## ANARCHY

Below are the card descriptions for the ANARCHY set of cards in the CaCyberOps Universe.

## LI (#51) is an Operation

This Operation must be played on one of your Computers, AND one of your opponent’s Computers. When you decide to play this Operation pick two target Computers, and then add one counter to each. Counters can be chips, coins, dice, or anything to keep track of a Computer’s current code. The object is to program your Computer by getting a number of counters on each Computer that equals the target number printed on your Computer Cards.

Remember certain Programs like Firewalls will not let you target a Computer. If a Computer has such protections then choose a different Computer. If you do not have two valid targets this Card can not be played.

Once played, put this card in your Discard Pile. You now have 6 Hacker Points. When you have 100 Hacker Points in your Discard Pile you may shuffle those cards into your Draw Pile and consider any one of your Computers to be programmed.

Then place this Operation Card in your Discard Pile.

## LII (#52) is a Coded Operation.

This Card is an Operation that affects both one of yours and one of your opponent’s Computers.

You must have two valid target Computers in order to play this Card.

To solve for Y you must know that there are 4 quarts in 1 gallon. It may help you to remember that quart is the root word for quarter (like the money) and there are 4 quarters in 1 dollar.

If 4 quarts is 1 gallon then 8 quarts equals 2 gallons.

Y = 2 so you must add 2 counters to one of yours and one of your opponent’s Computers.

Then place this Operation Card in your Discard Pile.

## LIII (#53) is an Operation.

This Card is a Basic Operation that affects any single Computer.

Choose any single Computer and add 3 counters to it.

Game Note: You may have noticed that some Operations have more Hacker Points than others. Hacker Points are weighted towards the more difficult Cards. If you want an easier game use the Operation Cards with lower Hacker Points BUT if you want to win use the Cards with the higher Hacker Points.

Then place this Operation Card in your Discard Pile.

## LIV (#54) is a Coded Operation

This Card affects one of your Computers.

To see how this Card affects your Computer you must first solve the equation for Y.

Y = 1.6 + 2.4

To the right of the decimal is the tenths place, .4 is called “4 tenths” so .4 + .6 is “10 tenths” as a fraction it would look like this 10/10 which you know as 1.

Add 1 plus 2 to get 3 and add the 1 from the decimals to get 4. Therefore 1.6 + 2.4 = 4

Y = 4 so add 4 counters to any single Computer of yours.

Then place this Operation Card in your Discard Pile.

## LV (#55) is an Operation

This Card is a Basic Operation that only affects one of your Computers.

Add 5 counters to one of your Computers.

It can not affect one of your Opponent’s Computers. If in a future set some Card allows an Operation like this to affect an Opponent’s Computer then do as that Card says remember that Rule #1 says that the Card overrules the rules, BUT for now this Card only affects your Computer.

Then place this Operation Card in your Discard Pile.

## LVI (#56) is an Operation

This is a Card that only affects one of your Opponent’s Computers. It cannot affect your Computers.

Add 6 counters to a single Computer of your opponents.

Then place this Operation Card in your Discard Pile.

.

.

## LVII (#57) is an Operation

This Card is an Operation that affects both one of yours and one of your opponent’s Computers.

Subtract 1 counter from one of your Computers and subtract one counter from one of your opponent’s Computers.

If you are playing against more than one opponent you get to choose which opponent and which Computer to target.

Then place this Operation Card in your Discard Pile.

## LVIII (#58) is a Coded Operation

This Card can only affect one of your Computers. To determine how your Computer is affected you must solve for Y.

Y = 4/6 + 8/6

The top number of a fraction is the numerator while the bottom number is the denominator.

To add fractions first the denominators must be the same. In this case they are the same. Now simply add the top numbers together and place the sum over the denominator.

Since 4 + 8 is 12 the answer is 12/6.

Re-word the improper fraction to say 16/6 or 2.

Y = 2 so subtract 2 counters from one of your Computers.

Then place this Operation Card in your Discard Pile.

## LIX (#59) is an Operation

This Card can affect any single Computer.

Choose a target Computer and subtract 3 counters from it.

Then place this Operation Card in your Discard Pile.

## LX (#60) is an Operation

This Card can affect any single Computer.

Choose a target Computer and subtract 4 counters from it.

Then place this Operation Card in your Discard Pile.

## LXI (#61) is an Operation

This Card affects one of your Computers.

Choose a target Computer and subtract 5 counters from it.

Then place this Operation Card in your Discard Pile.

## LXII (#62) is a Coded Operation

This Card affects either one of your Computers or one of your opponent’s Computers.

1. If you target one of your Computers then you will subtract Y from it.

Y is the digit in the Hundred’s place. A digit is a single number from 0 to 9. The Hundred’s place is the third from the left of the decimal point. (One’s, Ten’s, and Hundred’s) In the number 101,968,621 the decimal point is “silent” meaning that it is to the right of the last number, we just don’t need to actually write. So the third digit to the right is the 6.

Y = 6 so subtract 6 counters from one of your Computers.

2. If you target one of your opponent’s Computers then you will add Y to it. (Note: this is a different Y then above.)

To find the average of a set of numbers first add all the numbers together then divide by the number of numbers in the set. Here you add 8 + 5 + 6 + 5 = 24. Now divide 24 by the number of numbers in the set. Since there are 4 numbers you will divide 24 by 4. 24/4 = 6.

Y = 6 so add 6 counters to one of your opponent’s Computers.

Remember you must choose to target one or the other but not both Computers.

Then place this Operation Card in your Discard Pile.

## LXIII (#63) is an Operation

This Card affects one of your opponent’s Computers. You may not target your own Computer with this Card.

Subtract 7 counters from target Computer.

Then place this Operation Card in your Discard Pile.

## LXIV (#64) is an Operation

This Card affects any single Computer.

Remember zero times anything is zero. So no matter how many counters the target Computer has; remove them.

Then place this Operation Card in your Discard Pile.

## LXV (#65) is an Operation

This Card affects both one of your Computers and one of your opponent’s Computers. You must have two valid targets to use this Card.

Remember zero times anything is zero. So no matter how many counters the target Computer has; remove them. In effect this Card wipes out the counters on both Computers.

Then place this Operation Card in your Discard Pile.

## LXVI (#66) is an Operation

This Card affects one Computer of your opponent’s.

Since % means “divided by 100″, 50% is the same as 50/100 which reduces to ½. Again 50% = ½.

Note: Multiplying by a fraction is the same as dividing by its reciprocal. A reciprocal is turning the fraction upside down, so the reciprocal of 2/3 is3/2 and the reciprocal of 1/2 is 2/1 which is 2.

Multiplying by ½ is the same as dividing by 2. So divide the counters on the target Computer by 2.

Then place this Operation Card in your Discard Pile.

## LXVII (#67) is a Coded Operation

This Card affects one of your Computers.

To solve for Y do the math 28/5. Since 5 is not a factor of 28 it will not divide into 28 evenly, there will be a remainder. 5 * 5 = 25 with a remainder of 3.

Y = 3 so multiply to counters on one of your Computers by 3.

Then place this Operation Card in your Discard Pile.

## LXVIII (#68) is an Operation

This Card only affects one of your Computers. Choose one of your Computers as the target os this Operation.

Multiply the counters on the target computer by 4.

Then place this Operation Card in your Discard Pile.

## LXIX (#69) is an Operation

This Card affects the counters on one of your Computers or one of your opponent’s Computers.

Choose a target Computer and divide the counters on that Computer by 2.

Then place this Operation Card in your Discard Pile.

## LXX (#70) is a Coded Operation

This Card affects one of your Computers or one of your opponent’s Computers.

To solve for Y you can try to figure how many to take away from 47 to get 44 or you can learn the proper way…

It may help to think of the equal sign as the middle of a teeter totter. To keep the equation balanced you must do the same thing to both sides of the teeter totter.

In the equation 47 – Y = 44 simply subtract 47 from both sides and you get… -Y = -3. If you drop the minus sign from one side you can drop it from the other side, now Y = 3.

Remember to check your work by putting 3 in where Y was. 47 – 3 = 44 is correct.

Y = 3 so divide the counters on the target Computer by 3.

Then place this Operation Card in your Discard Pile.

Remember the counters on the Computer must be whole numbers so is the answer is a fraction then round to the nearest whole number. Example: If the target Computer has 34 counters on it and you play this Operation on it you would divide 34 by 3 to get 111/3. Round to 11. The new number of counters on this Computer would be 11.

## LXXI (#71) is a Virus Program

Programs are played on a target Computer. This Virus can only be played on an opponent’s Computer. Place it on the table touching the target Computer.

When this Virus comes into play place two counters on it.

At the Beginning Phase of your opponent’s turn (that is before the Draw Phase) divide the counters on infected Computer by 2. Then that opponent chooses a Card from his or her hand and puts it in their Discard Pile. If they have no more Cards in their hand ignore this part of the effect.

At the end of your opponent’s turn remove a counter. When there are no more counters place this Virus in your Discard Pile.

## LXXII (#72) is a Worm Program

Programs are played on a target Computer. This Worm can be played on any single Computer. Place it on the table touching the target Computer.

Nemetoda comes into play with no counters on it. The number of counters (called larva counters) on Nemetoda is represented with a W.

At the Beginning Phase of the Computer owners turn add a number of counters to the target Computer equal to the number of larva counters (W) on this Worm.

At the End Phase of the turn add 1 larva counter to Nemetoda making “W” bigger. DO NOT add this counter to the Computer.

This Worm, Nemetoda, will remain on the Computer until it is removed or the Computer is programmed or Shut down.

Remember if at any time the counters on any Computer are equal to or greater than ten times (10x) the target number printed on the Computer Card then shut the Computer down for three turns. Example: if the target number printed on your Computer Card is 42 then if at any time if the number of counters reaches 420 (42X10) or more shut it down for 3 turns. If the Card says 13 then 130 counter (13X10) would shut it down and so on.

When Computer is shut down turn it over and place 3 counters on it, remove all Programs and counters while Agents, Hackers, and Hardware remain. While a computer is shut down it cannot be targeted in any way (effectively it is out of the game for those 3 turns)

Example: This Worm has infected your computer for 3 turns now therefore it will have 3 larva counters on it. W= 3. At the beginning of your turn you add 3 counters to your Computer. At the end of your turn add another larva counter to the Worm making W bigger. W will continue to grow every turn adding more and more counters to your Computer every turn.

## LXXIII (#73) is a Spider Operation

This Card can only affect one of your Computers.

Choose a target computer then decide to do one of the following:

1. Add 1, 2, or 3 counters to the target Computer.

2. Subtract 1, 2 or 3 counters from the target Computer

3. Multiply the counters on the target computer by 2 or 3.

Blue Spider is Unique you may have only one copy of this Operation in your deck. Even though it does not say Unique in the text the Gold border means that the Card is Unique.

Then place this Operation in your Discard Pile.

## LXXIV (#74) is a Worm Program

Programs are played on a target Computer. This Worm can be played on any single Computer. Place it on the table touching the target Computer.

Annelida comes into play with no larva counters on it. DO NOT confuse larva counters with code counters on your computers.

During the Beginning Phase of infected Computer’s owners turn multiply the code counters on infected Computer by the number of larva counters on Worm Annelida.

During the End Phase add another larva counter to the Worm.

Programs remain until they are removed or the Computer is programmed or Shut down.

Remember if at any time the counters on any Computer are equal to or greater than ten times (10x) the target number printed on the Computer Card then shut the Computer down for three turns. Example: if the target number printed on your Computer Card is 42 then if at any time if the number of counters reaches 420 (42X10) or more shut it down for 3 turns. If the Card says 13 then 130 counter (13X10) would shut it down and so on.

When Computer is shut down turn it over and place 3 counters on it, remove all Programs and counters while Agents, Hackers, and Hardware remain. While a computer is shut down it cannot be targeted in any way (effectively it is out of the game for those 3 turns)

Important: you must pay attention to the turn Phase order, here’s why… If you play the Worm on your own Computer during your Play Phase then at the End of your turn you would add a larva counter to Worm. Then on your next turn at the Beginning you would multiply the Computer’s counters by 1 since there is already 1 counter on the Annelida Worm. IF however you played the same Worm on an opponent’s Computer when their next turn comes there would be no larva counters on the Worm so during the Beginning of their turn the Worm would multiply the code counters by 0 since there are no counters on Annelida yet.

## LXXV (#75) is a Spike Program

This Program Moves a Virus or Worm infecting one of your Computers to a Computer owned by the owner of the Virus or Worm.

Then it removes (or resets to zero) the counters from the target Computer.

Note: Some Spikes allow you to move any programs while others, like this one, only allow you to move Viruses and Worms. Please read the Card carefully.

Example: Bobby put a Virus on your Computer last turn. You have this Tracer Spike in your hand but you have to wait for the Play Phase of your turn. During the Beginning of your turn the Virus does its damage to your computer but now it is your Play Phase. You decide to “Spike” the Virus back to Bobby’s Computer. You declare your targets to be the Virus and Bobby’s Computer, no one interrupts, and you move the offensive Virus to Bobby’s Computer. Now you remove all the counters from that Computer as well.

Treat the Virus or Worm as if it had just come into play on the target Computer. So if the Virus lasts for 3 turn the reset the counters on it back to 3. If the Worm comes into play with no counters then remove any counters currently on it.

## LXXVI (#76) is a Hacker

Hackers come into play attached to one of your Computers. Place on the table touching target Computer.

Agents remain attached to their computer until a card or effect removes them or the computer is programmed. Even if the Computer is shut down the Agent remains attached and resumes programming after the Computer is rebooted.

At the Beginning of your turn Elvis may, he does not need to; add 1 or 2 counters to his Computer. (Of course Elvis is a piece of cardboard so you decide for him, ok?)

Note: More than one Agent and/or Hackers can be played on one computer. If that happened you would get to decide which effects go first.

## LXXVII (#77) is an Uber-Hacker

Uber-Hackers are a subset of Hackers and therefore follow the same basic rules as Hackers except that they are Unique. You may have only 1 Uber-Hacker Swish in your deck. (You may, however, have other Uber-Hackers and Special Agents.)

At the Beginning of your turn Swish may multiply the counters on her Computer by either 2, 3, 4, or 5. You may ignore Swish if you choose not to use her ability.

Agents/Hackers remain attached to their computer until a card or effect removes them or the computer is programmed. Even if the Computer is shut down the Agent/Hacker remains attached and resumes programming after the Computer is rebooted.

Note: More than one Agent and/or Hackers can be played on one computer. If that happened you would get to decide which effects go first.

## LXXVIII (#78) is an Uber-Hacker

Uber-Hackers are a subset of Hackers and therefore follow the same basic rules as Hackers except that they are Unique. You may have only 1 Uber-Hacker Brainiac in your deck. (You may, however, have other Uber-Hackers and Special Agents.)

While Brainiac is attached to a Computer that Computer may not be targeted by an opponent. This means they may not use Operations, Viruses, Worms, Effects, Events, or anything to target this Computer. However, non-targeted Effects and Events may be able to affect this Computer such as Solar Flair. The Computer is not immune to effects it cannot be specifically targeted. Since it is not immune any programs currently attached are not removed by playing Brainiac.

If , while Brainiac is attached to any Computer, an opponent successfully programs one of their Computers then shuffle Brainiac into your Draw Pile.

Agents/Hackers remain attached to their computer until a card or effect removes them or the computer is programmed. Even if the Computer is shut down the Agent/Hacker remains attached and resumes programming after the Computer is rebooted.

Note: More than one Agent and/or Hackers can be played on one computer. If that happened you would get to decide which effects go first.

## LXXIX (#79) is a Program

This Program must be played on your turn during your Play Step.

Delete any Program on the table and end it. Put that Program in its owner’s Discard Pile.

Note: This Card only removes Programs from play it will not work on Hardware, Effects, Events, and AgentsHackers or any other type of Card. Check the Card type in the upper left-hand corner of the Card.

After it has been played put Program Delete V.2 and any one Card from your Discard Pile into your Draw Pile and shuffle.

## LXXX (#80) is an Interrupt

Interrupts can be played at any time on anyone’s turn.

Interrupt an opponent’s attempt t play an Event, Effect, Hardware, or an Interrupt Card.

Note: be sure to check the Card type in the upper left-hand corner of the target Card. This Interrupt will not work on Operations, Agents, Hackers and other Cards.

The Player puts the Card in the Discard Pile having no affect yet it does count as one of that players Cards played that turn.

Place this Interrupt in your Discard Pile.

Example: Your opponent declares his intention to play an Event Card. You play Interrupt: Peace in response. The Event fails goes into the opponent’s Discard Pile. His attempt to play a Card counts as one of his two cards to be played this turn. Your Interrupt goes into your Discard Pile. Since you played Interrupt on another player’s turn this would not count as one of you required two cards to be played.

## LXXXI (#81) is an Interrupt

Interrupts can be played at any time on anyone’s turn.

When an opponent tries to affect one of your Computers with an Operation or Program you may interrupt this attempt.

In this case their attempt still succeeds but you get to look at their hand and pick one of their cards and put it into your hand.

Later you can play it as if it were your Card just remember that it will go into its owner’s Discard Pile once you have played it. If the Card remains in play then you control it as if it were yours until it goes into the Discard Pile.

Remember: even though this is an Interrupt it will not stop the person from playing the Card and you may not choose that Card to go in your hand.

## LXXXII (#82) is a Hardware

Fire Wires come into play attached to two of your Computers. Place it on the table touching the two Computers. If you wish to connect two Computers that are not next to each other you may either place the Fire Wire next to one of them with everyone’s understanding which other Computer is attached or you may move the two Computers next to each other.

At the beginning of each of your turns you may move 1 counter from one Computer to the other.

Remember: this happens during the Beginning Phase of your turn before the Draw Phase. If you draw your cards it is too late to transfer counters.

Hardware remains in play until removed or one of the computers is programmed.

If one of the computers is shut down the Hardware remains but cannot be used until the Computer is rebooted.

## LXXXIII (#83) is a Hardware

Fire Wires come into play attached to two of your Computers. Place it on the table touching the two Computers. If you wish to connect two Computers that are not next to each other you may either place the Fire Wire next to one of them with everyone’s understanding which other Computer is attached or you may move the two Computers next to each other.

At the beginning of each of your turns you may move 1, 2, or 3 counters from one Computer to the other.

Remember: this happens during the Beginning Phase of your turn before the Draw Phase. If you draw your cards it is too late to transfer counters.

Hardware remains in play until removed or one of the computers is programmed.

If one of the computers is shut down the Hardware remains but cannot be used until the Computer is rebooted.

## LXXXIV (#84) is a Program

This Program can be played on any Program currently in play. It is designed for Programs that have a time limit and will eventually run out but can target any Program.

Definition V.4 comes into play with 4 counters on it.

Once played the Definition becomes a part of the target Program. If the target Program runs out of time counters it will remain in play as long as the Definition has counters left.

If the Target Program has counters left do not use the Definition counters.

If, during the End Phase of the turn, the target Program has no counters left then remove 1 counter from the Definition.

When no counters remain on the Definition or the target Program place them both in their owner’s Discard Pile. If the target Program was not timed or would otherwise not be discarded then both Programs remain in play.

## LXXXV (#85) is an Event

Events are played on your turn during the Play Step. Once played this Event goes in the Discard Pile.

Choose 2 Cards in your Discard Pile and remove them from the game.

Place target Agent, Special Agent, Hacker, or Uber-Hacker from play onto its owner’s Discard Pile.

Note: you must have at least two Cards in your Discard Pile and there must be at least one valid target in play in order to play this Card.

## LXXXVI (#86) is an Event

Events are played o

n your turn during the Play Step. Once played this Event goes in the Discard Pile.

Choose any Effect in play and place it on its owner’s Discard Pile.

Place this card on your Discard Pile.

Note: Events and Effects are bot the same. This Card can only target Effects and no other Cards. Check the upper left-hand corner of target Card.

## LXXXVII (#87) is an Event

Events are played on your turn during the Play Step. Once played this Event is removed from the game.

When you play Epiphany you must look through your Draw Pile and choose any Card as long as it does not say the word “Operation” in the upper left-hand corner then place that card in your hand to be played later.

Remove Epiphany from the game.

Shuffle your Draw Pile.

Epiphany is Unique so you may have only 1 copy of it in your deck.

LXXXVIII (#88) is an Effect

This Card is played anywhere on the playing area so that everyone can see it.

At the end of your next turn each player chooses 10 cards (or all of them if they have less than 10) from their Discard Pile and shuffles them into their Draw Pile.

Each player then draws 1 card.

Place Caffeine in your Discard Pile.

## LXXXIX (#89) is an Antivirus Program

This Card can be played on any Computer.

This Program comes into play with 4 counters on it. At the End of your turn remove 1 counter. When no counters remain place the Program in your Discard Pile.

As long as this Program is attached to a Computer that Computer cannot be infected by a Virus or a Worm.

Any attempt to target a Computer with an Antivirus attached to it results in the failure of the attempt and the Virus or Worm is put into the Discard Pile and the attempt counts as one of the players cards played for the turn.

Note: this rule is different than targeting a Computer with a Firewall attached. A Computer with a Firewall attached cannot even be targeted while a Computer with an Antivirus attached can be targeted; the attempt simply fails in this case.

If the target Computer has a Virus or Worm attached as the Antivirus comes into play then remove the Virus or Worm to their owner’s Discard Pile.

## XC (#90) is a Firewall Program

This Card can be attached to any Computer.

As this Program comes into play place it on the board touching target Computer.

As this Program comes into play place 6 counters on it. At the end of each of the Computer’s owner’s turns remove a counter. When no counters remain then place the Program into your Discard Pile.

During the End of your turn you may move this Program to any other target Computer and reset the counters on it to 6. This move is optional an you may not target the Computer the Antivirus is currently on.

When a Computer has a Firewall attached that Computer cannot be targeted by an opponent’s Operation Cards.

Note: This rule is different than targeting a Computer with an Antivirus attached. If the Computer has an Antivirus attached it can be targeted but the attempt fails and the Virus or Worm goes into the Discard Pile. If the Computer has a Firewall attached it cannot even be targeted.

## XCI (#91) is a Quick Operation

It can be played on any Computer at any time during anyone’s turn.

Add 3 counters to target Computer.

If Quick Operations are played on your turn during your Play Step it will be counted as one of your required cards to be played that turn. If it is played during any other step or phase of your turn or on another player’s turn it does not count as one of your required cards to be played.

Quick Operations can be played in response to another player playing a Card. In this case the Quick Operation would go first even though you “said” you wanted to play it in response to their Card.

Example: Bob declares he is going to play an Operation Card that will add 6 counters to one of his computers. You notice that that will successfully program the Computer so you declare you are going to play this Quick Operation. Before Bob’s Operation takes affect your Quick Operation adds 3 counters to the Computer and then Bob’s Operation add 6 counters.

Note: Quick Operations are subject to all the rules and restrictions that all Operations are, such as Firewalls.

Yes this is the same card as in the CIA set of cards except it has a different card number. You may have 3 copies of each Card in your deck as they are technically different Cards.

## XCII (#92) is a Bios Change

This Card is played during the Play Step of your turn.

Place it directly on top of a target Computer to change the Target Number of that Computer to 20. Now that Player is trying to get exactly 20 counters to program their Computer.

Bios Change is not a Program, Operation, Event, Effect or Agent. It remains until the Computer is programmed or some future type of Card is created to remove it. It has no Hacker Points.

## XCIII (#93) is a Quick Operation

It can be played on any Computer at any time during anyone’s turn.

Add 1 counter to target Computer.

If Quick Operations are played on your turn during your Play Step it will be counted as one of your required cards to be played that turn. If it is played during any other step or phase of your turn or on another player’s turn it does not count as one of your required cards to be played.

Quick Operations can be played in response to another player playing a Card. In this case the Quick Operation would go first even though you “said” you wanted to play it in response to their Card.

Example: Bob declares he is going to play an Operation Card that will add 6 counters to one of his computers. You notice that that will successfully program the Computer so you declare you are going to play this Quick Operation. Before Bob’s Operation takes affect your Quick Operation adds 1 counter to the Computer and then Bob’s Operation add 6 counters.

Note: Quick Operations are subject to all the rules and restrictions that all Operations are, such as Firewalls.

## XIV (#94) is a Bios Change

This Card is played during the Play Step of your turn.

Place it directly on top of a target Computer to change the Target Number of that Computer to 30. Now that Player is trying to get exactly 30 counters to program their Computer.

Bios Change is not a Program, Operation, Event, Effect or Agent. It remains until the Computer is programmed or some future type of Card is created to remove it. It has no Hacker Points.

## XCV (#95) is a Dual Card

A Dual Card gives you two options. You must choose to play either the Operation or the Event.

If you choose to play the Operation you must choose one of your Computers and divide the counters on it by 2.

If you choose to play the Event you must choose a target Hardware Card and place it on its owner’s Discard Pile.

At the end of the turn place Card on Discard Pile.

Yes we are aware that the name of the Card has been misprinted in an early printing. The name of the Card should be Operation: Basic or Event: Rust. There is no Program on this Card. Sorry for the confusion it will be rectified in later printings

## XCVI (#96) is a Hyper Operation

This Card affects both one of your Computers and one of your opponent’s Computers.

Choose two target Computers, one of yours and one of your opponent’s.

Add or subtract 1 or 2 counters from one of the Computers and then add or subtract 1 or 2 counters from the other Computer.

.

.

## XCVII (#97) is a Logic Operation

This card has two parts but only one applies to you. Determine your age in years.

If you are 10 years old or older right now then multiply the counters on one of your Computers by 2 or 3.

If you are younger than 10 years old right now then divide the counters on any single Computer by 2 or 3.

Remember if you are 10 or older this Card only affects one of your Computers while if you are younger than 10 the Card affects any single Computer.

## XCVIII (#98) is a Logic Operation

This Card can affect one of your Computers only.

First determine if you have an even or odd number of computers left to program.

A number is even is it can be divided by 2.

If you have 2 Computers left to be programmed then add XII counters to one of them.

X=10 and I=1 so XII is 10+1+1=12 so add 12 counters to one of your Computers.

If you have 1 or 3 Computers left to program then subtract VIII from one of them.

V=5 and I=1 so VIII is 5+1+1+1=8 so subtract 8 counters from one of your Computers.

## XCIX (#99) is a Spider Operation

This Card can only affect one of your Computers.

Choose a target computer then decide to do one of the following:

1. Add 1, 2, 3 or 4 counters to the target Computer.

2. Subtract 1, 2 3 or 4 counters from the target Computer

3. Multiply the counters on the target computer by 2, 3 or 4.

Red Spider is Unique you may have only one copy of this Operation in your deck. Even though it does not say Unique in the text the Gold border means that the Card is Unique.

Then place this Operation in your Discard Pile.