PTSD: Terminal 01 — Game Rules
A card game for 2–6 players set after AI dominance: the few operators skilled enough to take the terminals back are the same ones chasing fame and SYSM. Hack targets, stack intel, move the board in your favor, and win by reputation plus what you lock on the chain.
Components
- Gameboard — Markets (6 tracks, 1–10), market dice spots (Black / Grey / White hat), network scan (1–6), SYSM crypto dice (1–6), data card deck area.
- Data cards — Deck of data cards (see GAME_CARDS.md in the project — developer reference). Each card has fragments, suit, SYSM value, and information type (AI Intel, Government, Financial, Personal, Market Intel, Wildcard). Hand limit: 7. If you ever have more than 7 data cards in hand, discard down to 7 immediately (discard to the general data card discard pile). This represents data loss — you cannot hold more than 7 fragment cards at a time.
- Location cards — Use 3 cards for 2 players, 6 cards for 3–4 players, and 9 cards for 5–6 players; one is turned face up at start. Every two rounds of play, reveal one new location at random until the max number of locations is revealed. Each location lists required fragments, fame reward, and data card reward.
- Market cards — Three decks (Black hat, Grey hat, White hat), each with its own card effects. Place each deck on its gameboard slot; use with market tracks and card effects as described on the cards.
- Dice — One d6 per dice spot on the gameboard (market dice + network scan). Roll at setup and mark with cubes.
- Cubes / tokens — Mark market and scan values (1–6 or 1–10), control on locations, and player identity if needed.
- Memory stacks — Each player may have up to 3 memory stacks in play at a given time. Each stack holds a maximum of 10 data cards. You Program cards into a stack and play a stack when you Hack.
- Turn order cards (player aids) — One per player (Player 1–6); each lists the seven turn actions. Jumbo size 3.5" × 5.5".
- Player cards — Six unique identity cards (jumbo horizontal 5.5" × 3.5"). Each has an alias (thematic hacker handle), a polaroid-style photo spot for a profile picture, a special power (one rule-breaking ability that applies only to that player—e.g. hand limit 8, or Program twice per turn), and a backstory (can be much longer). One per player; choose or deal at random.
Setup
- Separate all decks, shuffle them, and place each on its gameboard space. Place the data card deck off to the side of the board.
- Player cards: Shuffle the six player cards. Deal one to each player (or each player chooses one). Place your player card face up in front of you for the whole game. Your special power on that card applies only to you (see Player cards and special powers).
- Market cards: Shuffle the 12 cards in each market deck (Black hat, Grey hat, White hat). From each deck, add one card per player to the market area (e.g. 2 players → 2 cards from each of the three decks, face up). Place one final face-up market card on top of each deck so each deck has one face-up card.
- Roll the dice: Roll 1d6 for each dice spot (market dice and network scan). Mark each value (1–6) with a cube.
- Deal 5 data cards to each player.
- Location cards: Shuffle the location cards (3 for 2 players, 6 for 3–4 players, 9 for 5–6 players) and place them in the center face down. Turn one at random face up. During play, every two rounds reveal one new location at random until the max number of locations is revealed.
- Free program: Place one free data card from the general supply into one of each player’s three memory stacks (one card per player, in a stack of that player’s choice; each stack holds max 10 cards).
Player cards and special powers
Each player has one player card (alias, backstory, and a special power). Your special power breaks or bends one normal rule for you only — for example, a higher hand limit, larger memory stacks, or a one-time bonus when you Hack. The exact effect is written on your card; follow that text instead of the normal rule whenever it applies. If your power says once per game, you may use it only once during the entire game. All other rules still apply to you unless your card says otherwise.
Hand limit (data loss)
Your maximum hand size is 7 data cards. If at any time you have more than 7 data cards in hand (e.g. after Scan, after drawing a Hack reward, or from any card effect), you must discard down to 7 immediately. Discard the excess to the general data card discard pile. This represents data loss — you cannot retain more than 7 fragment cards in hand.
Turn order
Players take turns in order (Player 1, 2, …). On your turn you may perform one of the following actions:
On your turn — available actions
- Scan. Draw a number of data cards equal to the value shown on the network scan dice spot (1–6). If this gives you more than 7 cards in hand, discard down to 7 (data loss).
- Disrupt. Play data cards and use their suit values to move any market track (1–10), the network scan (1–6), or the SYSM crypto dice (1–6) up or down — one step per suit point. Played cards go to the general data card discard pile.
- Program. Play a single data card into one of your memory stacks (up to 3 stacks in play, max 10 cards per stack).
- Trade. Play data cards from your hand whose combined suit value equals or exceeds the current die value (1–6) of one market (Black hat, Grey hat, or White hat). Discard those data cards to the general data card discard pile and take one card from that market’s face-up stack into your hand. You are purchasing that market card at the value of that market’s dice spot. If your hand then exceeds 7 data cards, discard down to 7 (data loss).
- Hack. Play one of your memory stacks against a location card. If another player already has control cubes on that location, your stack must meet the location’s required suit value plus at least 1 extra suit point per other player’s control cube on that location. If successful, place one control cube on that location and gain data cards as shown on the location (e.g. current network scan value + modifier for number of cards — no roll). You gain the fame shown only if you have full control of that location (you have more control markers on it than any other single player). Multiple players may compete for control of a single location. If your hand then exceeds 7 data cards, discard down to 7 (data loss).
- Harden (increase location influence). Discard one data card to the discard pile and add one of your cubes to any location card. The card discarded must be of the same data type (information type) that the target location requires.
- Blockchain. Place one data card from your hand into your personal blockchain pile. Cards are played face up and may be reviewed by any player at any time (public blockchain). At game end, market track values are compared against your blockchain pile: for each market type, multiply that track’s value (1–10) by the total SYSM of that type in your blockchain pile; sum for all six types, then multiply that total by the SYSM crypto multiplier (1–6); divide by 10; add the result to your fame (see Victory).
Board reference
Markets (data information — end-game multiplier 1–10)
- Six tracks: AI Intel, Government, Financial, Personal, Market Intel, Wildcard.
- Each track has a value 1–10, marked with a cube. Use the Disrupt action to move tracks, the network scan, or the SYSM crypto dice by playing data cards (suit value = steps). (These track markers are not "control cubes"—see below.)
Control cubes (locations only)
- Control cubes are placed only on location cards (when you Hack successfully or use Harden). Multiple players may have cubes on the same location (competing for control). You have full control of a location when you have more control markers on it than any other single player. You gain fame from a successful Hack only when you have full control of that location. Market tracks do not have control cubes; they have a numeric value 1–10. Card effects that "remove" or "move" a control cube refer only to cubes on locations (e.g. "remove one control cube from a location", "move one control cube from one location to another").
- At game end, each track’s value is compared against your blockchain pile: for each data type, multiply that track’s value (1–10) by the total SYSM of that type in your blockchain pile (cards you placed there using the Blockchain action); sum for all types, then multiply that total by the SYSM crypto multiplier (1–6); divide by 10; add the result to your fame (see Victory).
Location cards (reveal during play)
- Start with one location face up. Every two rounds of play, reveal one new location at random (from the face-down pile) until the max number of locations (3, 6, or 9 by player count) is revealed.
Market dice and deck slots
- Black hat, Grey hat, White hat — each has a dice spot (roll d6 at setup, value 1–6) and a deck slot (for the data deck or other decks as specified).
Market cards and the board
Market cards are acquired from a specific market (Black hat, Grey hat, or White hat); that market’s current die value sets the price when you Trade. Their effects already target the rest of the game: market tracks, network scan, memory stacks, control cubes on locations, and Hacks. So the board state (dice, track values, who controls which location) matters when you buy and when you play them.
Network scan
- One dice spot (d6 at setup, value 1–6). This value is how many data cards you draw when you take the Scan action.
SYSM crypto dice
- One dice spot (d6 at setup, value 1–6) used at game end as the multiplier for blockchain scoring (see Victory). Use the Disrupt action to move this value up or down (one step per suit point), same as market tracks and network scan.
Hacking locations
- A location card shows: required program stack (inputs: fragment identifiers + suit symbols), required suit value, fame reward, and data card reward (e.g. current network scan value + modifier for number of cards — no roll).
- To Hack, play one of your memory stacks (the cards you’ve programmed there) against the location. Your stack must match the location’s required inputs and meet the required suit value (plus at least 1 extra suit point per other player’s control cube already on that location, if any). If the hack succeeds: place one control cube on that location and draw data cards (current network scan value + location modifier — no roll). You gain the fame shown only if you have full control of that location (more of your cubes there than any other player).
- Location requirements (e.g. “Market Intelligence”) refer to data card information type; see GAME_CARDS.md in the project for types and wildcards (developer reference).
End of game — victory and conditions
End game trigger
The final round begins when:
- All locations have been hacked and each has at least one player token (control cube) on it.
Complete the current round so everyone has the same number of turns, then score.
Victory
The player with the highest total score wins.
Score = fame + end-game modifier (blockchain pile)
- Fame: Sum of all fame you gained from successful hacks where you had full control of the location (more control markers on it than any other player).
- End-game modifier: For each market type (AI Intel, Government, Financial, Personal, Market Intel, Wildcard), multiply that market track’s value (1–10) by the total SYSM of that type in your blockchain pile (cards you placed there using the Blockchain action). Add these products for all six types, then multiply that total by the SYSM crypto multiplier (1–6, from the board); divide by 10. Market values are compared against your blockchain pile only — cards in hand do not count for this modifier.
Example: Market Intel track is 8; you have 12 total SYSM in Market Intel cards in your blockchain pile → 8 × 12 = 96 points from that type. Do the same for the other five types, sum all six, then multiply that total by the SYSM crypto multiplier (e.g. 4), divide by 10, and add the result to your fame.
Quick reference
| Action |
What you do |
| Scan |
Draw data cards = network scan value (1–6). |
| Disrupt |
Play cards to move a market track, network scan, or SYSM crypto dice; 1 step per suit point. Discard played cards. |
| Program |
Play one data card into one of your memory stacks (up to 3 in play, max 10 per stack). |
| Trade |
Play data cards from hand (suit value ≥ that market’s current die value 1–6) to buy one card from one market stack (Black/Grey/White hat). Discard played cards; take the market card. |
| Hack |
Play a memory stack vs a location (need +1 suit per other player’s cube on it); success → 1 control cube and data cards; fame only if you have full control (most cubes on that location). |
| Harden |
Discard one data card (same type the location requires) to add one of your cubes to that location. |
| Blockchain |
Place one data card from your hand into your personal blockchain pile (face up; any player may review at any time — public blockchain). Used for end-game market comparison. |
Hand limit: You may never have more than 7 data cards in hand. Whenever you would have more (after Scan, Hack reward, or any effect), discard down to 7 immediately (data loss).
Player interaction (optional rules)
The core game works without any of the following. If your group wants more negotiation, alliances, and direct deals, you can add one or more of these options. Agree before the game which are in use.
Table talk, deals, and favors (optional) — Ov3rlrd favorite
Players may talk, negotiate, and offer or accept deals or favors at any time — including during another player’s turn. Deals can be data cards, market cards, or promises (e.g. “don’t Hack that location,” “I’ll leave that market card for you”). If a deal involving cards is accepted, the exchange happens immediately and does not use an action; hand limit applies after. Promises about future actions are not binding by the rules — only the table’s trust. (In addition to Trade with the market, this allows player-to-player card trades anytime by agreement.) Alliances (e.g. “we won’t Hack each other’s controlled locations”) are the same: promises, unless your group adds one optional mechanical effect:
- Gentleman’s agreement: When you Hack a location where an ally has full control, you may not take the fame for that Hack (you still place your cube and take the data card reward). This makes it less attractive to “stab” an ally for fame while still allowing competition.
For card schemas, fragment identifiers, suits, and deck-building (e.g. playable deck, coverage), see GAME_CARDS.md in the project (developer reference).