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PURPLEDUEL

Terrains

Terrains represent the environment you fight in: a well-organised infrastructure, a segmented network, a redundant data centre, or a black market that makes attacks cheaper. In real life defenders often win before the attack, by choosing the right architecture, while attackers take advantage of neglected environments.

How they work in the duel

A terrain stays in play and changes the rules until it is replaced or destroyed: more toughness for certain defence types, more damage for certain attacks, different costs, effects at the start of every turn. Each player can have 2 at once: a new one takes the place of the oldest.

All the cards (20)

Patch lab

#133 · Terrain · ◆2 · Common · Arena 1 (Laboratory)

An environment where updates are tested before they reach production. Your Patch and MFA defenses: +2 toughness.

Open-plan office

#134 · Terrain · ◆3 · Common · Arena 2 (Corporate network)

Shared desks and visible screens: easier to watch, approach and fool the people who work there. Your Phishing attacks deal +2 damage.

Company VPN

#174 · Terrain · ◆2 · Common · Arena 2 (Corporate network)

Traffic travels through an encrypted tunnel: spying on the network or posing as a known site is no longer enough. The opponent: their Scanning and Phishing attacks deal 1 less damage.

Data center

#132 · Terrain · ◆2 · Common · Arena 3 (Data center)

Server rooms with power, cooling and technicians always on site. At turn start all your defenses recover 1 toughness and you restore 1 integrity.

Zombie network

#137 · Terrain · ◆2 · Rare · Arena 3 (Data center)

Thousands of infected devices under the attacker’s orders, ready to flood a target. Your DDoS and Brute force attacks deal +1 damage.

Backup generator

#181 · Terrain · ◆3 · Common · Arena 3 (Data center)

If the power goes out, UPS units and generators keep the data center running. You recover 2 integrity at the start of your turn.

Live SOC

#135 · Terrain · ◆2 · Rare · Arena 4 (SOC)

A control room that never switches off, with analysts in front of the screens. Your IDS and EDR defenses: +2 toughness.

Congested network

#138 · Terrain · ◆3 · Rare · Arena 5 (Cloud)

A saturated network slows everything down, even whoever wants to strike. The opponent: attack cards cost 1 more.

Public cloud

#142 · Terrain · ◆3 · Epic · Arena 5 (Cloud)

Computing resources rented on demand: if you need more power, you just take it. At turn start: +1 bandwidth.

Shared responsibility

#199 · Terrain · ◆3 · Rare · Arena 5 (Cloud)

The provider protects the platform; access, configuration and data stay yours. Your MFA, Firewall and Patch defenses: +2 toughness.

Darknet

#136 · Terrain · ◆3 · Rare · Arena 6 (Dark web)

The part of the internet reachable only with special software, where kits and stolen data are sold. Your Phishing and Malware attacks deal +1 damage.

Honeynet

#139 · Terrain · ◆3 · Rare · Arena 6 (Dark web)

A whole network of fake systems that logs and slows down anyone who explores it. The opponent loses 1 integrity at turn start.

Cyber warzone

#143 · Terrain · ◆4 · Epic · Arena 6 (Dark web)

An area where cyberattacks never stop, as in a real conflict. Your Scanning and Exploit attacks deal +1 damage. The opponent: at turn start their strongest defense loses 1 toughness.

Black market

#145 · Terrain · ◆5 · Legendary · Arena 6 (Dark web)

The underground market where exploits, access and stolen data are sold. All your attacks deal +1 damage. The opponent: support cards cost 1 more.

Underground forum

#211 · Terrain · ◆4 · Epic · Arena 6 (Dark web)

The place where kits, access and stolen data are bought and sold. Your Phishing, Malware and Brute force attacks deal +1 damage.

Air-gap bunker

#140 · Terrain · ◆3 · Epic · Arena 7 (Cyber range)

A network physically disconnected from the internet: hard to hit, but awkward for you too. Every hit you take deals 1 less damage; your attack cards cost 1 more.

Crisis center

#141 · Terrain · ◆4 · Epic · Arena 7 (Cyber range)

The room where, during a serious incident, decisions are made and the response is coordinated. At turn start you restore 2 integrity; your support cards cost 1 less.

Segregated OT network

#217 · Terrain · ◆3 · Rare · Arena 7 (Cyber range)

Industrial machines sit in a separate network, with a single controlled crossing. Your Firewall and IDS defenses: +2 toughness.

Critical infrastructure

#144 · Terrain · ◆6 · Legendary · Arena 8 (Zero-day)

Power, hospitals, transport: services that cannot stop. All your defenses: +1 toughness. Every hit you take deals 1 less damage. At turn start you restore 1 integrity.

Post-quantum cryptography

#228 · Terrain · ◆4 · Epic · Arena 8 (Zero-day)

Algorithms built to hold up even against the quantum computers of the future: today’s secrets won’t be decrypted tomorrow. Your MFA and Patch defenses: +2 toughness. You recover 1 integrity at turn start.

To learn the technical side there are the simulated labs:

The other card groups

All cards and the type chart