Last visit was: It is currently Sat Sep 23, 2023 3:17 pm


All times are UTC-05:00




Post new topic Reply to topic  [19 posts ] 
Author Message
 Post subject:ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 1:40 am 
User avatar
 

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!
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:
    • Description
    • Cost
  • 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

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 6:31 am 
User avatar
 

Joined:Sat Nov 17, 2007 8:45 am
Posts:204
Sounds... Interesting but complicated.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 6:55 am 
User avatar
 

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!
I tried to make a direct port from digital to physical, and as far as I can tell, it's probably not going to work, at all. (Or, if it does, it'll take even longer to play a game.)

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 7:54 am 
User avatar
 

Joined:Sat Nov 17, 2007 8:45 am
Posts:204
*grins* I would say cut down on the amount of stuff and the levels of stuff. Have like a card of each.

Or make a multiplayer style card/board game based on the same principles. Two hackers trying to crack the same LAN. Mission card, optional cards and such. Mission is what you need to do to win. Optional jobs give you ways of slowing your opponent down.

As for bounce paths and passive traces, just have some "bounce path length" cards, and if the length isn't sufficient, then the player is traced, if it is, no trace.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 8:14 am 
User avatar
 

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!
Like I said, I'm rethinking the mechanics. Although, instead of using Mission cards to slow down other players, I'm using them to make the player better (because that's how it is in Onlink; you take a mission, you complete it, you earn money, you get better soft/hardware).

The difficult thing right now is the sense of urgency. In Onlink, doing a framejob requires speed and impeccable timing - and there's always that rush of "do I have enough time? Am I fast enough?" Not so much in my current boardgame...

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 8:38 am 
 

Joined:Mon May 29, 2006 6:11 pm
Posts:266
You need to streamline, there's way too much stuff that fits perfectly into Onlink that just isn't going to work. I'd say remove PC hacking, cut down the amount of Gateways if you even need more than one; just have upgrade cards, at least 50% of the software can get cut, just have a Proxy bypass, killer or disabler is pointless because there's no real way to implement different time limits. Cut down the HUD, remove LANs until you get a decent playable game going.

It's commendable that you want to be as faithful as possible to Onlink, but think about any successful adaption of anything. Two biggies I can think of is Harry Potter book to film and Pokemon video game to cards; both drew the primary ideas, cut out the bulk that doesn't work in a different media and made their own style. There's potential for this to be really good.

You could possibly use a head to head system, rather than a GM. The hacking player secretly designates one of x amount of systems to make the final bounce point. He then gets x amount of tries depending on his cards to achieve his aims before getting cut off, the defending player gets x amount of picks at systems depending on his.

Also, it has to be fun for the GM. Right now i'm baulking just looking at list of included stuff, let alone from the point of the GM.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 10:20 am 
Literally Nine
User avatar
 

Joined:Tue Mar 01, 2005 9:00 am
Posts:1263
You're going to hate me when 0.3.x starts up.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 11:28 am 
User avatar
 

Joined:Sat Nov 17, 2007 8:45 am
Posts:204
Quote:
You're going to hate me when 0.3.x starts up.
...This statement scares me slightly...


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 11:42 am 
User avatar
 

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!
And here is the major rewrite of the game! I've scrapped LANs for it. No way to really do it without making the LAN layout predictable.

There's no longer a GM. The game is now a competitive "race to the finish" style game, where Players compete to be the first to crash the Ferrous Moon Mainframe (hehe). Another way to win is to be the only Player remaining in the game.

Rules:
  • Turn-based. Players can determine order of play for themselves.
  • All Players begin with 1 CPU (1d6), 4 Memory, and 4 Points, the File_Copier and File_Deleter Software cards, and 5 Password_Character Security cards.
  • Each turn, a Player may do any of the following:
    • Purchase Hardware (more CPU or more Memory)
    • Purchase Software
    • Purchase Security
    • Draw a Job card
      • Players do not have to accept any Job card they draw.
    • Each turn, a Player may also attempt to do ONE of the following:
      • Perform a Job
      • Hack another Player
      • Hack the Global Criminal Database
      • Hack the Ferrous Moon Mainframe
    Mechanics:
    • Hacking a System:
      • Roll 2d6, multiply by 10. This result is how much time a Player has to perform a hack, in seconds. This Active Trace Timer does not start until the Monitor Security System detects external programs being run, or until the Hacking Player gains access to the System s/he is hacking.
      • Hacking Players may elect to use a Bypasser Software card at any time during a hack (after connecting but before disconnecting). Each active Bypasser reduces the Hacking Player's CPU by 1.
      • To break a System's password, the Hacking Player needs to have the Password_Breaker Software card. The Hacking Player rolls as many six-sided dice as s/he has CPU; every result of 6 returns one character of the password. Hacked Players reveal one Password_Character card.
      • To break a System's Elliptic Curve Encryption Cipher, the Hacking Player must get ten 6s on d6 rolls; the number of dice they may roll depends on their Decipher Software card version.
      • After breaking the Password and the ECEC (if there is one), the Active Trace Timer begins, and the Hacking Player may perform any of the following actions:
        • Alter data
          • A Hacking Player may attempt to force a Hacked Player to discard Software or Security cards. The Hacking Player rolls as many six-sided dice as they have CPU. For every two 6s, the Hacking Player forces the Hacked Player to discard a Software or Security card of the Hacking Player's choice.
          • A Hacking Player may attempt to steal a Hacked Player's Software or Security cards. The Hacking Player rolls as many six-sided dice as they have CPU. For every 6, the Hacking Player gets a copy of any one Software or Security card in the Hacked Player's Memory, of the Hacking Player's choice. (The Hacked Player does not lose their own card.)
          • A Hacking Player may add any other Player's name to the GCD's Criminal List, or remove his/her own from it. Players whose name are on the Criminal List may not acquire new Mission cards until they remove their name from the List. Players may still perform any existing Missions they have.
          • A Hacking Player may attempt to delete all data on the FMM. The Hacking Player rolls as many six-sided dice as they have CPU. A total of twelve 6s must be earned.
        • Finance hack (This may only be performed on another Player, not the GCD or FMM)
          • The Hacking Player rolls as many six-sided dice as they have CPU. For every result of 6, the Hacking Player increases their Points by 1 and the Hacked Player loses 1 Point. This may only be attempted once per hack.
        • Hardware compromise (this may not be performed on the GCD)
          • The Hacking Player rolls as many six-sided dice as they have CPU. Every three 6s compromises one Hardware card (specific card is at Hacking Player's choice).
            • If a Player loses all of their Hardware cards, their Gateway is destroyed. Players must have at least 5 Points remaining to purchase a new Gateway. The replacement Gateway has the same Hardware, Software, and Security cards as the Gateway Players begin the game with. If a Player does not have at least 5 Points remaining to purchase a replacement Gateway, they are out of the game.
            • The FMM has 16 Hardware components.
    Hardware cards:
    • CPU
      • Every CPU card equals one more dice that a Player can use.
      • Cost: 4 Points
    • Memory
      • Memory is required for Software and for Mission Data.
      • Cost: 2 Point
    Software cards:
    • Note: All Software cards require 1 Memory space. This Memory space is occupied by the Software card and cannot be used for anything else.
    • File_Copier
      • Necessary to steal data off of other Systems.
      • Cost: 1 Point
    • File_Deleter
      • Necessary to copy data off of other Systems.
      • Cost: 1 Point
    • Password_Breaker
      • Necessary to forcibly intrude into other Systems.
      • Cost: 2 Points
    • Decipher
      • Necessary to break an Elliptic Curve Encryption Cipher.
      • Version 1: Allows 1d6 per attempt. / Cost: 4 Points.
      • Version 2: Allows 2d6 per attempt. / Cost: 8 Points.
      • Version 3: Allows 3d6 per attempt. / Cost: 12 Points.
      • Version X: Allows Xd6 per attempt. / Cost: 8X Points.
    • Security Bypasser
      • Security Bypassers come in a variety of types, each one nullifying the effects of the specified Security System. Types:
        • Active Server Encryption
        • Bandwidth Monitor
        • Firewall
        • Monitor
        • Proxy
        • Sentry
      • Cost: 10 Points per Bypasser
    • Connection_Analyzer
      • Lets you see any Security running on the System you've connected to.
      • Cost: 20 Points
    Security cards:
    • Note: All Security cards require 1 Memory space. This Memory space is occupied by the Security card and cannot be used for anything else.
    • Password_Character
      • Each Password_Character Security card increases your password's length by one character. Integral to protecting yourself from intrusion.
      • Cost: 4 Points
    • Elliptic Curve Encryption Cipher
      • Requires input of a large block of data in perfect synchronicity on a humanly-impossible level. Can only be realistically bypassed by the Decipher Software.
      • Cost: 20 Points
    • Active Server Encryption
      • Prevents external connections from reading any of your data. (While a data theft may still be attempted on a System with an ASE Security System, it won't yield anything usable.)
      • Cost: 10 Points
    • Bandwidth_Monitor
      • Locks out high-bandwidth connections. (Don't reveal any Password_Character Security cards if someone else attempts to use Password_Breaker on your System.)
      • Cost: 10 Points
    • Firewall
      • Prevents external programs from being run on the System. (Disallows all Software from being run on the System, except for Firewall_Bypasser.)
      • Cost: 10 Points
    • Monitor
      • Instantly alerts the System to any external connections. (Start Active Trace Timer immediately when any programs, except for Monitor_Bypasser, are run by an external connection.)
      • Cost: 10 Points
    • Proxy
      • Prevents any "alter data" and "finance hack" attempts.
      • Cost: 10 Points
    • Sentry
      • Fools external connections into believing that "alter data" attempts have been successful. (To Hacking Players, data deletion appears successful, and data theft yields a Software or Security Card... until the Hacking Player disconnects, where they lose the card copy.)
      • Cost: 10 Points
    Mission cards:
    • Note: Turn requirements do not include the turn on which the Mission is accepted.
    • Steal a File
      • Players must perform the following on a Corporate Machine:
        • Copy 1 File
      • Requires File_Copier and 2 unused Memory space
      • Pays 2 Points
      • Must be completed in 5 turns
    • Delete a File
      • Players must perform the following on a Corporate Machine:
        • Delete 1 File
      • Requires File_Deleter
      • Pays 2 Points
      • Must be completed in 5 turns
    • Modify a DNS Server
      • Players must perform the following on a DNS Server:
        • Gain access
      • Pays 3 Points
      • Must be completed in 5 turns
    • Modify Academic Qualifications
      • Players must perform the following on the IAD:
        • Gain access
      • Pays 3 Points
      • Must be completed in 4 turns
    • Modify an Identity
      • Players must perform the following on the ISSD:
        • Gain access
      • Pays 4 Points
      • Must be completed in 3 turns
    • Frame a Person
      • Players must perform the following on the GCD:
        • Gain access
      • Pays 6 Points
      • Must be completed in 2 turns
    • Steal Research Data
      • Players must perform the following on a Corporate Database:
        • Steal all data
      • Requires File_Copier and 8 unused Memory spaces
      • Pays 8 Points
      • Must be completed in 1 turn
    • Delete Research Data
      • Requires File_Deleter
      • Pays 7 Points
      • Must be completed in 1 turn
      • Players must perform the following on a Corporate Databse:
        • Destroy all data
    • Destroy a Mainframe
      • Players must perform the following on a Corporate Mainframe:
        • Destroy all data
        • Compromise all hardware
      • Pays 10 Points
      • Must be completed in 1 turn
    System types:
    • Player Gateways
      • These are unique to each Player in the game
    • The International Academic Database (IAD)
      • Records of everyone's academic performance exist on this System.
      • Security: 8 character password, Monitor, Proxy.
    • The International Social Security Database (ISSD)
      • Entire lives have begun and ended here.
      • Security: 8 character password, Monitor, Firewall, Proxy.
    • The Global Criminal Database (GCD)
      • Criminal records are stored on this System.
      • Security: 16 character password, Elliptic Curve Encryption Cipher, Monitor, Firewall, Proxy.
    • The Ferrous Moon Mainframe (FMM)
      • The most secure System to exist. One win condition involves destroying this System.
      • Security: 32 character password, Elliptic Curve Encryption Cipher, Active Server Encryption, Bandwidth Monitor, Firewall, Monitor, Proxy, Sentry.
    • Corporate Machine
      • These are usually low-level, low-security Systems that store non-essential data and perform menial functions.
      • Security: 5-10 character password (roll 1d6+4), Monitor.
    • DNS Server
      • This System contains all the contact information of a large number of other machines in the region.
      • Security: 5-10 character password (roll 1d6+4), Proxy.
    • Corporate Database
      • These usually store market or research data.
      • Security: 6-12 character password (roll 2d6 until a result greater than 5), Active Server Encryption (Steal Research Data only), Monitor, Proxy, Sentry (Destroy Research Data only).
    • Corporate Mainframe
      • This is a high-security System that controls much of a Corporation's data.
      • Security: 12-18 character password (roll 3d6 until a result greater than 11), Bandwidth Monitor, Firewall, Monitor, Sentry.
      • Hardware: 6-12 components (roll 2d6 until a result greater than 5).
If I screwed up somewhere, tell me.

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 1:55 pm 
User avatar
 

Joined:Sat Nov 17, 2007 8:45 am
Posts:204
Looks alright. It might take a very long time for a player to do a password or EC. I'd've said 5 or 6 for those, personally.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 2:40 pm 
User avatar
 

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!
Well, it can't take them more than 2 minutes before the trace timer counts down and they get caught. :p

Speaking of which, I forgot to add what happens when the ATT runs out...

If the Active Trace Timer runs out before a Hacking Player declares that they disconnect, they are caught in the act and are removed from the game.

Harsh, I know, but seeing as you can disconnect from the System at any time...

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 3:00 pm 
User avatar
 

Joined:Sat Nov 17, 2007 8:45 am
Posts:204
*nods*

What happens if they hack the password, disconnect and reconnect?


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 3:07 pm 
User avatar
 

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!
Well, first off, they'd have to reconnect on their next turn (see the actions available; "ONE of the following"). NPSystems will have changed their password by then (they always do), and other Players can just claim they've changed their password (considering that the idea of the password is an abstract, and the card only codifies the length, not the password itself).

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 3:21 pm 
User avatar
 

Joined:Sat Jun 06, 2009 1:21 am
Posts:581
This is an awesome idea! Just one suggestion I'd make: board games that involve timers usually don't work, I think you should do things like time values, something like: "player gets 2d6x number of CPUs total time. Copying this file takes y time, that other z time"

_________________
I'll see you on the dark side of the (ferrous) moon.


Top
Offline  
 Post subject:Re: ONLINK: White Board Hacker Edition
PostPosted:Mon Jul 13, 2009 4:02 pm 
User avatar
 

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!
Hmm, there's an idea. In practice it'd probably be a lot better, too - expedite gameplay.

-- Griffinhart

_________________
"My word is my honor. My honor is my life."
-- Demonchild, Angelkin, the Blackest Seraph, the Final Warrior

Image


Top
Offline  
Display posts from previous: Sort by 
Post new topic Reply to topic

All times are UTC-05:00


Who is online

Users browsing this forum: No registered users and 16 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Theme created by Miah with assistance from hyprnova