction icon on their pawn card. 10 11 Movement Actions Search Action Movement actions allow you to move your pawns through the Search Search action can only be assigned to the pawns with Search ability Cybernet each movement action ( ). This action allows you to add Information blocks to the Cybernet allows you to move your pawn one (p.17). space. Icebreaker Action In the example the player has Icebreaker action can only be assigned to the pawns with Icebreaker used a card with three Movement ability ( ). This action allows you to gain control of Information blocks actions and therefore he can move and some of the special pawns (p.18). his pawn three spaces.

Movement actions from one Delete Action card can be used to move only one Delete action can only be assigned to the pawns with Delete ability pawn. ( ). This action allows you to eliminate another pawn (p. 20). Movement actions and other actions Each turn player can use as many action cards for movement and other Reboot Action actions from his hand as he wants. Different action cards can be used Reboot action can only be assigned to the pawns with Reboot ability together in order chosen by player. ( ) which has been eliminated. This action allows you to return eliminated pawn to the Cybernet (p. 21). 2 1 Other uses of action cards 3 1 You can put some action cards under your control by turning them into 2 another element, such as: items, bots and information block cards. To use them you need to pay the cost specified on the card.

In this example the player has used three cards: 1. With the first card he has moved his pawn three spaces. 3 2. With the second card he has assigned an Icebreaker action.

3. With the third card he has moved his pawn another three spaces.

Bot card.

Movement actions and other pawns Note: You cannot assign Item card. Information Pawn can move through the space occupied by another pawn for no Movement actions from action block card. additional cost, but the movement cannot end in the space already cards to the pawns which have the occupied. Only exception to this rule are double or special spaces (p. 13). movement restriction icon on their pawn card. 10 11 Block name information Block name identifies the Information block. Blocks Block effect There are two types of blocks effects. Block effects can be easily When you put this block in Information blocks are placed in the Cybernet using Search action. differentiated with icons ( ) ( ) or by the text on the block. the Cybernet make an attack with ( ) against all pawns. Once the Information block has been placed in the Cybernet any pawn can move on it (p. 9) even though it is not under the control of any Zaibatsu. Cybernet block effect The Zaibatsu can gain control of the Information block by assigning an Icebreaker action to a Speedrunner who is on that block (p. 16). This block effect is activated once the block is placed in the Cybernet.

Under control Defense block effect dice modifier Double This block effect is activated only when a Zaibatsu obtains control of space the block and only while maintaining control of that block.

ICE Value Direction Spaces arrow Spaces are used by pawns for moving.

Moving from one space to another costs a move action ( ) (p. 10).

Normal space Normal Double When you put this block in the Cybernet make an attack space space with ( ) against all pawns. Normal space can be occupied Double space can be occupied only by one pawn at a time. It is by two pawns. more common space on the Effect Information blocks. type icon

Other spaces Bonus part Block There are other spaces of larger Effects size (the Central Core is considered Yakuza one to them). These space have no limit on pawns located in this Block Name space.

All spaces with a identity figure of a pawn are special spaces. Special space 12 13 Block name information Block name identifies the Information block. Blocks Block effect There are two types of blocks effects. Block effects can be easily When you put this block in Information blocks are placed in the Cybernet using Search action. differentiated with icons ( ) ( ) or by the text on the block. the Cybernet make an attack with ( ) against all pawns. Once the Information block has been placed in the Cybernet any pawn can move on it (p. 9) even though it is not under the control of any Zaibatsu. Cybernet block effect The Zaibatsu can gain control of the Information block by assigning an Icebreaker action to a Speedrunner who is on that block (p. 16). This block effect is activated once the block is placed in the Cybernet.

Under control Defense block effect dice modifier Double This block effect is activated only when a Zaibatsu obtains control of space the block and only while maintaining control of that block.

ICE Value Direction Spaces arrow Spaces are used by pawns for moving.

Moving from one space to another costs a move action ( ) (p. 10).

Normal space Normal Double When you put this block in the Cybernet make an attack space space with ( ) against all pawns. Normal space can be occupied Double space can be occupied only by one pawn at a time. It is by two pawns. more common space on the Effect Information blocks. type icon

Other spaces Bonus part Block There are other spaces of larger Effects size (the Central Core is considered Yakuza one to them). These space have no limit on pawns located in this Block Name space.

All spaces with a identity figure of a pawn are special spaces. Special space 12 13 Defense dice modifier Direction arrow

D e f e n c e d i c e m o d i f i e r Direction arrow restricts the increases or decreases the defence direction in which a pawn can pawns of the pawn that is placed on this move. Pawns can only move from space. (p. 21). one space to another in the direction of the arrow. Pawns are agents used by the Zaibatsu to obtain control of the Pawn piece Cybernet.

Each pawn is represented by the pawn piece and the pawn card. Bonus part Pawn card The bonus part can be found in the corner of Information block and represents one-third of a bonus counter. Bonus counter is placed on space Pawn piece created by three bonus parts when player puts third Information block to the Cybernet and finalizes bonus counter space (p. 25). Pawn piece is used to indicate the location of the pawn in the Cybernet.

ICE value Pawn card ICE value shows how it is difficult to gain control of the Information Pawn card indicates who controls the pawn, display statistics, skills block using Icebreaker action (p. 19). ICE value is indicated by number of and equipped items. This card remains in the control area of Zaibatsu dice on the Information block. controlling the pawn.

The possible ICE values are: Icebreaker

ITEM bonus Low ICE value Speedrunner Low ICE value is represented by three dice and marks Abilities Information blocks that easier to control. Identity figure ICE dice

Medium ICE value Is represented with two dice, one third part of the blocks have this difficulty. Defense dice Speedrunner tag Note: On the top of defence dice p

e have some pawns ICE dice. These o

n dice indicate that a pawn can be "stolen" by another Zaibatsu with a High ICE value Speedrunner pawn pawn that has Icebreaker ability. High ICE value is represented by one die and marks Information blocks that are the most difficult to control. Change a pawn controller During the course of the game a pawn can change controller.

Black ICE If a pawn comes under the control of a new player, discards all the Black ICE is represented by one black die. It has the cards that have equipped and put his pawn card in the control area of the same difficulty as the high ICE value. If Speedrunner’s new player. attempt to Icebreaker fails on the Information block with black ICE value, the Speedrunner is automatically Note that the pawn piece continues in the Cybernet same place on the eliminated (p 21). where he was. 14 15 Defense dice modifier Direction arrow

D e f e n c e d i c e m o d i f i e r Direction arrow restricts the increases or decreases the defence direction in which a pawn can pawns of the pawn that is placed on this move. Pawns can only move from space. (p. 21). one space to another in the direction of the arrow. Pawns are agents used by the Zaibatsu to obtain control of the Pawn piece Cybernet.

Each pawn is represented by the pawn piece and the pawn card. Bonus part Pawn card The bonus part can be found in the corner of Information block and represents one-third of a bonus counter. Bonus counter is placed on space Pawn piece created by three bonus parts when player puts third Information block to the Cybernet and finalizes bonus counter space (p. 25). Pawn piece is used to indicate the location of the pawn in the Cybernet.

ICE value Pawn card ICE value shows how it is difficult to gain control of the Information Pawn card indicates who controls the pawn, display statistics, skills block using Icebreaker action (p. 19). ICE value is indicated by number of and equipped items. This card remains in the control area of Zaibatsu dice on the Information block. controlling the pawn.

The possible ICE values are: Icebreaker

ITEM bonus Low ICE value Speedrunner Low ICE value is represented by three dice and marks Abilities Information blocks that easier to control. Identity figure ICE dice

Medium ICE value Is represented with two dice, one third part of the blocks have this difficulty. Defense dice Speedrunner tag Note: On the top of defence dice p

e have some pawns ICE dice. These o

n dice indicate that a pawn can be "stolen" by another Zaibatsu with a High ICE value Speedrunner pawn pawn that has Icebreaker ability. High ICE value is represented by one die and marks Information blocks that are the most difficult to control. Change a pawn controller During the course of the game a pawn can change controller.

Black ICE If a pawn comes under the control of a new player, discards all the Black ICE is represented by one black die. It has the cards that have equipped and put his pawn card in the control area of the same difficulty as the high ICE value. If Speedrunner’s new player. attempt to Icebreaker fails on the Information block with black ICE value, the Speedrunner is automatically Note that the pawn piece continues in the Cybernet same place on the eliminated (p 21). where he was. 14 15 Placing pawn to the Cybernet pawns

Speedrunner pawns enter the Cybernet through Central Core. All Abilities other pawns need a special space to enter. You can identify the space with Pawns have different abilities such as Icebreaker, Search, Delete and the name and the identity figure of each pawn. Reboot abilities. To activate ability, player must assign an action card with this ability to the pawn. Most of the pawns come to the Cybernet as effect of a Information block. Text of this ability is as follows:

Identity figure in a Block When you gain control of this block Search ability put the (pawn name) under your control. Search ability allows player to put new Information block to the Cybernet. To activate Search ability player needs to assign Search action through an action card. The pawn enters the Cybernet immediately after gaining control of the block. Player can only place new Information block adjacent to the Information block occupied by the pawn that is using the Search ability. If the pawn is eliminated he goes to the reserve area and does not re- enter the Cybernet until some other Zaibatsu gain control of its New Information block can be only placed to those sides of the Information block (usually by stealing his former controller). Information block in the Cybernet which contains space and new Information block must be accessible from old Information block.

This example shows the three valid locations for placing new Information block.

The Idoru pawn enters the Cybernet only when the Toei Company Note: The pawn that is using Information block is put in the Cybernet. Search ability can be everywhere on the Information block and it needs not to be located on the If the Idoru pawn is eliminated, it goes to the reserve area and cannot space on edge. The pawn can make return to the Cybernet. several Search actions without moving, player just needs to use The Cyborg and Cracker pawns enter the Cybernet through more action cards with Search Information block cards. When player wants to put the Cyborg or Cracker action. pawn to the Cybernet, he must pay their bonus counter cost. If one of them is eliminated, it can return to the Cybernet when player pays its bonus counter cost. Steps to activate Search ability 1. Player assigns the action card with Search action to a pawn that has the Search ability ( ).

2. Player takes new Information block from the Information blocks pile.

3. Player puts the Information block to the Cybernet to valid place. Player chooses the orientation of new Information block.

4. If new Information block finalizes bonus counter space, new bonus counter is placed on this space (p. 25).

5. Any Cybernet block effect ( ) of new Information block is activated (p. 13). 16 17 Placing pawn to the Cybernet pawns

Speedrunner pawns enter the Cybernet through Central Core. All Abilities other pawns need a special space to enter. You can identify the space with Pawns have different abilities such as Icebreaker, Search, Delete and the name and the identity figure of each pawn. Reboot abilities. To activate ability, player must assign an action card with this ability to the pawn. Most of the pawns come to the Cybernet as effect of a Information block. Text of this ability is as follows:

Identity figure in a Block When you gain control of this block Search ability put the (pawn name) under your control. Search ability allows player to put new Information block to the Cybernet. To activate Search ability player needs to assign Search action through an action card. The pawn enters the Cybernet immediately after gaining control of the block. Player can only place new Information block adjacent to the Information block occupied by the pawn that is using the Search ability. If the pawn is eliminated he goes to the reserve area and does not re- enter the Cybernet until some other Zaibatsu gain control of its New Information block can be only placed to those sides of the Information block (usually by stealing his former controller). Information block in the Cybernet which contains space and new Information block must be accessible from old Information block.

This example shows the three valid locations for placing new Information block.

The Idoru pawn enters the Cybernet only when the Toei Company Note: The pawn that is using Information block is put in the Cybernet. Search ability can be everywhere on the Information block and it needs not to be located on the If the Idoru pawn is eliminated, it goes to the reserve area and cannot space on edge. The pawn can make return to the Cybernet. several Search actions without moving, player just needs to use The Cyborg and Cracker pawns enter the Cybernet through more action cards with Search Information block cards. When player wants to put the Cyborg or Cracker action. pawn to the Cybernet, he must pay their bonus counter cost. If one of them is eliminated, it can return to the Cybernet when player pays its bonus counter cost. Steps to activate Search ability 1. Player assigns the action card with Search action to a pawn that has the Search ability ( ).

2. Player takes new Information block from the Information blocks pile.

3. Player puts the Information block to the Cybernet to valid place. Player chooses the orientation of new Information block.

4. If new Information block finalizes bonus counter space, new bonus counter is placed on this space (p. 25).

5. Any Cybernet block effect ( ) of new Information block is activated (p. 13). 16 17

r r Controlled block

e e

k i Information block controlled by player has the Black ICE (p.13) while c a Icebreaker ability e b r e maintaining its original ICE value. If Icebreaker action against Icebreaker ability allows player to gain control of Information blocks Information block under control of other player fails, pawn using and some special pawns. Icebreaker ability is eliminated.

To activate Icebreaker ability player needs to assign Icebreaker action Icebreaker Bonus through an action card. Each Speedrunner pawn has different Icebreaker bonus. The Icebreaker bonus can help player with Icebreaker action. Icebreaker The effectiveness of the Icebreaker bonus varies with different Bonus numbers in the ICE value. For example:

The pawn that is using Pawn has Icebreaker bonus of 5 r

Icebreaker ability must be located and player makes Icebreaker r e on the Information block that e action in the block with ICE values k i player wants to try to control (it c a of 6, 4 and 3. To gain control of e b r e may be block controlled by another Information block player tries to player). roll four numbers 6, 5, 4 and 3.

Note: Player cannot use Icebreaker ability in Information Icebreaker bonus has not effect block that has no ICE value such as when pawn has Icebreaker bonus the Central Core. of 5 and player makes Icebreaker action in the block with ICE values of 6, 5 and 4. To gain control of Information block player only tries to roll three numbers 6, 5 and 4 because number 5 is redundant. Each Information block has ICE value represented by ICE value icon as Other bonus in this example. Some other game elements have a +1 bonus for To perform Icebreaker ability player rolls a 6 sided die. If player rolls + Icebreaker action. This bonus adds a six-sided die to one of the numbers in the block ICE value, player gains control of the 01 Icebreaker action roll. Information block.

The die bonus in black colour indicates that failed Steps to activate the Icebreaker ability + Icebreaker action eliminates the pawn that used Icebreaker 01 ability. 1. Player assigns the action card with Icebreaker action to a pawn that has the Icebreaker ability ( ).

2. Player rolls a 6 sided die. Icebreaker a pawn You can try to take control of a Performing the Icebreaker 3a. If the Icebreaker attempt fails and targeted Information block has pawn using Icebreaker action if it action against another pawn is Black ICE the pawn is eliminated (p. 21). has ICE dice on their defence dice. same as the Icebreaker action against Information block. 3b. If player rolls one of the numbers in the block ICE value, player gains When you want to use control of the Information block and puts one of their control counters on Icebreaker ability on another it. pawn, you need to place your pawn on the same Information block or a 4b. Any Under control block effect ( ) of newly controlled block is space adjacent to target pawn (p. activated (p. 13). 20). 18 19

r r Controlled block

e e

k i Information block controlled by player has the Black ICE (p.13) while c a Icebreaker ability e b r e maintaining its original ICE value. If Icebreaker action against Icebreaker ability allows player to gain control of Information blocks Information block under control of other player fails, pawn using and some special pawns. Icebreaker ability is eliminated.

To activate Icebreaker ability player needs to assign Icebreaker action Icebreaker Bonus through an action card. Each Speedrunner pawn has different Icebreaker bonus. The Icebreaker bonus can help player with Icebreaker action. Icebreaker The effectiveness of the Icebreaker bonus varies with different Bonus numbers in the ICE value. For example:

The pawn that is using Pawn has Icebreaker bonus of 5 r

Icebreaker ability must be located and player makes Icebreaker r e on the Information block that e action in the block with ICE values k i player wants to try to control (it c a of 6, 4 and 3. To gain control of e b r e may be block controlled by another Information block player tries to player). roll four numbers 6, 5, 4 and 3.

Note: Player cannot use Icebreaker ability in Information Icebreaker bonus has not effect block that has no ICE value such as when pawn has Icebreaker bonus the Central Core. of 5 and player makes Icebreaker action in the block with ICE values of 6, 5 and 4. To gain control of Information block player only tries to roll three numbers 6, 5 and 4 because number 5 is redundant. Each Information block has ICE value represented by ICE value icon as Other bonus in this example. Some other game elements have a +1 bonus for To perform Icebreaker ability player rolls a 6 sided die. If player rolls + Icebreaker action. This bonus adds a six-sided die to one of the numbers in the block ICE value, player gains control of the 01 Icebreaker action roll. Information block.

The die bonus in black colour indicates that failed Steps to activate the Icebreaker ability + Icebreaker action eliminates the pawn that used Icebreaker 01 ability. 1. Player assigns the action card with Icebreaker action to a pawn that has the Icebreaker ability ( ).

2. Player rolls a 6 sided die. Icebreaker a pawn You can try to take control of a Performing the Icebreaker 3a. If the Icebreaker attempt fails and targeted Information block has pawn using Icebreaker action if it action against another pawn is Black ICE the pawn is eliminated (p. 21). has ICE dice on their defence dice. same as the Icebreaker action against Information block. 3b. If player rolls one of the numbers in the block ICE value, player gains When you want to use control of the Information block and puts one of their control counters on Icebreaker ability on another it. pawn, you need to place your pawn on the same Information block or a 4b. Any Under control block effect ( ) of newly controlled block is space adjacent to target pawn (p. activated (p. 13). 20). 18 19 Defense dice modifiers Delete Ability Some spaces on Information blocks show one or more dice. These dice modify the defence of the pawn that is located on that space. Delete ability allows player to eliminate other pawns in the Cybernet. In this example you can see To activate Delete ability player needs to assign Delete action through how these defence dice modifiers an action card and assign target. work:

1. This space shows a shielded Assign Target dice with the number 3, so defence of the pawn will be: To assign target must be located on the same Information block or in the adjacent space to the target. Note: The target can be on the Target in space same Information block and also in adjacent the adjacent square to the pawn 2. This space shows two that using Delete ability. unshielded dice with the number 1 and the number 2, so the defence of 1 the pawn will be: 2

Elimination of a pawn Target in the When a pawn is eliminated: same block 1. Return the pawn card and all item cards which were equipped by this pawn to their respective decks. Steps to activate Delete ability = 2. Remove the pawn piece from the Cybernet. 1. Player assigns the action card with Delete action to a pawn that has Note: If the eliminated pawn has the Reboot ability ( ), turn its pawn the Delete ability ( ). card face down, remove all items equipped by this pawn and remove its piece pawn of the Cybernet. 2. Player rolls dice. The number of dice to roll is indicated by the The attack skulls ( ) represent number of attack skulls ( ) to the left of the Delete ability. the effectiveness of an attack. 3. If player rolls on of the unshielded dice (white dice) from defence Each skull adds one die to the Reboot Ability dice of the target, player eliminates the target. attack dice roll. Reboot ability allows player to put eliminated pawns back to the Cybernet.

To activate Reboot ability player needs to assign Reboot action Defense dice through an action card. Defence dice indicate defence of a pawn. Steps to activate Reboot ability The black die is called shielded die and pawn is not eliminated when the number on the shielded die is rolled during the attack dice roll. The 1. Player assigns the action card with Reboot action to eliminated pawn white die is called unshielded die and pawn is eliminated when the number that has the Reboot ability ( ). on the unshielded die is rolled during the attack dice roll. Shielded Unshielded dice dice 2. Player puts the pawn on the Central core. 20 21 Defense dice modifiers Delete Ability Some spaces on Information blocks show one or more dice. These dice modify the defence of the pawn that is located on that space. Delete ability allows player to eliminate other pawns in the Cybernet. In this example you can see To activate Delete ability player needs to assign Delete action through how these defence dice modifiers an action card and assign target. work:

1. This space shows a shielded Assign Target dice with the number 3, so defence of the pawn will be: To assign target must be located on the same Information block or in the adjacent space to the target. Note: The target can be on the Target in space same Information block and also in adjacent the adjacent square to the pawn 2. This space shows two that using Delete ability. unshielded dice with the number 1 and the number 2, so the defence of 1 the pawn will be: 2

Elimination of a pawn Target in the When a pawn is eliminated: same block 1. Return the pawn card and all item cards which were equipped by this pawn to their respective decks. Steps to activate Delete ability = 2. Remove the pawn piece from the Cybernet. 1. Player assigns the action card with Delete action to a pawn that has Note: If the eliminated pawn has the Reboot ability ( ), turn its pawn the Delete ability ( ). card face down, remove all items equipped by this pawn and remove its piece pawn of the Cybernet. 2. Player rolls dice. The number of dice to roll is indicated by the The attack skulls ( ) represent number of attack skulls ( ) to the left of the Delete ability. the effectiveness of an attack. 3. If player rolls on of the unshielded dice (white dice) from defence Each skull adds one die to the Reboot Ability dice of the target, player eliminates the target. attack dice roll. Reboot ability allows player to put eliminated pawns back to the Cybernet.

To activate Reboot ability player needs to assign Reboot action Defense dice through an action card. Defence dice indicate defence of a pawn. Steps to activate Reboot ability The black die is called shielded die and pawn is not eliminated when the number on the shielded die is rolled during the attack dice roll. The 1. Player assigns the action card with Reboot action to eliminated pawn white die is called unshielded die and pawn is eliminated when the number that has the Reboot ability ( ). on the unshielded die is rolled during the attack dice roll. Shielded Unshielded dice dice 2. Player puts the pawn on the Central core. 20 21 types of pawns Speedrunner This pawn is the main tool to gain control of Information blocks. Each player starts the game with one Speedrunner pawn. Drones

The Speedrunners have the following abilities: Drones are put in the Cybernet after obtaining the control of certain Icebreaker ability( ) (p. 18). Information blocks.

Search ability( ) (p. 17). Player cannot assign Movement actions through the action cards to Drones. Reboot ability( ) (p. 21). Drones cannot equip items (with some exceptions). Each of these abilities can be used by assigning action cards.

Cleaner This pawn is specialized in the elimination of other pawns. The Cleaner Hulk Drone is used by players to eliminate their competitors and clear the way to their Hulk Drone is the biggest drone players can control and has special Speedrunner pawn. movement rules.

The Cleaners have the Delete ability ( ) (p. 20). Player cannot assign Movement actions through the action cards to Hulk Drone

It moves from Information block to Information block and How to put a Cleaner in the Cybernet ignores the spaces. To put one Cleaner in the Cybernet player needs to gain control of the Moves 1 block each turn. Cleaner Information block.

After player gains control of the Cleaner Information block, he takes the pawn card in his Zone of control and places the Cleaner pawn piece in the space showing the figure of the Cleaner.

22 23 types of pawns Speedrunner This pawn is the main tool to gain control of Information blocks. Each player starts the game with one Speedrunner pawn. Drones

The Speedrunners have the following abilities: Drones are put in the Cybernet after obtaining the control of certain Icebreaker ability( ) (p. 18). Information blocks.

Search ability( ) (p. 17). Player cannot assign Movement actions through the action cards to Drones. Reboot ability( ) (p. 21). Drones cannot equip items (with some exceptions). Each of these abilities can be used by assigning action cards.

Cleaner This pawn is specialized in the elimination of other pawns. The Cleaner Hulk Drone is used by players to eliminate their competitors and clear the way to their Hulk Drone is the biggest drone players can control and has special Speedrunner pawn. movement rules.

The Cleaners have the Delete ability ( ) (p. 20). Player cannot assign Movement actions through the action cards to Hulk Drone

It moves from Information block to Information block and How to put a Cleaner in the Cybernet ignores the spaces. To put one Cleaner in the Cybernet player needs to gain control of the Moves 1 block each turn. Cleaner Information block.

After player gains control of the Cleaner Information block, he takes the pawn card in his Zone of control and places the Cleaner pawn piece in the space showing the figure of the Cleaner.

22 23 Other pawns There are other pawns that can be put to the Cybernet. Each of them indicates their characteristics and abilities on its pawn card. bonus Counters

Some Information blocks contain corners with bonus parts. Gynoid pawn Player gain control of Gynoid pawn when he gains control of the Pink If player puts a Information District Information block. It enters the Cybernet in the space showing its block to the Cybernet and three figure. bonus parts finalize bonus counter space, a bonus counter is put to the Cybernet on this bonus counter space. Idoru pawn Note: There may be situation when three Information blocks Idoru pawn enters the Cybernet in the space showing its figure after together do not form bonus the Toei Company Information block is placed to the Cybernet. counter space (Not all corners of the Information blocks show piece The Idoru pawn enters the Cybernet uncontrolled. of bonus counter space). If the bonus counter space does not To indicate player’s control of Idoru pawn, player adds his control form, do not put there bonus counter on the Idoru pawn card. How to get the counter. bonus counter

The bonus counter is won by Cracker pawn the player who gains control of the To gain control of the Cracker pawn player must first put the three Information blocks that form Gentleman Loser Information block card to the Cybernet and then pay its the bonus counter space. Each cost in the bonus counters. bonus counter space contains only one bonus counter. Player puts the paid bonus counters on the Cracker pawn card to indicate its use. The control of Cracker pawn is not lost when player loses the control of the Gentleman Loser Information block card.

Cyborg pawn How to pay To gain control of the Cyborg pawn player must first put the Cabazia for an item Club Information block card to the Cybernet and then pay its cost in the If player wants to put item in his Zone of control from bonus counters. his hand he needs to pay cost indicated on item with Player cannot assign Movement actions through the bonus counters. action cards. Player puts bonus counters used to pay cost of item To move to the Cyborg pawn player rolls one 6-sided die on the item card. 1D6 and the result of this roll is the maximum number of spaces Cyborg pawn can move this turn. When the item is destroyed bonus counters on it are not lost, player takes them back and he can use them later. 24 25 Other pawns There are other pawns that can be put to the Cybernet. Each of them indicates their characteristics and abilities on its pawn card. bonus Counters

Some Information blocks contain corners with bonus parts. Gynoid pawn Player gain control of Gynoid pawn when he gains control of the Pink If player puts a Information District Information block. It enters the Cybernet in the space showing its block to the Cybernet and three figure. bonus parts finalize bonus counter space, a bonus counter is put to the Cybernet on this bonus counter space. Idoru pawn Note: There may be situation when three Information blocks Idoru pawn enters the Cybernet in the space showing its figure after together do not form bonus the Toei Company Information block is placed to the Cybernet. counter space (Not all corners of the Information blocks show piece The Idoru pawn enters the Cybernet uncontrolled. of bonus counter space). If the bonus counter space does not To indicate player’s control of Idoru pawn, player adds his control form, do not put there bonus counter on the Idoru pawn card. How to get the counter. bonus counter

The bonus counter is won by Cracker pawn the player who gains control of the To gain control of the Cracker pawn player must first put the three Information blocks that form Gentleman Loser Information block card to the Cybernet and then pay its the bonus counter space. Each cost in the bonus counters. bonus counter space contains only one bonus counter. Player puts the paid bonus counters on the Cracker pawn card to indicate its use. The control of Cracker pawn is not lost when player loses the control of the Gentleman Loser Information block card.

Cyborg pawn How to pay To gain control of the Cyborg pawn player must first put the Cabazia for an item Club Information block card to the Cybernet and then pay its cost in the If player wants to put item in his Zone of control from bonus counters. his hand he needs to pay cost indicated on item with Player cannot assign Movement actions through the bonus counters. action cards. Player puts bonus counters used to pay cost of item To move to the Cyborg pawn player rolls one 6-sided die on the item card. 1D6 and the result of this roll is the maximum number of spaces Cyborg pawn can move this turn. When the item is destroyed bonus counters on it are not lost, player takes them back and he can use them later. 24 25 Malware Intrusive programs which aim is interfere with the actions of your How to opponents. equip an item

Once has player paid the cost of item with bonus counters one of his pawn can equip that item. Item can be used only by pawn that has it equipped. Specialized items

An equipped item cannot be unequipped or exchanged between Specialized items are restricted to use only by some pawns. pawns.

If the pawn is eliminated or equipped item is destroyed the item goes to the discard pile. Seven and 7g Ma- Mi are neuroconsoles that can only be equipped by pawns with Icebreaker ability ( ). They are Generic items equipped to the left side of the Generic items can be equipped pawn card. by any pawn (except Drones).

Generic items are equipped in the upper part of the pawn card.

Widowmaker is a weapon that can only be equipped by pawns with Delete ability ( ). It is equipped to the right side of the pawn card.

Each pawn only can equip simultaneously one item of this type. Defense equipment Defence equipments can be equipped by any pawn (except Drones).

Defence equipments are A u t o m a t i c g u n i s a n equipped in the bottom part of the improvement specially designed pawn card covering and replacing for the Drones and only a Drone the defence dice. Defence ( ) can equip it. It gives the Delete equipments also nullify the ICE ability to Drones that do not have dice of the pawn. them and adds ( ) to the attack.

Each pawn only can equip simultaneously one item of this type. 26 27 Malware Intrusive programs which aim is interfere with the actions of your How to opponents. equip an item

Once has player paid the cost of item with bonus counters one of his pawn can equip that item. Item can be used only by pawn that has it equipped. Specialized items

An equipped item cannot be unequipped or exchanged between Specialized items are restricted to use only by some pawns. pawns.

If the pawn is eliminated or equipped item is destroyed the item goes to the discard pile. Cyberspace Seven and 7g Ma- Mi are neuroconsoles that can only be equipped by pawns with Icebreaker ability ( ). They are Generic items equipped to the left side of the Generic items can be equipped pawn card. by any pawn (except Drones).

Generic items are equipped in the upper part of the pawn card.

Widowmaker is a weapon that can only be equipped by pawns with Delete ability ( ). It is equipped to the right side of the pawn card.

Each pawn only can equip simultaneously one item of this type. Defense equipment Defence equipments can be equipped by any pawn (except Drones).

Defence equipments are A u t o m a t i c g u n i s a n equipped in the bottom part of the improvement specially designed pawn card covering and replacing for the Drones and only a Drone the defence dice. Defence ( ) can equip it. It gives the Delete equipments also nullify the ICE ability to Drones that do not have dice of the pawn. them and adds ( ) to the attack.

Each pawn only can equip simultaneously one item of this type. 26 27 How to equip a Bot card

Bots are not items, but pawns with Icebreaker ability ( ) can equip them.

The Bot adds Icebreaker bonus to the pawn.

If the pawn with equipped Bot is eliminated the Bot goes to the discard Bonus card pile. Some Information blocks in the Cybernet allows player to gain control Bots are equipped to the left side of the pawn card. of a specific card. This card remains under player’s control as long as player controls the Information block.

Financial Sector While player maintains control of this card, it increases the limit of action cards player can draw/have in his hand during the Recycled actions phase by 1.

Maximum number of action cards modifier Some cards have a +1 or -1 modifier icon. These cards modify the maximum number of action cards player can draw/have in his hand in the Recycled actions phase. -1 A.I. This card adds a bonus of 1 to Icebreaker actions to all the pawns with Icebreaker ability in control of player. Information block cards Information block card that player can put to the Cybernet adjacent to a Information block under control of player using Information block card.

Information block card remains in the Cybernet only while player controls the adjacent Information block. If player loses control of the adjacent Information block the Information block card is discarded. 28 29 How to equip a Bot card

Bots are not items, but pawns with Icebreaker ability ( ) can equip them.

The Bot adds Icebreaker bonus to the pawn.

If the pawn with equipped Bot is eliminated the Bot goes to the discard Bonus card pile. Some Information blocks in the Cybernet allows player to gain control Bots are equipped to the left side of the pawn card. of a specific card. This card remains under player’s control as long as player controls the Information block.

Financial Sector While player maintains control of this card, it increases the limit of action cards player can draw/have in his hand during the Recycled actions phase by 1.

Maximum number of action cards modifier Some cards have a +1 or -1 modifier icon. These cards modify the maximum number of action cards player can draw/have in his hand in the Recycled actions phase. -1 A.I. This card adds a bonus of 1 to Icebreaker actions to all the pawns with Icebreaker ability in control of player. Information block cards Information block card that player can put to the Cybernet adjacent to a Information block under control of player using Information block card.

Information block card remains in the Cybernet only while player controls the adjacent Information block. If player loses control of the adjacent Information block the Information block card is discarded. 28 29 Glossary Pictograms Ability: Features that a pawn Delete ( ): Ability to Reboot ( ): Ability to possesses. eliminate other pawns. return to the Cybernet (using Cybernet block backups) after being eliminated. Defence dice effect (p. 13). (p. 20). ICE value of a Action: Result of assigning a Drone: Highly specialized Information block action card to a pawn. automaton with very limited Search ( ): Browse in the (p. 14). intelligence. Cybernet. Under control Action card: Card block effect (p. 13). Icebreaker representing actions that a player Eliminate: Remove a pawn Skull of attack ( ): Bonus (p. 19). can assign to pawns under his from the Cybernet. Indicates the effectiveness control. (number of dice) of an attack. Black ICE (p. 14). Equip: To attach an Item card Skull Attack / Icebreaker Assign: Activate pawn’s of to a pawn. Space: Represents physical + + modifier (p. 19). ability using an action card. location in Cybernet. attack effectiveness 01 01 (p. 20). ICE: (Intrusion Bonus card: Benefit for Countermeasures Electronics) Speedrunner: Valuable ICE value of player who controls certain Security of a digital system. pawn with Icebreaker ability. It is Bonus counter / Maximum number a pawn (p. 19). Information block. the main tool in the domain of the Cost in bonus -1 of action cards Icebreaker ( ): Ability to Cybernet. counters (p. 25). modifier. (p. 28). Bonus Counter ( ): evade security systems in Represents the superiority gained cybernetic devices to obtain Zaibatsu: Megacorporation by dominating part of the control over them. with power well above the Icebreaker (p.(p. 1818).). Cybernet. nations. Each player represents a Player can assign an Icebreaker Bonus: different Zaibatsu. action to / has Drone (p.(p. 22).22). Bot: Virtual entity, expert in Improvement that helps during the ability to. Search (p.(p. 17).17). the ICE systems. Icebreaker actions. Cannot assign Cleaner: Mercenary Information block: action to. Cyborg. specialized in the elimination of Hexagonal tile that represents Reboot (p.(p. 21).21). other pawns. valuable information in the Cybernet. Player can perform that Puede llevar a Control: The ability to obtain action during eacheach turn cabo esta acción and dominate an object, a pawn or Information block card: Delete (p.(p. 20).20). cada turno. an Information block. Card that player can put to the Cybernet. Control counter: Indicates Abilities Movement

that Information block is under Item: An object that can be

r r Icebreaker ability. e the control of a player. equipped by a pawn. e Icebreaker actions can be

k i c a assigned to the pawn. Movement Moves 3 spaces e e Cost: Payment to dominate Movement Action: Action b r action. ((p.p. 1010).). each turn. and control an object. assigned to a pawn that allows it to move one space for each Search ability. Cybernet: Global movement icon ( ). Search actions can be Player cannot assign Moves 5 spaces Information Network containing assigned to the pawn. movement actions. each turn. of all human knowledge It is Pawn: Mercenary that serves 5 represented by Information the purpose of the player. blocks and users can move Reboot ability. + through it. Pawn card: Indicates the Reboot action can be Movement determined characteristics of a pawn. assigned to the pawn. Add or subtract 1 ( ) 1D6 by rolling a 6 sided dice to each movement Defence Dice: Represents Depending on where they are in -1 each turn. the ability to resist and evade play area it indicates if pawn is action card assigned. attacks. under the control of some player. Delete ability. Moves 1 block Delete action can be each turn. assigned to the pawn. 30 31 Glossary Pictograms Ability: Features that a pawn Delete ( ): Ability to Reboot ( ): Ability to possesses. eliminate other pawns. return to the Cybernet (using Cybernet block backups) after being eliminated. Defence dice effect (p. 13). (p. 20). ICE value of a Action: Result of assigning a Drone: Highly specialized Information block action card to a pawn. automaton with very limited Search ( ): Browse in the (p. 14). intelligence. Cybernet. Under control Action card: Card block effect (p. 13). Icebreaker representing actions that a player Eliminate: Remove a pawn Skull of attack ( ): Bonus (p. 19). can assign to pawns under his from the Cybernet. Indicates the effectiveness control. (number of dice) of an attack. Black ICE (p. 14). Equip: To attach an Item card Skull Attack / Icebreaker Assign: Activate pawn’s of to a pawn. Space: Represents physical + + modifier (p. 19). ability using an action card. location in Cybernet. attack effectiveness 01 01 (p. 20). ICE: (Intrusion Bonus card: Benefit for Countermeasures Electronics) Speedrunner: Valuable ICE value of player who controls certain Security of a digital system. pawn with Icebreaker ability. It is Bonus counter / Maximum number a pawn (p. 19). Information block. the main tool in the domain of the Cost in bonus -1 of action cards Icebreaker ( ): Ability to Cybernet. counters (p. 25). modifier. (p. 28). Bonus Counter ( ): evade security systems in Represents the superiority gained cybernetic devices to obtain Zaibatsu: Megacorporation by dominating part of the control over them. with power well above the Icebreaker (p.(p. 1818).). Cybernet. nations. Each player represents a Player can assign an Icebreaker Bonus: different Zaibatsu. action to / has Drone (p.(p. 22).22). Bot: Virtual entity, expert in Improvement that helps during the ability to. Search (p.(p. 17).17). the ICE systems. Icebreaker actions. Cannot assign Cleaner: Mercenary Information block: action to. Cyborg. specialized in the elimination of Hexagonal tile that represents Reboot (p.(p. 21).21). other pawns. valuable information in the Cybernet. Player can perform that Puede llevar a Control: The ability to obtain action during eeachach turn cabo esta acción and dominate an object, a pawn or Information block card: Delete (p.(p. 20).20). cada turno. an Information block. Card that player can put to the Cybernet. Control counter: Indicates Abilities Movement

that Information block is under Item: An object that can be

r r Icebreaker ability. e the control of a player. equipped by a pawn. e Icebreaker actions can be

k i c a assigned to the pawn. Movement Moves 3 spaces e e Cost: Payment to dominate Movement Action: Action b r action. ((p.p. 1010).). each turn. and control an object. assigned to a pawn that allows it to move one space for each Search ability. Cybernet: Global movement icon ( ). Search actions can be Player cannot assign Moves 5 spaces Information Network containing assigned to the pawn. movement actions. each turn. of all human knowledge It is Pawn: Mercenary that serves 5 represented by Information the purpose of the player. blocks and users can move Reboot ability. + through it. Pawn card: Indicates the Reboot action can be Movement determined characteristics of a pawn. assigned to the pawn. Add or subtract 1 ( ) 1D6 by rolling a 6 sided dice to each movement Defence Dice: Represents Depending on where they are in -1 each turn. the ability to resist and evade play area it indicates if pawn is action card assigned. attacks. under the control of some player. Delete ability. Moves 1 block Delete action can be each turn. assigned to the pawn. 30 31 Reference List

24 Hexagonal blocks of 54 action cards information. Transgenic Therapy Clandestine Broadcast Psico Ship Sprawl Chipware Clipart Yakuza Nanosoft Pink District Cyber Prosthesis This game would not have been possible without the valuable Combat Prototypes Kamikaze creativity of artists all over the world who publish their art for free use: Stand alone complex Crash Dummie Antro Spyware Eiko Underground Worm [email protected] Cleaner Virus Cleaner Cyberspace seven DJMonkey Cleaner Cyberspace seven http://www.djmonkeyboy.com/home.html Cleaner 7G Ma-Mi Engineering War 7G Ma-Mi Spektrgraphix Copyleft Widowmaker http://www.spektrgraphix.com/ Toei Company Automatic Gun Electromagnetic Pulse Full-Body Prosthesis Rafalwepa Military Development Military Exoskeleton http://rafalwepa.com/ Google Ex Machina Mercado negro Durendin DigitalAM Armament Research Ad-zarat http://digitalam.deviantart.com/ Financial Sector Gaspar A I Eriela bad-blood Freeside Icebreaker x14 http://bad-blood.deviantart.com/ Central Core Cabazia Club 16 pawn cards and 2 bonus Delete x8 cards Gentleman Loser Speedrunner Reboot x8 Speedrunner Speedrunner Speedrunner Cleaner A Special thanks Cleaner B Cleaner C To Marian Gablovsky (tirsillur) who has done excellent job with Cleaner D correction of all the elements of text of the information blocks and the Gynoid cards and the English rules (my English is very bad, heh, heh, heh). Idoru Cracker Cyborg Probe Drone Mar II Drone Turret Drone Hulk Drone

Financial Sector A I

32 33 Reference List

24 Hexagonal blocks of 54 action cards information. Transgenic Therapy Clandestine Broadcast Psico Ship Sprawl Chipware Clipart Yakuza Nanosoft Pink District Cyber Prosthesis This game would not have been possible without the valuable Combat Prototypes Kamikaze creativity of artists all over the world who publish their art for free use: Stand alone complex Crash Dummie Antro Spyware Eiko Underground Worm [email protected] Cleaner Virus Cleaner Cyberspace seven DJMonkey Cleaner Cyberspace seven http://www.djmonkeyboy.com/home.html Cleaner 7G Ma-Mi Engineering War 7G Ma-Mi Spektrgraphix Copyleft Widowmaker http://www.spektrgraphix.com/ Toei Company Automatic Gun Electromagnetic Pulse Full-Body Prosthesis Rafalwepa Military Development Military Exoskeleton http://rafalwepa.com/ Google Ex Machina Mercado negro Durendin DigitalAM Armament Research Ad-zarat http://digitalam.deviantart.com/ Financial Sector Gaspar A I Eriela bad-blood Freeside Icebreaker x14 http://bad-blood.deviantart.com/ Central Core Cabazia Club 16 pawn cards and 2 bonus Delete x8 cards Gentleman Loser Speedrunner Reboot x8 Speedrunner Speedrunner Speedrunner Cleaner A Special thanks Cleaner B Cleaner C To Marian Gablovsky (tirsillur) who has done excellent job with Cleaner D correction of all the elements of text of the information blocks and the Gynoid cards and the English rules (my English is very bad, heh, heh, heh). Idoru Cracker Cyborg Probe Drone Mar II Drone Turret Drone Hulk Drone

Financial Sector A I

32 33 Updates

2 enero 2010 Nueva condición de victoria (jugar todos los bloques). 27Octubre2010 Eliminar el coste de pasar sobre otro peón. Agregado el concepto de calavera de ataque e indicación en los Cambiar las casillas donde se ponen en juego los peones (ahora bloques los lados sin casillas. son casillas grandes). Aumentar el daño del item bomba a 2 calaveras. 25Noviembre2010 Eliminar el bloque “datos corruptos” Agregada lista de cartas y bloques como referencia Index Aumentar el precio del Cracker a 2 bonus 02Febrero2011 19 enero 2010 Agregada característica black ICE en los bloques bajo control Game content. 3 Eliminar todo lo referente a la indicación explorar impresa en los (editados contadores) bloques (salidas del bloque) Game mechanics. 4 19Febrero2011 Game setup. 5 02 febrero 2010 Cambiado Worm por worn (Gracias Entofol!) Start game. 6 Cambiar referencias de bioagente por cyborg Phases of turn. 7 Definir el numero de contadores de control según numero de 23Marzo2011 jugadores, eliminada condición de victoria (jugar todos los bloques), Corregido error archivos en RGB, cambiados a CMYK (Gracias a Zones of the game. 8 agregada explicación detallada de los peones especiales, agregada los usuarios SOMOS y andeanguy por reportar el error), Cambio de el Actions. 9 explicación de las cartas bonus, estandardizar como “carta” a las tamaño de la fuente en cartas, de 7 a 8 puntos, supresión de las cartas Information blocks 12 referencias de “tarjeta”, agregada descripción Habilidades, agregado Li. glosario y pictogramas The pawns. 15 26Marzo2011 Pawns abilities. 17 03febrero2010 Corrección Ortográfica de todo el manual (Gracias andeanguy!) Types of pawns. 22 Arregladas imágenes cambiadas en bonus rompehielo (Gracias Bonus counters. 25 JuegoEgo!) 12Mayo2011 Ajustado margen en todas las cartas, renovada la apareriencia del Item. 26 30 marzo 2010 costo en bonificadores en las cartas standarizada la carta Drone Hulk, Bonus card. 29 Cambiar el nombre de las cuatro acciones básicas modificados los efectos de las cartas terapia Transgenica y Worm, Glossary. 30 Cambiar ilustraciones por el nuevo diseño con iconos agregada la carta psico chip. Crear un capitulo especial sobre las habilidades Pictograms. 31 Cambiar regla de las cartas de bloques de información, ahora si se 21Mayo2011 References. 32 pierde el control del bloque la carta es eliminada Cambiado gráfico de psico chip, agregada una nota en la sección Clipart. 33 Agregar explicación malware poner contadores de modificación, agregado los pictogramas de sumar y restar 1 movimiento. Extendida explicación de casillas, casilla Updates. 34 01 abril 2010 especial. Corrección del icono Icebreaker (cambiado “Icebreaker”) y “otos” peones por otros peones (Gracias idler95!) 06Junio2011 Corrección del glosario, agregada sección tipos de peón, 12mayo2010 especificar “activar habilidades” (gracias tirsillur a por la sugerencia!) Corrección de el valor del precio de bonus en la tarjeta de cracker (2 bonus) y corrección de los iconos cambiados de los speedrunners 12Junio2011(Version en Ingles) en la hoja de peón (Gracias Miki!) Corrección de la traducción de todo el manual (gracias tirsillur!) Agregada la explicación de preparar las cartas de peón y las cartas de bonus en la sección preparar el juego. 13Septiembre2011 Cambiar el concepto jugador por Zaibatsu y juego o tablero de Cambio Dummie por Dummy, agregado limite de 1 en item de juego por cybernet. arma, agregada explicación de perdida de items cuando un peón es robado. Cambiadas reglas de movimiento y ataque del drone hulk, 21julio2010 cambio del efecto del bloque Mercado negro. Corrección de chpware Mejorado gráfico colocar bloque, agregado sección clipart, por chipware, agregar nuevos iconos de turno al manual, reducción del cambiado el gráfico del bloque distrito rosa, resaltado nombres en costo de cyberprotesis a 1 contador de bonificación, eliminar el bloques y eliminado problema de flechas de dirección. sangrado en las cartas, nuevos efectos de cambio de controlador de peones en bloques, nueva habilidad de drone torreta, cambio en 29septiembre2010 Cleaner A y B, modificado efecto en bloque yakuza, agregado efecto en Reducción del mazo de acciones a 54 cartas, cambio de gráfico y bloque sprawl, cambiados valores de hielo en bloques, cambiada la nombre de dummie por crash dummie, eliminadas cartas de acción dificultad de Ice en Drones y Cyborg, Cambiado el costo de las hiperlink y neurocasco militar neuroconsolas, del virus y el nanosoft, reajuste en tamaño de los peones para pinzas clip standar de 19mm.

34 35 Updates

2 enero 2010 Nueva condición de victoria (jugar todos los bloques). 27Octubre2010 Eliminar el coste de pasar sobre otro peón. Agregado el concepto de calavera de ataque e indicación en los Cambiar las casillas donde se ponen en juego los peones (ahora bloques los lados sin casillas. son casillas grandes). Aumentar el daño del item bomba a 2 calaveras. 25Noviembre2010 Eliminar el bloque “datos corruptos” Agregada lista de cartas y bloques como referencia Index Aumentar el precio del Cracker a 2 bonus 02Febrero2011 19 enero 2010 Agregada característica black ICE en los bloques bajo control Game content. 3 Eliminar todo lo referente a la indicación explorar impresa en los (editados contadores) bloques (salidas del bloque) Game mechanics. 4 19Febrero2011 Game setup. 5 02 febrero 2010 Cambiado Worm por worn (Gracias Entofol!) Start game. 6 Cambiar referencias de bioagente por cyborg Phases of turn. 7 Definir el numero de contadores de control según numero de 23Marzo2011 jugadores, eliminada condición de victoria (jugar todos los bloques), Corregido error archivos en RGB, cambiados a CMYK (Gracias a Zones of the game. 8 agregada explicación detallada de los peones especiales, agregada los usuarios SOMOS y andeanguy por reportar el error), Cambio de el Actions. 9 explicación de las cartas bonus, estandardizar como “carta” a las tamaño de la fuente en cartas, de 7 a 8 puntos, supresión de las cartas Information blocks 12 referencias de “tarjeta”, agregada descripción Habilidades, agregado Li. glosario y pictogramas The pawns. 15 26Marzo2011 Pawns abilities. 17 03febrero2010 Corrección Ortográfica de todo el manual (Gracias andeanguy!) Types of pawns. 22 Arregladas imágenes cambiadas en bonus rompehielo (Gracias Bonus counters. 25 JuegoEgo!) 12Mayo2011 Ajustado margen en todas las cartas, renovada la apareriencia del Item. 26 30 marzo 2010 costo en bonificadores en las cartas standarizada la carta Drone Hulk, Bonus card. 29 Cambiar el nombre de las cuatro acciones básicas modificados los efectos de las cartas terapia Transgenica y Worm, Glossary. 30 Cambiar ilustraciones por el nuevo diseño con iconos agregada la carta psico chip. Crear un capitulo especial sobre las habilidades Pictograms. 31 Cambiar regla de las cartas de bloques de información, ahora si se 21Mayo2011 References. 32 pierde el control del bloque la carta es eliminada Cambiado gráfico de psico chip, agregada una nota en la sección Clipart. 33 Agregar explicación malware poner contadores de modificación, agregado los pictogramas de sumar y restar 1 movimiento. Extendida explicación de casillas, casilla Updates. 34 01 abril 2010 especial. Corrección del icono Icebreaker (cambiado “Icebreaker”) y “otos” peones por otros peones (Gracias idler95!) 06Junio2011 Corrección del glosario, agregada sección tipos de peón, 12mayo2010 especificar “activar habilidades” (gracias tirsillur a por la sugerencia!) Corrección de el valor del precio de bonus en la tarjeta de cracker (2 bonus) y corrección de los iconos cambiados de los speedrunners 12Junio2011(Version en Ingles) en la hoja de peón (Gracias Miki!) Corrección de la traducción de todo el manual (gracias tirsillur!) Agregada la explicación de preparar las cartas de peón y las cartas de bonus en la sección preparar el juego. 13Septiembre2011 Cambiar el concepto jugador por Zaibatsu y juego o tablero de Cambio Dummie por Dummy, agregado limite de 1 en item de juego por cybernet. arma, agregada explicación de perdida de items cuando un peón es robado. Cambiadas reglas de movimiento y ataque del drone hulk, 21julio2010 cambio del efecto del bloque Mercado negro. Corrección de chpware Mejorado gráfico colocar bloque, agregado sección clipart, por chipware, agregar nuevos iconos de turno al manual, reducción del cambiado el gráfico del bloque distrito rosa, resaltado nombres en costo de cyberprotesis a 1 contador de bonificación, eliminar el bloques y eliminado problema de flechas de dirección. sangrado en las cartas, nuevos efectos de cambio de controlador de peones en bloques, nueva habilidad de drone torreta, cambio en 29septiembre2010 Cleaner A y B, modificado efecto en bloque yakuza, agregado efecto en Reducción del mazo de acciones a 54 cartas, cambio de gráfico y bloque sprawl, cambiados valores de hielo en bloques, cambiada la nombre de dummie por crash dummie, eliminadas cartas de acción dificultad de Ice en Drones y Cyborg, Cambiado el costo de las hiperlink y neurocasco militar neuroconsolas, del virus y el nanosoft, reajuste en tamaño de los peones para pinzas clip standar de 19mm.

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