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
When the load rises, extra resources are rented from the public cloud. Spell for 3 turns: +1 bandwidth at turn start.
System shield
A filter around the whole perimeter softens every blow. Spell for 3 turns: every hit you take deals 1 less damage.
Continuous monitoring
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
A toolbox of exploits, scripts and ready-made tools. Spell for 3 turns: your attacks deal +1 damage.
Incremental backup
Only what changed since last time is copied: little space, always ready. Spell for 3 turns: at turn start you restore 2 integrity.
Fortification
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
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
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
Infrastructure described in repeatable, reviewable files: no hand-made configurations that get forgotten. Spell for 3 turns: your defenses cost 1 less.
Spam campaign
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
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
Excess traffic clogs the links: everything is slower and costs more. Spell for 2 turns: the opponent’s cards cost 1 more.
Total optimization
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
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: