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BIBLE BASICS

SCRIPTURE SERIES

BIBLE BASICS

 

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

255 is a Basic Operation

This Operation can be played on any Computer, either yours or an opponent’s. When you decide to play this Operation pick any target Computer, and then add 1 code counter to it. 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.

Once played, put this card in your Discard Pile. You now have 5 Hacker Points in your Discard Pile. 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.

256 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to add 2 code counters to that computer.

Once played this card goes to your Discard Pile.

 

257 is a Basic Operation

This card is a Basic Operation. It can only be played on one of your Computers. Choose one of your computers to add 3 code counters to that computer.

Once played this card goes to your Discard Pile.

258 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to subtract 1 code counter from that computer.

Once played this card goes to your Discard Pile.

 

259 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to subtract 2 code counters from that computer.

Once played this card goes to your Discard Pile.

260 is a Basic Operation

This card is a Basic Operation. It can only be played on one of your Computers; it subtracts 3 code counters from that computer.

Once played this card goes to your Discard Pile.

 

261 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to multiply the code counters on that computer by 2.

Once played this card goes to your Discard Pile.

262 is a Basic Operation

This card is a Basic Operation. It can only be played on one of your Computers to multiply the code counters on that computer by 3.

Once played this card goes to your Discard Pile.

 

263 is a Basic Operation.

This card is a Basic Operation. It can be played on any single Computer to multiply the code counters on that computer by 0.

Once played this card goes to your Discard Pile.

 

264 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to divide the code counters on that computer by 2.

Once played this card goes to your Discard Pile.

 

265 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to multiply the code counters on that computer by 3.

Once played this card goes to your Discard Pile.

 

266 is a Coded Operation

This card is a Coded Operation. Coded Operations are like Basic Operations except you need to solve a problem or answer a question on the card before you can use it. 266 can be played on any single Computer to add 5 code counters to that computer but only if you can name the five books of the Pentateuch. Those books are the first five books of the old testament; Genesis, Exodus, Leviticus, Numbers, and Deuteronomy.

Once played this card goes to your Discard Pile.

 

267 is a Coded Operation

This card is a coded Operation. There are four gospels in the Bible, Matthew, Mark, Luke and John therefore you can add 4 code counters to any single computer in play.

Once played this card goes to your Discard Pile.

268 is a Coded Operation

This card is a coded Operation. The nine gifts of the Spirit are, Word of Wisdom, Word of Knowledge, Discerning of spirits, Faith, Healing, Works of Power, Tongues, Interpretations, Prophecy.  Name them and you can subtract 4 code counters from one of your computers.

Once played this card goes to your Discard Pile.

 

269 is a Coded Operation

This card is a coded Operation. The nine fruits of the Spirit are, Love, Joy, Peace, Patience, Kindness, Goodness, Gentleness, Faithfulness,and Self Control.  Name them and you can add 5 code counters to any single computer in play.

Once played this card goes to your Discard Pile.

 

270 is a Coded Operation

This card is a coded Operation. If you know that 100% of the Bible is inspired you may multiply the code counters on any single computer in play by 2.

Once played this card goes to your Discard Pile.

 

271 is a Hyper Operation

This card is a Hyper Operation. The ten commandments are 1- Do not worship any other gods, 2- Do not make idols, 3- Do not misuse God’s name, 4- Keep the Sabbath holy, 5- Honor your father and mother, 6- Do not murder, 7- Do not commit adultery, 8- Do not steal, 9- Do not lie, 10- Do not covet.  Name them and you can add 7 code counters to as many computers in play as you wish.

Once played this card goes to your Discard Pile.

 

272 is a Hyper Operation

This card is a Hyper Operation. The three members of the Holy Trinity are the Father, the Son, and the Holy Spirit.  Name them and you can add 3 code counters to as many computers in play as you wish.

Once played this card goes to your Discard Pile.

 

273 is a Hyper Operation

This card is a Hyper Operation. There are 39 books in the Old testament and 27 books in the New.  Know that and you can subtract 7 code counters from as many as 3 computers in play.

Once played this card goes to your Discard Pile.

 

274 is a Hyper Operation

This card is a Hyper Operation. Jesus’ disciples were Peter, Andrew, James, John, Bartholomew, Thomas, Mathew, Simon, Philip, James, Judas (Thaddaeus), Judas. If you remember and can name 6 of them then you may multiply the code counters on any single computer in play by 2. If you remember and can name 9 of them then you may multiply the code counters on another (different) computer in play by 3. If you remember and can name 12 of them then you may multiply the code counters on another (different) computer in play by 4. Therefore if you can name all 12 disciples you get to affect 3 different computers.

Once played this card goes to your Discard Pile.

 

275 is a Variable named Genesis

Genesis can be used in one of two ways. In order to play Genesis you must know that God created the World in 6 days then you may choose to do one of the following:
1- you could elect to subtract 6 code counters from any single computer in play.
2- you could elect to draw 2 cards.

Once played , whichever option you choose, place Genesis in your Discard Pile.

Genesis is Unique which means you can have only one copy of it in your deck.

Genesis has a bonus feature: before the game your opponent may shuffle your deck and then you start the game with 3 cards in your hand. If Genesis is in your hand before the game starts you may play it before the game starts (choose one option on the card) and then draw a different card to replace Genesis. Place Genesis in your Discard Pile.

 

276 is a Variable named Revelation

Revelation can be used in one of two ways. In order to play Revelation you must know that John wrote the book of Revelation then you may choose to do one of the following:
1- you could elect to add 7 code counters to any single computer in play.
2- you could elect to place 2 cards from your hand into your Discard Pile then Draw a card.

Once played , whichever option you choose, place Revelation in your Discard Pile.

Revelation is Unique which means you can have only one copy of it in your deck.

Revelation has a bonus feature: If your opponent successfully programs (solves) all three of their computers before you do and you happen to have Revelation in your hand when the last computer is solved you might still have a chance to win. If you only have one computer that is not yet solved (programmed) you may place your entire hand into your Discard Pile then count the Hacker Points in your Discard Pile. If you have at least 100 Hacker Points in your Discard Pile then you can shuffle them into your Draw Pile to solve your last computer. If you do then you win the game. You opponent can still play cards in an attempt to interrupt you if they have them in their hand. For instance in response to your trying to play Revelation they may play Interrupt: Whoa (from another set) and cause you to shuffle your discard pile into your draw pile before you count your Hacker Points.

 

277 is a Quick Operation.

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

When played you may multiply the code counters on any single computer in play by 2, then remove this card from the game.

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 3 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 multiplies the code counters on his Computer and then Bob’s Operation add 3 counters.

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

 

277 is a Quick Operation.

It can be played on any Computer at any time during anyone’s turn. When played this Operation adds 7 code counters to any single computer in play then it is removed from the game.

see #276 above for more rules and example of Quicks.

 

279 is an Interrupt called James 4:7

Interrupts are held in your hand and are played in response to your opponent’s attempt do play a card. In this case if your opponent tries to play a card that is not an Operation card you may respond by playing James 4:7. If you do read the scripture on the card aloud and then their card goes to their Discard Pile without taking effect. That will count as one of their cards played for the turn.

Once played James 4:7 goes into your Discard Pile.

280 is an Event Card called “It’s Just a Game”

When you want to play this Event find 2 dice (the normal six sided kind) roll them and multiply the two numbers that show up. For example if you rolled a 3 and a 4 then you would multiply 3 times 4 to get 12 (that is X). Then each player adds X code counters (12 in the example) to each of their computers.

Once played this Event goes into your Discard Pile.

281 is a Trojan Program called “Strife”

When you Play Strife target an opponent’s computer and attach Strife to that computer.

Remember some programs, agents, effects etc. prevent a computer from being targeted.

Once Strife is in play it takes effect and acts like a Virus magnet. If , after Strife is in play, a Virus, Trojan, or Worm is played anywhere targeting any other computer it comes into play attached to the computer that Strife is attached to.

Strife remains on the computer until removed by something or someone.

If Strife leaves play for any reason those Viruses etc. remain on that computer.

282 is a Virus Program called “Envy”

When you Play Envy target an opponent’s computer and attach Envy to that computer.

Remember some programs, agents, effects etc. prevent a computer from being targeted.

At the beginning of each of the computer owner’s turn (before they Draw or Play any cards) Envy subtracts 20 code counters from the computer it is attached to. If there are less then 20 code counters subtract as many as are there (remember you cannot have negative code counters). Then add 4 code counter to one of your (the virus owner’s) computers.

Envy remains on the computer until something or someone removes it and repeats every turn until then.

Once removed it goes into your Discard Pile.

283 is a Worm Program called “Confusion”

Confusion can be played on any single computer in play even one of your own. When you play Confusion attach it to a target computer.

At the beginning of each of the computer owner’s turns (before they draw or play) roll a six sided die and multiply the code counters on that computer by the result of the die roll.

Example: Confusion is on one of your computers then at the beginning of your turn you roll a six sided die and a 4 comes up. immediately multiply the code counters  on that computer by 4.

Confusion is repeated every turn until it is removed from the computer. Once removed from play put Confusion in your Discard Pile.

284 is a Spike Event called “Deut. 32:35″

To play Spike first read aloud the scripture on the card then choose a target Program that is attached to one of your computers. Remember a card is a Program if it says Program in the upper left-hand part of the card, like a Worm or Virus etc.

Immediately move the Program to another target program, this time one of your opponent’s computers. Treat the card as if it had just been played so any counters etc. are reset.

Example: One of my computers has a Virus and I play this Spike. First I read the Bible Verse then I move that Virus to one of my opponent’s computers. However this particular Virus only lasts for 3 turns so I reset the time counters on it to 3.

Once played this Spike goes to your discard Pile.

285 is a Delete Event called “Favor”

To play Favor first read aloud the scripture on the card then choose a target program, hardware or event card that is anywhere in play. Remember a card’s type is in the upper left-hand corner of the card.

Immediately move that card on its owner’s Discard Pile. Then draw a card from your Draw Pile.

Once played this Event goes to your discard Pile.

286 is an OS Effect called “Paradise”

Paradise comes into play anywhere on the table so that everyone can see it. It stays in play until someone or something removes it and it effects everyone.

An OS Effects change a fundamental part of the game. In this case every card in the game becomes a Basic Operation card as well as its original type. Each card may be used as a Basic Operation and can add a number of code counters to one of your computers equal the the Hacker Points on the card.

Example: OS Paradise is in play and I have a Delete Event: Favor in my hand (see above). I chose to play Favor as an Operation not an Event.  Because Favor has 1 Hacker Point I add 1 code counter to one of my computers.

287 is a Hardware called Circuit Breaker

Circuit Breaker comes into play attached to any single target computers.

While it is attached to a computer no single card or effect can change the code counters by more than 2. If anything targets this computer turn off Circuit Breaker for two turns. Remember to use counters to keep track of how long it is out of service.

Example: One of my Computers has a Circuit Breaker attached to it. My opponent tries to play a operation card that would add 5 code counters to this computer. This operation has no effect on my computer.

288 is an Agent named Stephen – Martyr

Stephen comes into play attached to one of your computers. at the beginning of your turn (before draw or play) you may add 1 code counter to this computer.

Once Stephen is in play he has another ability; at anytime you may remove him from the game and discard your hand (to your Discard Pile) If you do you may draw 3 cards.

289 is an Agent named Evangelist

Evangelist comes into play attached to one of your computers. at the beginning of your turn (before draw or play) you may add 2 code counters to this computers, If you do then you must move Evangelist to another computer.

 

290 is an Agent named Apostle

Apostle comes into play attached to one of your computers. at the beginning of your turn (before draw or play) you may add 5 code counters to this computers. In response to Apostle’s attempt to use his ability any opponent may discard a card from their hand to stop him.

Apostle is Exclusive which means that you may only have one copy of Apostle in play at a time.

 

291 is an Agent named The Priest

The Priest comes into play attached to one of your computers.

While Priest is in play the computer he is attached to cannot be targeted by opponent’s operation cards neither can the Priest be targeted by an opponent.

Once The Priest is in play he has another ability; at anytime you may move him to your  Discard Pile. If you do you may draw 2 cards.

 

292 is an Antivirus Program called Psalms 42:4

This Card can be played on any Computer.

As long as this Program is attached to a Computer that Computer cannot be infected by Viruses, Trojans or Worms.

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

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

 

293 is a Fire Wall Program called Psalms 5:11

This Card can be attached to any Computer.

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

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

 

294 is a Program called Alpha Angel

Bring  Alpha Angel into play touching one of your computers.

Alpha Angel has no effect unless Omega Angel is also attached to the same computer. If both Alpha and Omega Angels are attached to the same computer then Alpha Angel may multiply or divide the code counters on this computer by 0, 1, 2, or 3 at the beginning of each of your turns (before draw or play).

Programs remain until removed by someone or something and work each turn.

295 is a Program called Omega Angel

Bring  Omega Angel into play touching one of your computers.

Omega Angel has no effect unless Alpha Angel is also attached to the same computer. If both Alpha and Omega Angels are attached to the same computer then Omega Angel may add or subtract 1, 2, or 3 code counters to or from this computer at the beginning of each of your turns (before draw or play).

Programs remain until removed by someone or something and work each turn.

 

296 is an Effect called “All-Nighters”

In order to bring this Effect into play you must now that the three languages the Bible was written in were Greek, Hebrew and Aramaic.

Bring All-Nighters into play where everyone can see it and draw a card when you do.

While it is in play you may draw an extra card during your Draw Step.

All-Nighters remains in play until someone or something removes it then it goes to your Discard Pile.

All-Nighters is Unique which means you can have only one copy of it in your deck.

297 is a Place called “Galactic Cathedral”

Places come into play where everyone can see them. Galactic Cathedral remains in play until removed and effects everyone.

While Galactic Cathedral is in play all non-operation cards that would normally go into the Discard Pile go back to their owner’s hands instead.

Operation cards are not effected by Galactic Cathedral.

298 is a Quick Event called Miracle

You may play Miracle at any time on anyone’s turn. When you do you may look at the top 7 cards of your Draw Pile. When you do put the Operation cards in your hand and the rest under your Draw Pile.

Once played Miracle goes into your discard pile.

Miracle is Unique which means you can have only one copy of it in your deck.

299 is a Program called Matt. 7:7 Search

Program comes into play attached to any single computer after you read aloud the scripture on the card.

At the beginning of each of the computer owner’s turns (before draw or play) they may add up to 4 code counters to this computer or subtract up to 4 code counters from this computer.

Program remains on this computer until removed.

300 is an Effect called Tithe

Tithe comes into play where everyone can see it and effects only you.

Each of your turns you may put a tithe counter on Tithe.

Once there are three or more counters on Tithe then at any time you may remove 3 counters from Tithe to draw a card.

301 is an Operation called Bright Angel

When you play bright Angel you may add up to 5 code counters to a target computer.

Bright Angel cannot be interrupted by Interrupt or Quick cards.

Quick cards cannot be played by any player for the rest of your turn.

302 is a Program called Future Sight

Future Sight comes into play attached to one of your computers.

While Future Sight is attached to this computer if an Operation card targets this computer that Operation cards is placed on top of its owner’s Draw Pile instead of the Discard Pile.

XXXIX is an Interrupt

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

Disrupt is played in response to someone’s attempt to play a Card.

The attempt to play the Card fails and both that Card and this Interrupt are put in their owner’s Discard Piles.

The original card that was disrupted has no affect what-so-ever. The attempt does, however, count as a played Card as far as the number of Cards played this turn.

Example: Your opponent declares his intention to play an Operation Card. You play Interrupt: Disrupt in response. The Operation fails to affect your Computer, goes into the opponent’s Discard Pile. His attempt to play an Operation 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 someone else’s turn this would not count as one of you required two cards to be played.

 

XXXVIII is an Effect

Effects remain in play until removed or finished.

Place Hire on the table so everyone can see it. Hire affects every player.

During their Draw Step each player MUST draw an extra card.

During their Play Step each player MUST play an extra card.

Drawing and playing these extra cards is not optional.

Note: The person playing Hire will be forced to play an extra Card the turn Hire comes into play. Hire will come into play during the Play Step (Phase) of your turn, and the Card says to play an extra Card during your Play Step even the turn Hire comes into play. BUT you will not draw an extra card this turn since your Draw Step has already gone by for this turn.

 

LXXXVII 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.

 

 

 

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