PREVIOUSLY ON BURNCYCLE…
Byte: Access:
Corporation: Bit:
1
Floor Mat:
2
FINISHING THE TUTORIAL
This tutorial picks up right where the Her initial roll is 3 AP and 4 AP is needed
Learn to Play’s tutorial left off. You should to unlock the door. She did get a reroll on
play through that part of the tutorial first. her elite die which she could use, but she
This document will walk you through also has her Tumble Magnet ability. She
the remainder of Floor 1, and setup for uses this ability to change her advanced
Floor 2. die to a 2 to match the elite’s result, giving
her 4 AP and allowing her to unlock the
door. With the Hamster close by on the
BYTE ROUND 3: other side of the door, she decides to not
to move into the hall as part of the action.
Dice Pool: 4 basic, 1 advanced, 1 elite.
Free Action: Before her next action, Byte
alters the burncycle, swapping out the
degraded captain chip for the utility chip
Action 1: The first chip in the burncycle
from the team reserve.
is a tech chip, so Byte takes an optimized
network card action. She draws a
network card, getting this Shift Guard
Schedule card: Action 3: For Byte’s last action, she
decides to draw another network card
and draws Source Code:
Action 2: On this newly placed utility chip,
Byte takes an optimized keypad action to
try to unlock the door she is adjacent to.
She draws the following keypad card:
Since the action is optimized, Byte can
take another unoptimized action on the
tech chip. She decides to move, and rolls Network: Moving on to the network step
all four of her basic action dice. of her turn, Byte will use the tech chip
to move her IP one node clockwise. On
the utility chip, her IP moves one more
node clockwise. With the final utility
chip in the burncycle, Byte’s IP moves
Using Tumble Magnet, she converts one two nodes clockwise, one outwards, and
If Byte wanted to resolve the inputs, the
blank into a 1, and combines the other one more node clockwise. She finishes
easiest way to do so would be to ignore
two to make another 1, totaling 3 AP. on the shown utility node on layer 2. By
the tech input with the optimized benefit,
Byte moves herself left two spaces, and landing on a layer 2 utility node, she is
and place her awareness down for the
moves Bit right one space. Threat is only able to resolve her Source Code network
alarm. However, she instead decides to
at 2 at the moment, so the team feels card, and gains 2 power. Her unresolved
brute force the door, rolling her advanced
it can afford some extra time on this network card is discarded.
and elite dice.
floor and is going to try to get some
additional resources by moving Bit into
the storage room.
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She decides to go for the top option,
Black Market Microchip. She rolls her
two advanced dice and two remaining
basic dice:
Access takes a move action, and rolls 5 With a result of 6, she passes the 4 AP
basic action dice in the hopes that she check. She takes a physical action chip
can move both herself and Bit. She rolls from the supply and adds it to her reserve.
the following result: Then, using her innate ability Multi-Use
Command, Access is also able to resolve
the bottom option on the terminal card
at no AP cost. Spoof Motion Sensor
Route Power: Byte uses the 2 power she allows her to place her awareness chip
just gained for another advanced die. She on either side of a door. Wanting to clear
ends her turn with 4 power. Converting the misses to 1 AP, she has the hallway for Byte, she decides to place
a total of 5 AP. She moves herself one her awareness chip on the inside of the
space left onto the terminal, and then door two spaces left of Byte. If she had
moves Bit three spaces right and one up put it inside the security or equipment
to be adjacent to the storage room door. rooms, the guards in those rooms would
be the ones to investigate. This ensures
the Hamster will be the guard to move
towards it, pulling it out of the hallway.
Degrade the Burncycle: Byte rolls a 5 on
the burncycle die. This degrades the tech
chip in the first burncycle slot.
Free Action: Access alters the burncycle,
placing the physical action chip she just
ACCESS ROUND 3: gained into the first burncycle slot. This
will allow her use it in the network step
Dice Pool: 7 basic, 2 advanced. of her turn and ensures that Byte will get
another action on her next turn.
Action 1: There are no chips in Access’s Action 2: Now on a terminal, Access
or the team’s reserve, so Access cannot decides to take a terminal action. She
alter the burncycle to take an action in draws the following terminal card:
the first burncycle slot. Her first action
therefore happens on the utility chip in
the second slot.
Network: Access uses the physical chip
to move her IP in to layer 1 and one
node clockwise, landing on the hub.
This increases her network level from 3
4
to 4. With the next utility chip, she move Advance Threat: Threat advances by 2,
her IP one node clockwise. On the final which puts it at 3.
utility chip, Access moves her IP one
node clockwise, then in to layer 2, and
one more node clockwise to the hub. She BYTE ROUND 4:
ends on a layer 2 hub which decreases
threat by 1. Dice Pool: 4 basic, 2 advanced, 1 elite.
Action 1: Using the physical action chip
in the first burncycle slot, Byte decides
to move. She rolls one advanced and four
basic dice:
However, because patrolling hasn’t
started yet, Byte’s awareness chip now With the action being optimized, Byte
must be investigated. The closest is the gains 2 AP to her movement, for a total
Hamster in the hallway, which will move of 8 AP. Byte could use Tumble Magnet,
towards her. The party chooses the exact but 8 is actually the perfect number to get
pathing to be one space into the lobby, where she is planning to go. Byte returns
Degrade the Burncycle: Access rolls the the die that rolled a miss to her dice pool
and one space up.
burncycle die and gets the result that for later. For her movement, Byte moves
allows her to choose which slot degrades. up one space. Her awareness chip moves
Access chooses to degrade slot 3. with her since she is detected going
through the door by the Hamster in the
lobby. She will then leave her awareness
chip, moving two spaces to the right, two
spaces up, two more spaces to the right,
and one space up, ending in the upper
right corner of the service elevator. Don’t
forget, thanks to Bit’s innate command
module ability, the doors to safe zones
are always unlocked!
CORP. ROUND 3: Patrol: Since there are no guards in the
hallways, no guards will patrol.
Security Unit Activation
Activate Pings: On the network, the
Pursue: There are no detected bots corporation pings move starting with
currently in the awareness range of the outermost pings first. Both pings
security units. will move three nodes and do not land
on hubs. Since they do not activate any
Investigate: There is only one awareness hubs, all pings will automatically transfer
chip in play, and that is Access’s in the to the next layer out if able. Both pings do
lobby. The closest security unit to it is the so.
Hamster with the key that’s in the hallway
nearby. It moves one space left and then
one space down into the lobby. Remember
that security can move through doors,
even if they are locked. After moving,
the Hamster clears Access’s awareness
chip, but spots Byte in the process. Byte
becomes detected. Fortunately, Byte isn’t Action 2: For the next action, Byte will
planning on staying in the lobby for long. use the utility chip to have Bit take an
optimized keypad action. Bit draws the
following keypad card:
5
While Bit could bypass the physical
input and take the shock, it seems best
Free Action: In order to get herself out of
to try and brute force this using Byte’s
danger of being banned from the network
remaining dice. She rolls one elite, one
by the ping on layer 4, Access uses her
advanced, and one basic die: Route Power: Byte will then use the
IP Spoof ability. She discards the network
power she just gained to get the Swap
card she has to swap nodes with the ping.
ability for Bit.
Note that because it is the control
module rolling and not Byte herself, Bit
will not be able to use Tumble Magnet, so
unfortunately Bit didn’t get the needed
AP to brute force the lock. However,
the elite die did land on a reroll side,
allowing Bit to reroll any one of the rolled
dice. She will reroll the blank, and its Degrade the Burncycle: Byte’s burncycle
new result is 1. Now with 4 AP, the door die rolls a 3. Since that slot is already
is able to be unlocked. Bit chooses to degraded, this roll degrades the chip in
move into the storage room. Rolling the slot 1.
room’s surveillance die, it lands on the Network: Access has only a utility chip in
door lock side, locking the door Bit had the burncycle, which she uses to move
just unlocked! Guess this detour to the one node clockwise to a hub. Landing on
storage room won’t be as easy as hoped. this layer 1 hub increases her network
level from 4 to 5.
ACCESS ROUND 4:
Dice Pool: 7 basic, 2 advanced.
Action 1: With the current burncycle
layout, Access will only get one action.
This could make it a great turn to resolve
her Fast Fingers imperative card, which
requires her to stop taking actions after
Network: Moving on to her network step, collecting a cache. However, looking Route Power: Seeing that they will need
Byte will use the physical chip to move forward to the network step of her turn, to reboot their burncycle soon, and
her IP clockwise one node, hitting the she sees that a ping is getting too close knowing that there is an upcoming threat
layer 2 hub and reducing threat by 1. to her access point for comfort. Access event that deactivates a burncycle slot,
With the utility chip, she will move her IP considers this as a priority and decides the team decides now is a good time to
two nodes clockwise, transfer in to layer to use her action to draw a network card. route power to gain the next burncycle
3, and continue moving clockwise till She draws Security Room Override: slot for 3 power. Access contributes 2
she hits the layer 3 hub. This gains her
power and the remaining 1 power comes
1 power.
from Bit. A peg is placed to show slot 4 is
now active, and a general action chip is
placed in slot 4.
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Degrade the Burncycle: Access rolls the Then all pings will activate again. The layer
burncycle die and gets a 2, degrading the 2 ping moves two nodes, stopping on the
utility chip in that slot. hub. The layer 3 ping moves three nodes.
The first ping on layer 4 moves two nodes
before being blocked by the other ping.
The last ping then moves two nodes as
well, and is blocked from moving further.
CORP. ROUND 4:
Security Unit Activation The corporation’s network level goes
down by 1 after booting, leaving it at 1.
Pursue: There are no detected bots Since Byte was booted, she is detected
currently in the awareness range of and her awareness chip is placed on her
security units. space. Having resolved ping movement,
we see that they are on one hub, so the
Investigate: There is only one awareness ping die is rolled once. The rolled result
chip in play, and that is Byte’s in the advances threat by 1, to 3. With one hub being reached, the ping die
hallway. The closest security unit to it is rolled and the result adds a new ping to
is the Hamster in the top right of the the network and transfers all pings. Since
lobby. With its 2 movement, it moves two tall four pings are already in play, no new
spaces to the right and turns to face the pings are added. Only the layer 4 ping on
awareness chip. Note that you could have the tech node is able to transfer out.
moved it up and right to get it the same Advance Threat: Threat increases by 2,
distance from the awareness chip, but up to 5. This triggers the Activity Tracking
decided it is better to keep it in a room for event. The CEO adds 2 pings to the core,
as long as possible. placing one on the core itself, and one on
the next available node.
BURNCYCLE REBOOT:
Patrol: As there are still no guards in the
hallways, nothing will patrol. With only one active chip remaining in
the burncycle, the team decides it’s a
Activate Pings: The ping on layer 2 moves good time for a burncycle reboot. All of
first, moving the full three nodes. The the chips currently in the burncycle are
ping in layer 3 also moves three nodes returned to the supply. The captain action
clockwise, but this lands it on Byte’s IP. chip and three general action chips are
Byte and the corporation both have a randomized in the draw bag and then
network level of 2. Since the corporation used to refill the burncycle. It comes out
wins network ties (except 6s), the ping as shown, with the captain chip in slot 4.
boots Byte’s IP and takes its place on
the hub.
7
Byte gets her reserve which consists of She changes the 1 to a 2 with Tumble
a physical and a utility chip, and Access’s Magnet. With 4 AP, she moves Bit
reserve has a utility and a tech chip. two spaces up and one space left. Bit
The team’s reserve will be created collected a cache during this movement,
based on the room’s that the bots are in. so the chip is removed from play and
The service elevator does not grant chips, she draws an equipment card which
but both the utility and storage room is a Key. While the command module
will grant one utility chip each to the cannot use equipment, they can discard
team’s reserve. key equipment cards to gain a key chip,
which Bit does. The key chip is placed
into Bit’s inventory chip slot, under her
awareness chip.
BYTE ROUND 5:
Dice Pool: 4 basic, 2 advanced, 1 elite.
Action 1: For her first action, Byte decides
to try to strike the wall that divides the
service elevator from the storage room.
If she’s successful, she’ll be able to give
Bit an easy way out of that room. She
rolls two basic, two advanced, and one
elite die:
Using Tumble Magnet, she turns the
blank into a 2, for a total of 11 AP. Strike
actions against walls require 10 AP to
succeed, so the wall is busted! This does
cause some noise and would cause Byte
to be detected if she wasn’t already. She
places a destroyed wall chip underneath
her, indicating where the hole in the wall
is. She could move into the storage room
but chooses not to.
With the burncycle rebooted, threat
advances by player count up to 7. This Byte then uses her last movement to
triggers the Remote Spindown event, move herself down one space.
which deactivates the first burncycle
slot. The chip in that slot goes back to the
supply and the peg is removed. This slot Action 2: For her next action, Byte will roll
cannot be used again until it is activated her remaining 2 basic dice for movement:
again by routing power to it.
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directed its movement to end facing the ACCESS ROUND 5:
right instead of facing up. This would
have prevented it from moving up with Dice Pool: 5 basic, 2 advanced.
the captain chip.
Free Action: First thing, Access alters the
Now having resolved the captain’s burncycle, replacing the degraded chip in
burncycle action, Byte can take her own slot 2 with the tech chip from her reserve.
final action. She draws the network card
Administrator Privileges:
Action 1: Access takes an optimized
Action 3: The last chip in the burncycle
network card action, and draws a network
is the captain’s chip, which triggers
card. She gets Dark Web Access Hub:
Crucible’s burncycle action causing all
security units to move one space in the
direction they face. One Hamster in the
lobby will move up one space into the Network: For the network step of her
hallway, and the other Hamster will move turn, Byte only has the captain and
one space up as well, ending in the corner. general chips in the burncycle so moves
3 nodes in total. She moves one node in
to layer 1, one node clockwise, and one
node in to layer 2. With the network card
unresolved, it is discarded.
Since the action is optimized, Access gets
to take another action on this chip as well.
Access is tempted by the cache that’s
in the utility room with her, especially
given that she could use it to resolve
The Walker in the Equipment room will her imperative card, but it doesn’t seem
also move one space up, causing Access like the smartest move with the Walker
to be detected. This also triggers Drain present. Maybe it’s time to move on to the
again since Access is adjacent. Access next floor. Access decides to put all of her
discards her utility chip. Bummer! dice into movement, just to be safe, and
gets the following result:
Degrade the Burncycle: The burncycle
die rolls a 2 and the general chip in slot 2
of the burncycle is degraded.
With a total of 9 AP, Access moves up
one space, then uses the key she has
to open the adjacent door. This can be
done during a move action, allowing her
to move two spaces left and down one
to enter the small elevator. Recall that
Looking back a few turns, choosing to Bit’s command module ability says that
move the Walker into the equipment safe zones are always unlocked! Her
room instead of the Hamster may have awareness chip will be left on the space
been a mistake. At the very least, when she started due to the Walker’s limited
moving the Walker, the team could have peripheral awareness.
9
Network: Using the tech chip, Access
moves clockwise until she hits the ping on
the level 3 utility node. Her network level
is at 5 compared to the corporation’s 1,
so Access boots the ping and her network
level decreases to 4.
Action 3: Access’s final action happens
on the captain action chip, so all of the
security units must again move one space
in the direction they face. The only guard
capable of moving should be the Walker.
With the remaining 5 AP, she moves Bit
down two spaces, then left three spaces.
She is now on a layer 3 utility node,
allowing her to resolve Driver Update
Access then draws another network card: and draw a mod. She draws CannonArm
and places it uninstalled under her bot
mat. Before taking her next move, she
discards her last network card, Dark Web
Access Hub, to use IP Spoof again and
swap positions with the ping on the layer
1 hub. This does count as landing on the
hub, so her network level increases back
up to 5.
Bit collects the cache on its way, drawing
Kung Fu Knower.
Free Action: Before starting the network
step of her turn, Access discards the
Internet of Walls network card to use IP
Spoof and swap with the ping on the layer
3 tech node.
Action 2: The floor’s mission is complete
and all bots are in safe zones, but the
floor won’t change until the end of
Access’s turn. She spends her remaining
two actions to draw network cards, First
she draws:
For her final moves on the network, she
moves one node clockwise and one
node in.
10
Degrade the Burncycle: Access rolls the
side of the burncycle die that allows her to
choose what degrades, so she degrades
the captain action chip.
With Access’s turn ended, all objectives
completed, and all bots in safe zones, the
floor ends. Security will not get to take a
turn.
END OF TUTORIAL
This brings us to the end of the tutorial.
However, we encourage you to keep
playing this game on your own! See page
37 of the Learn to Play for details on how
to set up the second floor. If you have
questions as you continue playing, you
should be able to find the answers in the
Rules Reference.
11
ENDING STATE
Byte: Access:
Corporation: Bit:
12