Joined:Sat Jun 03, 2006 3:51 am Posts:1186 Website:http://griffinhart.livejournal.com/ Yahoo Messenger:Squall591 AOL:FinalWarrior591 Location:Look at my horse, my horse is amazing!
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I know I've told both Tycho and Miah about this, but AFAIK, no one else here knows...
I'm working on making a board game version of Onlink.
"Why in the hell would you do that, FinalWarrior?"
Well, because it's a homeplay assignment for this (free) online course in game design I'm taking.
The game is far from complete, as I've still got no idea how to implement connection bouncing and trace logs (if at all), the mission cards still need to be finished, and so do the Systems (which I'm not sure if I want to implement, and if I don't, I have no idea how it is that I'm going to implement the connection bouncing/passive trace mechanics), but here's the rough alpha:
EDIT: ALL OF THE RULES OF THE GAME IN THIS POST ARE NOW DEPRECATED.
-- Griffinhart
ONLINK: BOARD HACKER EDITION
A Physical Adaptation of a Digital Game
By Raphael Nguyen
The Original, Digital Version of this game can acquired at http://www.ferrousmoon.com/forums/
Players: 2 (One player, one Game Master) minimum
Materials:
- Deck of Gateway Cards
- Deck of HUD Cards
- Deck of Software Cards
- Deck of Mission Cards
- Deck of System Cards
- 16 six-sided dice
- 1 coin
- 1 Timer
- 1 LAN board and associated parts
- 1 Dry-erase marker
- 1 Map of the world (the bigger, the better)
- Tacks (the more, the merrier)
Rules/Mechanics:
- Every Player starts with the following:
- ALPHA Gateway card
- HUD_IRC-Client HUD Card
- File_Copier Software Card
- File_Deleter Software Card
- 4000 credits
- <MORE TO COME AT A LATER TIME>
Gateway Cards:
- ALPHA
- CPU: 1
- Memory: 32Gq
- Security: 0
- Bandwidth: 1
- Price: 17000c
- ALPHA/CPU
- CPU: 2
- Price: 22000c
- All other stats: Identical to ALPHA
- ALPHA/MEMORY
- Memory: 64Gq
- Price: 24000c
- All other stats: Identical to ALPHA
- VIRTUANET R-Access
- CPU: 2
- Memory: 48Gq
- Security: 0
- Bandwidth: 2
- Price: 29000c
- KRONOS Corp 80-860
- CPU: 2
- Memory: 64Gq
- Security: 1
- Bandwidth: 4
- Price: 63000c
- ZION-780
- CPU: 3
- Memory: 96Gq
- Security: 2
- Bandwidth: 6
- Price: 92000c
- UNITY High-Security
- CPU: 4
- Memory: 64Gq
- Security: 4
- Bandwidth: 6
- Price: 132000c
- OMEGA Parallel Supercomputer
- CPU: 16
- Memory: 48Gq
- Security: 1
- Bandwidth: 4
- Price: 155500c
- TRINITY-1686a
- CPU: 8
- Memory: 128Gq
- Security: 2
- Bandwidth: 8
- Price: 161000c
- AM-CORE File Server
- CPU: 3
- Memory: 256Gq
- Security: 2
- Bandwidth: 10
- Price: 175000c
HUD Cards:
- Name:
- HUD_ConnectionAnalyser:
- Allows Player to see any Security Systems running on the System they have connected to.
- 20000c
- HUD_IRC-Client:
- Allows Player to communicate with anyone else who has HUD_IRC-CLient.
- 4000c
- HUD_LANView:
- Allows Player to connect to a LAN externally. Required to run any programs prefixed with "LAN".
- 50000c
- HUD_PCForce:
- Allows Player to analyse and access PCs. Required to run any programs prefixed with "PC". Players who purchase this get the PC_LoginEnable System Card for free.
- 60000c
Software Cards:
- Name:
- Description
- Version #: Cost / Memory requirement
- File_Copier:
- Required for many missions.
- Version 1: 100c / 1Gq
- File_Deleter:
- Required for many missions.
- Version 1: 100c / 1Gq
- Compressor:
- Reduce the amount of Memory required for a File by (Version #)*10 percent, to a minimum of 1. File gains Compression equal to Compression version.
- Version 1: 600c / 2Gq
- Version 2: 900c / 2Gq
- Version 3: 1200c / 2Gq
- Version 4: 1600c / 3Gq
- Decompressor:
- Required for some missions; restores Compressed files of equal or lower Compression.
- Version 1: 400c / 2Gq
- Version 2: 600c / 2Gq
- Version 3: 800c / 2Gq
- Version 4: 1100c / 3Gq
- Encrypter:
- Renders a file unreadable. File gains Encryption equal to Encrypter version.
- Version 1: 1000c / 2Gq
- Version 2: 1500c / 2Gq
- Version 3: 2000c / 2Gq
- Version 4: 4000c / 2Gq
- Version 5: 7500c / 3Gq
- Version 6: 10000c / 4Gq
- Version 7: 20000c / 5Gq
- Decrypter:
- Required for some missions. Decrypts Files of equal or lower Encryption, removing the Encryption.
- Version 1: 800c / 2Gq
- Version 2: 1300c / 2Gq
- Version 3: 1600c / 2Gq
- Version 4: 2200c / 2Gq
- Version 5: 3000c / 3Gq
- Version 6: 7000c / 4Gq
- Version 7: 15000c / 5Gq
- Log_Deleter:
- See specific versions for details.
- Version 1: Deletes the log, leaving [Log Deleted] behind. 500c / 1Gq
- Version 2: Deletes the log, and leaves a distinctive blank space. 1000c / 1Gq
- Version 3: Copies another legitimate access log over the target. Difficult to detect. 2000c / 1Gq
- Version 4: Completely erases the log, then moves others over the deleted target. Impossible to detect. 4000c / 1Gq
- Log_Modifier:
- See specific versions for details.
- Version 1: Allows you to modify existing logs. 4000c / 2Gq
- Version 2: Allows you to modify existing logs, and create new logs in blank spaces. 6000c / 2Gq
- Log_Undeleter:
- Recovers logs that were deleted with Log_Deleter V3 or less.
- Version 1: 5000c / 1Gq
- Trace_Tracker:
- See specific version for details.
- Version 1: Alerts Player that they are being traced. Alerts become more frequent as Trace Timer runs low. 300c / 1Gq
- Version 2: As Version 1, and Player is given a percentage value indicating how complete the Trace is. 600c / 1Gq
- Version 3: As Version 1, and Player is given estimated time remaining on the Trace Timer rounded up to the nearest tens digit. 1400c / 2Gq
- Version 4: As Version 1, and Player is given exact time remaining on the Trace Timer. 2500c / 3Gq
- Password_Breaker:
- Essential to hacking. Don't leave 127.0.0.1 without it.
- Version 1: 1500c / 2Gq
- Dictionary_Hacker:
- Faster than Password_Breaker, but only has a 1-in-2 chance of success.
- Version 1: 1000c / 4Gq
- Decypher:
- Necessary to break elliptical curve cyphers. Higher versions take less time.
- Version 1: 3000c / 2Gq
- Version 2: 5000c / 2Gq
- Version 3: 8000c / 2Gq
- Bypasser:
- Bypassers bypass Security on a System without alerting the System.
- Bypassers work only on their indicated Security System. (E.g., Firewall_Bypass does not affect the Proxy Security System.)
- Bypassers can bypass Security of level equal to or lower than the Bypasser's version.
- Bypassers must be active to work.
- Bypassers require HUD_ConnectionAnalyser to work.
- Bypasser varieties:
- Active Server Encryption
- Bandwith Monitor
- Firewall
- Monitor
- Proxy
- Sentry
- Version 1: 5000c / 1Gq
- Version 2: 10000c / 1Gq
- Version 3: 15000c / 1Gq
- Version 4: 20000c / 1Gq
- Version 4: 25000c / 1Gq
- Disabler:
- Disablers disable Security on a System, alerting the System if it has a Monitor.
- Disablers work only on their indicated Security System. (E.g., Firewall_Disable does not affect the Proxy Security System.)
- Disablers can disable Security of level equal to or lower than the Bypasser's version.
- Disabler varieties:
- Active Server Encryption
- Bandwith Monitor
- Firewall
- Proxy
- Sentry
- Version 1: 2000c / 1Gq
- Version 2: 4000c / 1Gq
- Version 3: 6000c / 1Gq
- Version 4: 8000c / 1Gq
- Version 5: 10000c / 1Gq
- Killer:
- Killers disable Security on a System, alerting the System if it has a Monitor.
- Killers work only on their indicated Security System. (E.g., Firewall_Killer does not affect the Proxy Security System.)
- Killers can disable Security regardless of their level.
- Killer varieties:
- Active Server Encryption
- Bandwith Monitor
- Firewall
- Proxy
- Sentry
- Version 1: 8000c / 4Gq
- LAN_Probe:
- Scans the indicated LAN part, and scans all links that run to and from it. Will not scan through a closed Lock part.
- Version 1: Only works on LAN systems of Level 1. 15000c / 3Gq
- Version 2: Works on LAN systems Levels 1 and 2. 20000c / 3Gq
- Version 3: Works on all LAN systems. 30000c / 4Gq
- LAN_Scan:
- Scans the entire LAN, giving Player locations of all parts (but not what the parts are).
- Version 1: Only works on LAN systems of Level 1. 10000c / 2Gq
- Version 2: Works on LAN systems Levels 1 and 2. 15000c / 2Gq
- Version 3: Works on all LAN systems. 25000c / 2Gq
- LAN_Spoof:
- Fools targeted part into thinking Player is connecting from within the LAN. Some parts won't accept outside connections.
- Version 1: Only works on LAN systems of Level 1. 20000c / 2Gq
- Version 2: Works on LAN systems Levels 1 and 2. 30000c / 3Gq
- Version 3: Works on all LAN systems. 45000c / 5Gq
- LAN_Force:
- Breaks a Lock part. Immediately alerts the LAN Administrator.
- Version 1: Only works on LAN systems of Level 1. 15000c / 2Gq
- Version 2: Works on LAN systems Levels 1 and 2. 20000c / 3Gq
- Version 3: Works on all LAN systems. 25000c / 4Gq
- LAN_Spike:
- Prevents the LAN Administrator from kicking Player off the LAN. Only works on the Main Server part.
- Version 1: 30000c / 3Gq
- PC_AdminMenuInject:
- Gives Player access to the Main Menu screen of a PC. Requires System access.
- Version 1: 30000c / 2Gq
- PC_ConsoleEnable:
- Gives Player access the console of a PC. Requires Root access.
- Version 1: 50000c / 4Gq
- PC_LoginEnable:
- Gives Player access to the Log In screen of a PC. COmes prepackaged with HUD_PCForce.
- Version 1: 500c / 1Gq
- PC_md2Crack:
- Brute forces an md2 hash on the PC, giving read-only access.
- Version 1: 5000c / 2Gq
- PC_md4Crack:
- Brute forces an md4 hash on the PC, giving read-write access.
- Version 1: 7500c / 2Gq
- PC_md5Crack:
- Brute forces an md5 hash on the PC, giving administrator access.
- Version 1: 10000c / 2Gq
- PC_SHA-512Crack
- Brute forces an SHA-512 hash, giving root access.
- Version 1: 17000c / 2Gq
- IP_Lookup:
- Gives Player a link to any System, PC, or Phone with the given IP or Phone Number, allowing him/her to connect to it.
- Version 1: 500c / 1Gq
- IP_Probe:
- Gives Player information about any System, PC, or Phone with the given IP or Phone Number.
- Version 1: Reports the types of Security Systems in operation. 2000c / 3Gq
- Version 2: Reports the types of Security Systems, and their version details. 4000c / 3Gq
- Version 3: Reports the types of Security Systems, their version details, and whether or not they are active. 5000c / 3Gq
- Voice_Analyser:
- Records voice input and simulates voice authorization. Required to bypass any Voice Analysis Security System.
- Version 1: Records a sample voice pattern, and reproduces a voice authorisation sample. 5000c / 4Gq
- Version 2: Can store samples in Player's Memory bank. 1Gq per stored sample. 10000c / 5Gq
Mission Cards:
- Whenever a card states "Determine <Security System> difficulty", roll 1d6 to determine the difficulty. If the result is a 6, then the system does not have the specified Security.
- Steal a file:
- Requires File_Copier.
- Roll 1d6, divide by 2 (round up). This determines System difficulty.
- Roll 1d6, divide by 2 (round up). This is the Memory requirement.
- Flip a coin. If heads, roll 1d6, divide by 2 (round up). This is the Decrypter requirement.
- Roll 6d6, multiply by 10. This determines Trace Time.
- GM determines pay in range of 1000c - 2400c.
- Delete a file:
- Requires File_Deleter.
- Roll 1d6, divide by 2 (round up). This determines System difficulty.
- Roll 6d6, multiply by 10. This determines Trace Time.
- GM determines pay in range of 1000c - 2000c.
- DNS Hack:
- Roll 1d6. This determines System difficulty.
- If System difficulty is greater than 3, Determine Proxy Security System difficulty.
- GM determines pay in range of 2500c - 5000c.
- Delete Research Data
- Roll 2d6 until a result greater than or equal to 6. This determines System difficulty.
- For every point of System difficulty greater than six, roll 1d6 for a Security System difficulty. (Specific Security System is GM's discretion, but no duplicates.)
- <MORE TO COME AT A LATER TIME>
The LAN Board:
- Ideally, the LAN board is a large, durable, non-pliable dry-erase board that is ferromagnetic (i.e., magnets stick to it). All of the parts should have magnetic backs, so as to stick to the LAN board.
- The LAN is set up by the GM, with complexity based on the LAN's level. The higher the level, the more complex the LAN.
- Parts detected by a LAN_Scan, as well as connections, can be indicated or drawn on the LAN Board with a dry-erase marker.
- LAN difficulty:
- Level 1: Max 5 Routers, 2 Wireless Routers, 10 Terminals, 10 Locks, 10 Controllers, no Modems, 2 Main Server
- Level 2: Max 15 Routers, 4 Wireless Routers, 15 Terminals, 15 Locks, 10 Controllers, 4 Modems, 4 Main Servers
- Level 3: Max 25 Routers, 10 Wireless Routers, 20 Terminals, 20 Locks, 10 Controllers, 10 Modems, 5 Main Servers
The LAN Board Parts:
- 25x Router
- A Router has a maximum of four connections. These connections may lead to any other parts, including other Routers.
- 10x Wireless Router
- Wireless Routers have a maximum of four connections and can connect to other Wireless Routers without using a connection. Players that use a Wireless Router to connect to other Wireless Routers need to know the correct frequency.
- 20x Terminal
- Terminals are (usually) password-protected Systems on the LAN. Some may contain useful data, such as Wireless Router frequencies and Modem numbers.
- 20x Lock
- Locks block connections, but are controlled by a (usually) nearby Controller. Some Locks come in groups, so that opening one Lock may open or close other Locks.
- 10x Controller
- Controllers are special Terminals, linked to one or more Locks. Each Controller only has an "Open Bridge" and a "Close Bridge" option.
- 10x Modem
- Modems allow access to parts of the LAN that are (usually) physically isolated from the rest. To connect to a Modem, Players must know the correct number to dial.
- 5x Main Server
- Main Servers are usually mainframe systems and store most of the LAN's data.
I'm thinking I might just scrap the majority of this and just leave the LAN board as the game and make that more fun, as opposed to reimplementing the entirety of Onlink physically. _________________ "My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

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