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DIGITAL DESCENT

By Aidan Coan, Anna Sheahan, and Baxter Deni

Have you ever wondered what goes on behind the scenes of the
computer you use everyday? While the tasks it’s used for may
seem mundane, beneath the surface is a constant battle of your
PC defending itself from invaders.

In this game, you will either protect an important file from these
digital invaders, or play as the computer virus itself and try to
steal the package.

Players: 2-6

1 team of 3 plays as viruses trying to steal a computer file, while the other team plays as
antiviruses trying to protect said file. The games are played as best of 3 across multiple
rounds with the first team to win 2 rounds winning the match.

As there are 6 programs each game, 6 players is the maximum, however a player can play 3
programs by themselves if they wish for a game played by as few as 2 players.

Cards:

There are 2 types of cards:


● Programs: These are the
characters you play as and
against. There are 6 total, and
each player will get to choose 1 or
more, depending on the total
number of players. Each one has
unique actions and abilities. These
program cards are also used to
track player information such as
hp and cards that are on
cooldown. The Hp determines the
program’s maximum and starting
health. The move determines the
maximum amount of squares the
program can move on a move action. To the left of Move and Hp there is the program’s
passive, an extra ability innate to the character. The two squares on the bottom are
the cooldown markers and are used to track on cooldown coroutines. (Protip, put a D6
over Hp to keep track of it)
● Coroutines: These are the specific actions that a
program can take after moving. A player can use one once
per turn. Each coroutine card describes that action that can
be taken with it as well as any stats needed to be known. A
coroutine has 4 important sections, the Coroutines Name, the
Cooldown, the Range and the effect. If the Coroutines
Cooldown is zero it returns to Program’s hand after use, if its
1 it goes to the cooldown 1 slot on the Program card after
use, and if Cooldown is N/A then it is removed from the game
for the rest of the match after its use. Range determines how
far the coroutine can reach for its targeting. If the range N/A
it does not target for its attack. The effect is what the card
does.

Setup:

The game is played on a 10x12 board divided into 3 sections. One of the far sides belongs to
the antiviruses, the file is placed at the back as marked below. Likewise, the opposite far side
is where the viruses can choose where to start off. The middle section is neutral, and no
player can start their character in that area. The dark shapes on the board are walls, no
player can move or shoot through them.

First, decide as a group which map you will play on. Once you do, place the selected map
onto the table. Then each player must select their program. This is done in the turn order
that the game will be played in. Each player can choose from 1 of 6 Programs, however there
can only be 1 of each Program per team. The same class, however, can be on both teams.
When a player picks a Program, place the Program card in front of them and add the
associated coroutine cards to their hand The Programs are as follows:

● Sniper
● Executioner
● Soldier
● Disruptor
● Performer
● Extractor

After all players have picked a Program(s) and there are 3 on each team, players determine
through a game of rock paper scissors between a member from each team who gets to pick
sides for the first round. The winning team decides if they will play Viruses or Anti Viruses
first. Then Begin the first round.
Beginning of Round: At the beginning of Round all Programs return any on cooldown
Coroutines to their hand and heal their Hp to their programs maximum. Then begin the
placing phase. The Antiviruses begin by placing the File in on a non-wall square in their spawn
zone. Then starting with the Viruses, the teams take turns placing their programs onto
squares in their respective spawn zones. The order these programs are placed determine their
turn order. Once every Program has been placed, play begins with the first placed program
that round.

Play:

As previously stated, the turn order alternates between teams, back and forth.

A players turn follows these processes each turn:


1. Do any amount of the following in any order.
a. Take a move action (move your character squares up to their current move).
Players can move any direction except diagonally.
b. Take an action (play a coroutine from your hand in front of you, resolving its
effect). If the coroutine has a cooldown above 0, place it on one of the
cooldown spots on the program card (on spot 1 if the cooldown is 1, and spot 2
if it’s 2)
c. Use any effect that your program provides you during your turn.
2. Then move all of your cards on the cooldown one spot to the right on the cooldown
tracker. Any cards that were on cooldown spot 1 can go back into the player’s hand.
3. Finally resolve any end of your turn effects and place any coroutines played this turn
onto their proper cooldowns (both through playing them or needing to put them on
cooldown for effects). Reduce any durations on cookies created by your effect by 1
and remove any cookies at duration 0.

Coroutines
Targeting- Targeting works by first checking if your character has line of sight on the Program,
if they do then check if the target lies within the cards range, if both are true, you may select
that program as a target for your coroutine.

Line of Sight - A line that is uninterrupted by walls must be able to be drawn between the tile
your character is on and the target for you to have line of sight.
Range - How many squares an effect reaches, the number is based on how many squares you
can move from your player and if your character has line of sight on the target. If an effect
has a range of three you may target any squares up to the targeted range.

If a Coroutine deals damage to a Program, reduce that players Hp by the amount of damage
dealt. If that damage would reduce their Hp past 0, that program is killed and removed from
play for the round.
Winning the Round:

If any player from the virus team grabs The File and makes it over to the virus’ side of the
board, the virus team wins. A player on the virus team can grab The File by moving onto the
space it’s located. Track this by putting it onto the Programs Program Card. If a program gets
eliminated while carrying The File, The File drops to the space the player was last on.

If 10 total turns pass without a victory, the antivirus team wins. However, if the file is
currently being held by a member of the virus team, the game is played until they reach the
virus’ side of the board and win or the virus carrying The File is eliminated, resulting in an
antivirus win.

A team can also automatically win if they defeat all members of the opposing team.

Once a team wins 2 rounds, they win the game.

Keyword Glossary:

Action - An action is when you play a coroutine from your hand. You normally can only play
one Action per turn.
Armor - Temporary hit points, they are reduced before your regular hit points are. When you
gain armor it sets it to that armor count, i.e. if an effect would give you armor 1 and you
already have armor 1 you will not gain an additional piece of armor.
Cookies - Tokens that mark affected squares on the field. They remain for the listed duration
on the coroutine that creates them.
Damage - If a program would take damage, reduce their Hp by the amount listed. If this
would reduce their Hp to 0 or below, they are considered killed
Duration - A time duration for how long an effect lasts, for each number of the duration is
how many of your turns have to pass after the card effect stops being in effect.
Range - How many squares an effect reaches, the number is based on how many squares you
can move from your player and if your character has line of sight on the target. If an effect
has a range of three you may target any squares up to the targeted range.
Move - Move the affected program squares on the board equal to the number listed on the
move. Movement can only be done onto non-diagonally tiles. If a move would move a
character more than 1 square, you may change direction of the movement during the move.
Move Action - Move up to the number squares of up to the number indicated by your
Program’s move.
Line of Sight - A line that is uninterrupted by walls must be able to be drawn between the tile
your character is on and the target for you to have line of sight.
Teleport - Move the teleported character to where it asks you to teleport, ignoring movement
modifying effects or walls.
Target/ Targeting - The subject of an effect, you can only select a program as a target if you
have both Line of Sight on the target and they lie within the effects range.
Program Profile: Sniper
A Long Range Damage Class focused on being able to
output consistent damage from a superior range. They
specialize in poke and locking down large sightlines.
Their passive allows their range to piggyback off their
teammates, allowing snipers to easily follow up on
their allies' damage. Try to set up in an area with line of sight on as much of the area you are
fighting for as possible while being far enough away from the fight that enemies cannot
effectively challenge you.

Likes to play with - Executioner, Soldier


Doesn’t like to play against - Extractor, Executioner

Plink is your main source of damage, allowing you chip away


at enemy HP or finish off fleeing enemies.

Headshot is a tool that allows you to heavily increase your damage output if you are allowed
to set up and chunk out programs caught out.

Overwatch lets you protect an area of the map to either keep an out of position program
locked down or discourage opponents from pushing into you.

Reposition gives you a way to push up faster and slip out of enemy programs' lockdown
effects.

Task Manager is your ultimate lockdown tool. If you need to keep an enemy program off your
team, or guarantee that your team can finish off an otherwise evasive threat, tagging them
with this coroutine will get the job done. Make sure to make its usage count, as once you use
it, you lose access to it for the rest of the match.
Program Profile: Executioner
A close range combat specialist that deals high damage
at melee range. They operate well as an opportunist
that can force engagements or punish overextended
programs. Their coroutines allow them to operate well
with less support than other Programs. Their passive
allows them to move when targeted by enemy effects,
allowing you to slip away from enemy pressure or push
in closer to get to your targets. Try and skirt the
effective ranges on enemies coroutines and strike when
the opportunity presents itself.

Likes to play with - Performer, Sniper


Doesn’t like to play against - Soldier, Extractor

/ is the executioner’s basic attack, dealing 2 damage to the chosen target.

Cut away is a tool to help keep you moving on your offensive, allowing you to move after
getting a bit of damage in.

Ultra Insync gives you a bit of protection for your next turn or if you are caught out gives your
team a slightly bigger margin to bail you out.

Overclock is a set up tool that enhances your next turn, if you need to wait a turn for your
team to open the enemy team up or discourage people from entering your range this is a solid
use for your turn.

Alt-F4 lets you tell the enemy team they are already dead, allowing solid damage across a
whole enemy team. You can’t use your move action when you use this so make sure you can
hit multiple targets the turn before you activate it. Pair it with Tango or Inspire from the
performer to give you a better activation range or enough damage to chunk out the majority
of the enemy team.
Program Profile: Soldier
A medium range program that excels in prolonged fights.
They have solid range to fight on your frontlines and lots
of sustain to keep themselves alive under focus fire. Use
their Armor Up to let your teammates survive just as
long as you during engagements and grind out your
opponent in a war of attrition. Their passive allows them
to put coroutines on Cooldown 2 to heal 1 at the end of
their turn

Likes to play with - Extractor, Executioner


Doesn’t like to play against - Disruptor, Sniper

Free Fire is the Soldier’s basic attack, dealing 1 damage to the chosen target. Use it to grind
away at your opponents health bars in longer fights.

Focus Fire gives you a burst of damage to help burn down particularly bulky opponents.

Armor Up makes your team significantly more survivable by giving them temporary health,
use it to allow your teammates to take significantly more risky options or give them a top off
to help them get away by the skin of their teeth.

Overwatch lets you protect an area of the map to either keep an out of position program
locked down or discourage opponents from pushing into you.

Full Restore lets you fully recover your health or cards on cooldown, allowing you to sustain a
prolonged fight even longer.
Program Profile: Disruptor
An Explosives Specialist focused on devastating grouped
up enemies and denying space from the opponents.
When you attack, the Disruptor is allowed to target
squares on the board in addition to players, and all
players on that square(s) are considered targeted as
well. In addition their passive allows you to place an
additional Coroutine on Cooldown 2 when you take an
action in order to expand the range of your attack to
the adjacent squares, allowing you to hit a plus sign of
squares on the board. Use this to hit opponents that
would normally be out of range, expand the amount of cookies your coroutines leave on the
board or tag multiple enemies with high damage ordnance.

Likes to play with - Performer, Extractor


Doesn’t like to play against - Executioner, Sniper

Concussive Round is the Disruptor’s basic attack, dealing 2 damage to the chosen target.

Stasis Round helps slow enemy advances or retreats while dealing a small amount of chip
damage to them.

File Dump lets the Disruptor clear out enemy hazards and manipulate enemy placement,
letting you drag out vulnerable targets or push enemies away from vulnerable teammates.

Fire Wall is a super powerful tool that allows you to burn away enemy options. Use Firewall
to cut off enemy attack angles or force them out of an area. This cookie won’t deal damage
to your team, so don’t worry about messing them up with one.

Data Destruction creates terrain for you and your team to work with. You can use it to create
cover for your team, cut off a route to the package, cut a player off from their team. Just
make sure that the terrain does mess you and your team up
Program Profile: Performer
A support program that allows your programs to gain extra
actions by sacrificing their own. The performer is a rather
fragile program, so their passive allows you to redirect
attacks to adjacent allies that are not targeted for the
attack.
Your moves allow you to let your allies shine so make sure
you play with teammates that benefit from what you have
to offer.

Likes to play with - Executioner, Disruptor


Doesn’t like to play against - Disruptor, Sniper
Refresh is the core coroutine that the performer has, this lets your teammates play an
additional coroutine. Use this to allow your high damage character to get another action out,
or a character with powerful utility abilities use it when they otherwise would not be able to.

B.A.P. is an attack that lets you deal damage in case of emergency.

Tango lets you and a teammate move again, this gives you an extreme amount of movement
to your team, allowing your teammates to get to areas they otherwise should not be able to
or let your team get out of an area that they get caught in. Use this with the Executioner to
ferry them into the enemies back line.

Inspire enables another ally to deal one more damage on their turn, use this with a character
that deals 2 damage to be able to one shot certain characters .

Perfect Performance lets you get close to any ally and use one of your other actions,
expanding your utility to your team, wherever on the map you may be.
Program Profile: Extractor
A high speed medic that specializes in getting to injured
allies and getting them out. Their passive increases their
move for each of your injured allies and allows you to heal
allies once on your turn. The Extractor may be lacking in
direct combat, but makes up for it with effects that help
keep all of your allies alive despite it. Coroutines like
Extraction get programs out of sticky situations and the
rest of your suite makes room for your teammates to do
what they do best.

Likes to play with - Soldier, Disruptor


Doesn’t like to play against - Executioner, Disruptor

Guardian Shell lets the Extractor give some padding to their teammates to allow them to
enter or exit an engagement safely.

Lag Dart gives you an option to help chase down enemies with your team, greatly hindering
movement and allowing teammates to catch up with your speed.

Vapor Packet Network creates a smoke shroud of cookies to help divide a fight and disrupt
supporting fire from other programs. Use proactively to let your team in through enemy
sightlines or reactively to defend your team from further fire.

Extract lets you get a teammate out of dodge with a simple tag. Don’t forget that you may
use it aggressively to help allies get into better positions for a fight.

Reformat lets you help both your teammates recover and can be used to help turn the tide of
a fight with a quick surge of healing. You can also use this to help recover The File even faster
and slip through enemies trying to block your path.
Programs:

Cookies for the Disruptor:

Cookies for the Extractor:

File:

Boards:

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