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PURPLEDUEL

Spells

Spells are the programmes and policies that work over time: an ongoing hardening campaign, an attack kit rented for a few days, a SOC alert phase. As in real life they have a duration, and a prepared opponent can cut them short.

How they work in the duel

A spell stays in play for a set number of turns, visible to both players, and gives its effects every turn; then it expires on its own, or an opposing card dispels it. Each player keeps at most 2 active: a new one takes the place of the oldest.

All the cards (14)

Cloud bursting

#161 · Spell · ◆1 · Common · Arena 1 (Laboratory)

When the load rises, extra resources are rented from the public cloud. Spell for 3 turns: +1 bandwidth at turn start.

System shield

#160 · Spell · ◆2 · Common · Arena 2 (Corporate network)

A filter around the whole perimeter softens every blow. Spell for 3 turns: every hit you take deals 1 less damage.

Continuous monitoring

#185 · Spell · ◆2 · Rare · Arena 3 (Data center)

Sensors and dashboards that are always on show faults and anomalies before they become incidents. Spell for 4 turns: at turn start you draw a card.

Offensive toolkit

#163 · Spell · ◆3 · Rare · Arena 4 (SOC)

A toolbox of exploits, scripts and ready-made tools. Spell for 3 turns: your attacks deal +1 damage.

Incremental backup

#159 · Spell · ◆2 · Common · Arena 5 (Cloud)

Only what changed since last time is copied: little space, always ready. Spell for 3 turns: at turn start you restore 2 integrity.

Fortification

#162 · Spell · ◆3 · Rare · Arena 5 (Cloud)

Separate zones, controlled access, every system protected in layers. Spell for 4 turns: your defenses have +2 toughness, including the ones you play later; when it ends the bonus is gone.

Continuous jamming

#164 · Spell · ◆2 · Rare · Arena 5 (Cloud)

Interference that never switches off: the enemy’s communications keep dropping. Spell for 3 turns: the opponent has 1 less bandwidth at turn start.

Auto-scaling

#165 · Spell · ◆4 · Epic · Arena 5 (Cloud)

The system adds resources by itself as the load grows. Spell for 3 turns: at turn start your maximum bandwidth grows by 1 extra (4, 6, 8, 10 instead of 4, 5, 6, 7).

Infrastructure as code

#197 · Spell · ◆2 · Common · Arena 5 (Cloud)

Infrastructure described in repeatable, reviewable files: no hand-made configurations that get forgotten. Spell for 3 turns: your defenses cost 1 less.

Spam campaign

#205 · Spell · ◆1 · Common · Arena 6 (Dark web)

Waves of emails that make phishing work: it only takes one to get through. Spell for 3 turns: your Phishing attacks deal +1 damage.

Continuous hardening

#166 · Spell · ◆4 · Epic · Arena 7 (Cyber range)

Reinforced configurations, rechecked all the time, with settings restored automatically. Spell for 4 turns: your defenses have +2 toughness and recover 1 toughness at turn start.

Network overload

#167 · Spell · ◆4 · Epic · Arena 8 (Zero-day)

Excess traffic clogs the links: everything is slower and costs more. Spell for 2 turns: the opponent’s cards cost 1 more.

Total optimization

#168 · Spell · ◆7 · Legendary · Arena 8 (Zero-day)

Every process streamlined, every waste removed: more is done with less. Spell for 3 turns: each of your cards costs 1 less, even down to ◆0 (cards that give bandwidth or draw never drop below ◆1).

Deepfake campaign

#231 · Spell · ◆6 · Legendary · Arena 8 (Zero-day)

Fake faces and voices everywhere: every check costs more and communications slow down. Spell for 3 turns: the opponent’s cards cost 1 more and they have 1 less bandwidth at turn start.

To learn the technical side there are the simulated labs:

The other card groups

All cards and the type chart