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COUNCIL OF 7

Below are the card descriptions for the COUNCIL OF 7 set of cards in the CaCyberOps Universe.

CLI (151) 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 4 counters 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. 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.

CLII (152) 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 7 counters to it.

Once played, put this card in your Discard Pile.

CLIII (153) 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 subtract  8 counters from it.

Once played, put this card in your Discard Pile.

CLIV (154) 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 multiply the counters on it by 5.

Once played, put this card in your Discard Pile.

CLV (155) 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 divide the  counters on it by 10.

Once played, put this card in your Discard Pile.

CLVI (156) is a Coded Operation

This Operation can only be played on one of your Computers. When you decide to play this Operation pick a target Computer then add Y code counters.

Since anything times 1 is itself, 28.4 * 1 = 28.4 and Y=1.

Therefore add 1 code counter to the target computer.

Once played, put this card in your Discard Pile.

CLVII (157) is a Coded Operation

This Operation can only be played on one of your Computers. When you decide to play this Operation pick a target Computer then subtract Y code counters.

Since there are 10 millimeters in 1 centimeter you can say that 11 millimeters is equal to 1.1 centimeters. this would be rounded to 1 centimeter. Or you could think of it like this: since you are looking for a whole number of centimeters round the 11 millimeters to the nearest 10′s.  then 10 millimeters would equal 1 centimeter.

Therefore Y = 1 so subtract 1 code counter from the target computer.

Once played, put this card in your Discard Pile.

CLVIII (158) is a Coded 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 multiply the code counters on it by Y.

if Y = 1 1/3 + 1 1/3 + 1/3 then add the whole numbers 1+1=2 and then add the fractions 1/3+1/3+1/3=1 so 2+1 is 3. therefore Y=3.

Another way to look at this is: 1 1/3 + 1 1/3 =2 2/3 then 2 2/3 + 1/3 = 3. again Y=3.

Therefore Multiply the code counters on the target computer by 3.

Once played, put this card in your Discard Pile.

CLIX (159) is a Dual Operation

This Operation is to be played on any one of yours and one of your opponent’s Computers. When you decide to play this Operation pick the two target Computers and then multiply the code counters on each of them by 2.

Once played, put this card in your Discard Pile.

CLX (160) is a Coded 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 divide the code counters on it by Y.

Y is the number of widgets the machine makes in 5 mins. We know the machine makes 24 widgets per hour and we want to know how many it makes in 5 minutes.  Ask yourself how many 5 minutes are there in 1 hour?

since 60 divided by 5 is 12 then there are twelve 5 minute segments in one hour. so if we divide the whole 24 (1 hours worth) by 12 (5 minutes worth) we find out the the machine makes 2 widgets every five minutes.

To check our work we can look at a clock and could by 2′s for every 5 minutes around the whole hour.

Therefor y=2 and you would divide the code counters on the target computer by 2.

Once played, put this card in your Discard Pile.

CLXI (161) is a Dual Operation

This Operation is to be played on any one of yours and one of your opponent’s Computers. When you decide to play this Operation pick the two target Computers and then subtract Y code counters on each of them.

To solve for Y we must find the lowest common denominator for the two fractions.  The LCD for 15 and 3 is 3. Therefore do nothing to the fraction on the right and divide the 15 by 5 to make it a 3. since you divided the bottom by 5 you must divide the numerator by 5 as well (remember 5/5 is 1 and changes nothing) so 10 divided by 5 is 2 giving us 2/3=Y/3.  clearly Y=2.

So subtract 2 code counters from the target computer.

Once played, put this card in your Discard Pile.

CLXII (162) is a Coded 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 Subtract A code counters on it.

To find the volume of a cube multiply the height by the width then by the depth. in this case 3*3*3=27.

Therefore subtract 27 code counters from the target computer.

Once played, put this card in your Discard Pile.

CLXIII (163) is a Coded Operation

This Operation can only be played on one of your Computers. When you decide to play this Operation pick a target Computer then multiply the  code counters by Y.

The Product of an operation is the result of multiplication. Therefore you should multiply 2 * 3 * 1/2 or (2*3) 1/2.  2*3=6 and 6 * 1/2 = 3. so Y=3.

Therefore multiply the code counters of the target computer by 3.

Once played, put this card in your Discard Pile.

CLXIV (164) is a Coded Operation

This Operation can only be played on one of your Computers. When you decide to play this Operation pick a target Computer then add Y code counters.

Remember that % means divided by 100 so when you divide by 100 just move the decimal two places to the left and you get .33.   .33 is roughly 1/3 and 1/3 of 9 is 3.  Y=3.

Therefore add 3 code counters to the target computer.

Once played, put this card in your Discard Pile.

CLXV (165) is a Coded Operation

This Operation can only be played on one of your Computers. When you decide to play this Operation pick a target Computer then subtract Y code counters.

Since a gallon gets you 12 miles then a 1/4 gallon gets you 1/4 of 12 miles.  Then 12 * 1/4 = 3.  So Y=3

Therefore subtract 3 code counters from target computer.

Once played, put this card in your Discard Pile.

CLXVI (166) is a Coded 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 divide the code counters on it by the sum of 1.25 and 1.75.

The sum comes from adding two numbers. So 1.25 + 1.75 = 3.

Therefore add 3 code counters to the target computer.

Once played, put this card in your Discard Pile.

CLXVII (167) is a Hyper Operation

This Operation can be played on any number of Computers you choose. When you decide to play this Operation pick your  target Computers and then add 1.681124 code counters to them.

In CiaCyberOps you may not use partial counters so you must round 1.681124 to the nearest whole number. This number is 2.

Therefore add 2 code counters to those target computers.

Once played, put this card in your Discard Pile.

CLXVIII (168) 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 multiply the code counters on it by zero.

Anything multiplied by zero is zero so removed all counters from target computer.

Once played, put this card in your Discard Pile.

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CLXIX (169) is a Hyper Operation

This Operation can only be played on your Computers. When you decide to play this Operation pick a target Computer then add Y code counters.

Y can equal the number of code counters on any other computer in play. So if there is a computer with 6 code counters on it then you may add 6 code counters to your target computer.

Assuming you have more than 1 computer left in play you may choose another one of your computers as a new target and repeat the operation on it. Then if you have all three computers left you may repeat the operation on your final computer.

Once played, put this card in your Discard Pile.

CLXX (170) is a Hyper Operation

This Operation can only be played on your Computers. When you decide to play this Operation pick a target Computer then add Y code counters.

Y can equal 150% of the number of code counters on any other computer in play. Or 1 1/2 * the number of code counters on another computer.

So if there is a computer with 6 code counters on it then you may add 9 code counters to your target computer.

Assuming you have more than 1 computer left in play you may choose another one of your computers as a new target and repeat the operation on it. Then if you have all three computers left you may repeat the operation on your final computer.

Once played, put this card in your Discard Pile.

CLXXI (171) is a Hyper 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 follow these directions.

Note: the target number is the number printed on the computer card.

First: add a number of code counters equal to the target number to this computer.

Second: divide the code counters on that computer by 2.

Example: your “21″ computer has 7 counters on it. So first add 21 more counters for a total of 28 counters, second divide 28 by 2 giving you 14 code counters on that computer.

You may repeat the above operation steps for your other computers.

Finally you have the option to either place this Operation card in your Discard Pile or sacrifice a different card from your hand instead. If you choose the second option then place this Operation card back in your hand and place the sacrificial card in the Discard Pile.  Note: if you do not have a card to sacrifice then you must discard this Operation.

CLXXII (172) is a Coded Operation

This Operation can only be played on your Computers. When you decide to play this Operation pick a target Computer then subtract Y code counters.

The angle opposite Y is by definition congruent to Y so Y and 6 are the same.

Therefore subtract 6 code counters from this computer.

Once played, put this card in your Discard Pile.

CLXXIII (173) is a Dual Operation

This Operation has two parts.

First choose one of you computers and add XIV code counters to it.

Secondly choose one of your opponent’s computers and subtract IV code counters from it.

Note: X=10 and IV=4 so XIV=14.

Once played, put this card in your Discard Pile.

CLXXIV (174)  is a Coded Operation

This Operation can only be played on your Computers. When you decide to play this Operation pick a target Computer then add Y code counters.

In order to put 24 stickers on 4 pages you would have to divide the stickers by the number of pages. So 24 divided by 4 is 6. Y=6

Therefore add 6 code counters to this computer.

Once played, put this card in your Discard Pile.

CLXXV (175) is a Hardware Operation

This Operation can only be played on your Computers. When you decide to play this Operation pick a target Computer then either add 1, 2, 3, 4, or 5 code counters or subtract 1, 2, 3, 4, or 5 code counters.

This operation has a cost to play: You must place 5 cards from your Discard Pile under your Draw Pile.  Do Not shuffle the Draw Pile.  If you do not have 5 cards in your Discard Pie then you may not play this operation.

Once played, put this card in your Discard Pile.

This card has two ‘types’. It is considered an Operation and a Hardware card.

CLXXVI (176) is a Quick Operation

This Operation can be played on any Computer, either yours or an opponent’s however there is a cost to play it on an opponent’s computer. When you decide to play this Operation pick any target Computer and multiply the code counters on it by 2.

If the target computer is an opponent’s then you must choose a card from your hand and places it under your draw pile.

If you do not have another card in your hand  then you may not play this Operation.

This card is a Quick Operation which means it can be played at any time on anyone’s turn.

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 counters on his Computer by 2 and then Bob’s Operation adds 3 counters.

Once played, put this card in your Discard Pile.

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.

CLXXVII (177) is an Interrupt Operation

This card can only be played in response to an Operation card being played by either you or an opponent.

This card targets the Operation, not the computer, and doubles its effect.

EXAMPLE: Billy declares that he will play a Basic Operation card (+8) on one of his computers. In response you play Double Shock so that another 8 code counters is added to his computer for a total of 16 counters. Billy may not now withdraw his action or change his mind.

This card is considered both an Interrupt and an Operation card.

Once played, put this card in your Discard Pile.

CLXXVIII (178) 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. Place 10 time counters on it and remove one counter at the end of each of the computer owner’s turns. When no counters remain place Virus in your Discard Pile.

While in play the following effects take place:

First: the owner of the infected computer must play with their hand revealed face up for all to see. When the Virus no longer infects one of their computers they may pick their hand up as normal.

Second: At the end of the computer owner’s Draw Step multiply the code counters on the infected computer by 2 for each card in their hand with the Type or Sub-types of Interrupt or Quick.  The Type and Sub-type is printed in the upper left hand corner of the card.

CLXXIX (179) 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. Place 10 time counters on it and remove one counter at the end of each of the computer owner’s turns. When no counters remain place Virus in your Discard Pile.

While in play the following effects take place:

At the beginning of the infected computer owner’s turn roll four 6-sided dice. Add the total of the roll to the infected computer.

If you roll four of the same numbers (four of a kind) then you must move the Virus to one of your computers and reset the time counters back to 10.

CLXXX (180) 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. Place 3 time counters on it and remove one counter at the end of each of the computer owner’s turns. When no counters remain shut down the computer until the end of the turn.

If when this computer is shut down it is also infected by the Fire Dragon Virus and the Dragon’s Eye Virus then the computer owner must shuffle their hand and Discard Pile into their Draw Pile.

When a computer is shut down turn it face down and place 1 time counter on it. Remove all programs and code counters while Agents and Hardware remain. At the end of the turn remove 1 time counter. If their are no time counters left then reboot the computer (turn it right-side-up).  While it is shut down it is out of play, it cannot be targeted, no code counters may be added etc. and Agents and Hardware cannot affect it.

CLXXXI (181) is a Program

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

If the Program called Yang is not attached to this computer then Yin does nothing, just leave it.

If the Program called Yang is attached then place 5 time counters and remove 1 at the end of each turn. when no counters remain this program is successfully programmed.

If during those 5 turns either Yin or Yang is removed then remove all time counters and the effect is stopped. Yin and Yang must remain on the computer the entire 5 turns.

CLXXXII (182) is a Program

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

If the Program called Yin is not attached to this computer then Yang does nothing, just leave it.

If the Program called Yin is attached then place 5 time counters and remove 1 at the end of each turn. when no counters remain this program is successfully programmed.

If during those 5 turns either Yin or Yang is removed then remove all time counters and the effect is stopped. Yin and Yang must remain on the computer the entire 5 turns.

CLXXXIII (183) is a Program

Programs are played on a target Computer. This Program can be played on any Computer. Place it on the table touching the target Computer. It remains until removed.

As Copy/Paste comes into play it becomes an exact copy of another Program that is already in play.  It has all the properties of the original Program as if it had just been played.

When it leaves play it is no longer a copy of that Program but reverts to Copy/Paste once again.

CLXXXIV (184) is an Event

When you decide to play this Event choose any single card in play (except a Computer of course) and place it on top of its owner’s Draw Pile.

Place this Event in your Discard Pile.

Then Draw 1 card from your Draw Pile.

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CLXXXV (185) is an Interrupt

This card can only be played in response to an opponent’s attempt to play a Program card.

When an opponent declares that they will play a Program you may immediately respond (before another card is played) by playing this Interrupt. If you do then their Program goes into their Discard Pile (which still counts as one of their cards played this turn) and they must discard a card from their hand (if they have any).

Place Interrupt in your Discard Pile. This action does not count as a card played for your turn.

CLXXXVI (186) is an Event

When you decide to play this Event do exactly as the card says….  everyone places all Programs, Hardware, Events, Effects, Places and Agents that they have in play into their Draw Piles and shuffles them.

Note: since a lot of cards may be going bye bye it is a good idea to announce your intentions to play this Event and give opponents time to respond before scooping up the cards.

Place this Event in your Discard Pile once played.

CLXXXVII (187) is Hardware

This Hardware comes into play attached to one of your computers, place it on the table touching the target computer.

At the beginning of your turn you may adjust the number of code counters on this computer to equal the number of counters on the Uplink.

At the end of your turn you may adjust the number of counters on the Uplink to equal the number of code counters on this computer.

Think of it like backing up your computer at the end of each turn and resetting it at the beginning of each turn.  Remember it is optional and if you forget too bad.

Hardware remains in play until removed.

CLXXXVIII (188) is Hardware

This Hardware comes into play on the table where everyone can see it. it does not attach to a computer and it effects only you.

As it comes into play place 7 counters or tokens on it.  at the beginning of each of your turns you may move one counter/token from Dead Drop to any Program, Hardware, effect or computer in play.

When no counter/tokens remain on it place it in your Discard Pile.

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CLXXXIX (189) is Hardware

As Nanites come into play they become an exact copy of any one other Hardware that is already in play.

Treat it as if it were the copied Hardware just coming into play.

When it leaves play it becomes Nanites again.

If the original Hardware leaves play Nanites remains unaffected.

If the original hardware is attached to a computer (for example) Nanites may choose its own target computer, it doesn’t need to be placed with the original.

CXC (190) is an Event

When you decide to play this Event choose a target Agent that is already in play and remove that Agent from the game.

In response the Agent’s controller may shuffle 5 cards from their Discard Pile into their Draw Pile and then the Agent goes into their hand instead of out of the game. This is the Agent’s owners option.

Remember Hackers, Uber-Hackers, Special Agents and any variation of these are all considered Agents.

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CXCI (191) is Hardware

This Hardware comes into play attached to an Agent already in play. Place it on the table touching the target Agent.

Once attached to an Agent that Agent may not be targeted by an opponent. M.I.T.A. may still be targeted however. Effects that don’t specifically target the Agent still work for example if a card said “…all Agents…” then it would effect that Agent.

Hardware remains until removed.

Remember Hackers, Uber-Hackers, Special Agents and any variation of these are all considered Agents.

CXCII (192) is a Variable

A Variable is a card that gives you two or more options.

When playing Kappa choose and declare to your opponent which option you will use. Choose either the Operation or the Antivirus Program.

If you choose to use the Operation then add 10 code counters to one of your Computers or….

If you choose to use the Program Antivirus then attach this card to any computer in play.  This Antivirus comes into play with 3 time counters on it. At the end of the computer owner’s turn remove a time counter. When no counters remain put this card in your Discard Pile.

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.

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

Variable Kappa is both an Operation and a Program type card.

CXCIII (193) is a Variable

A Variable is a card that gives you two or more options.

When playing Lambda choose and declare to your opponent which option you will use. Choose either the Operation or the FirewallProgram.

If you choose to use the Operation then subtract 10 code counters from one of your Computers or….

If you choose to use the Firewall Program then attach this card to any computer in play.  It comes into play with 3 time counters on it. At the end of the computer owner’s turn remove a time counter. When no counters remain put this card in your Discard Pile.

As this Program comes into play place 5 counters on it. At the end of each of the Computer’s owner’s turns remove a counter. When no counters remain, place the Program into your Discard Pile.

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, Trojan or Worm goes into the Discard Pile. If the Computer has a Firewall attached it cannot even be targeted.

Variable Lambda is both an Operation and a Program type card.

CXCIV (194) is a Variable

A Variable is a card that gives you two or more options.

When playing Mu choose and declare to your opponent which option you will use. Choose either the Operation or the Spike Program.

If you choose to use the Operation then multiply the code counters on one of your Computers by 3 or….

If you choose to use the Spike Program then choose a Program that is currently attached to one of your computers and move that Program to one of your opponent’s computers.  Treat that Program as if it has just come into play.

Variable Mu is both an Operation and a Program type card.

CXCV (195) is Hardware

This card comes into play on the table where everyone can see it but it effects only you.

As Arsenal comes into play it does nothing.

On any subsequent Draw step you choose you may place it (from play) into your Discard Pile and draw 1 card for every other Hardware in play including your opponent’s Hardware cards.

Notice that the turn that you put Arsenal into our Draw Pile from play in this manner you may not play another Arsenal.

If another card or effect causes you to put Arsenal into your Draw Pile from play you do not get to draw cards but you may play another Arsenal that turn.

Arsenal is Exclusive which means that you may have only one copy of it in play at a time. You may have up to 3 copies of it in your deck.

CXCVI (196) is Hardware

This card comes into play on the table where everyone can see it but it effects only you.

As it comes into play it does nothing.

While this card is in play your opponent’s may not play Quick Operations on your turn.

This card has a cost to remain in play… at the beginning of your turn you must either move 1 card from your Discard Pile to the bottom of your Draw Pile or else Heightened Security is removed from the game.

Heightened Security is Unique which means that you may have only one copy of it in your deck.

CXCVII (197) is a Special Agent

C.A.T.:  Wolverine One is a Special Agent and is a subset of Agents and therefore follow the same rules except Special Agents are Unique.

Unique means that you can have only one copy of this card in your deck.

This Agent comes into play attached to one of your computers but does not effect that computer.

As this Agent comes into play choose a target Agent in play and remove it to its owner’s Discard Pile.

If Agent Wolverine is forced from play you may take an Agent out of your Discard Pile and return it to play. You may not voluntarily remove Wolverine from play, he must be removed by another card or effect.

CXCVIII (198) is an Agent

Agents comes into play attached to one of your computers.

While Viro-Man is attached to a computer it is immune to Viruses, Worms and Trojans. Any attempt to target that Computer 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.

Also while Viro-Man is attached to one of your computers all of your Viruses, Worms, and Trojans (in your hand) are Quick which means you can play them at any time on anyone’s turn.

Also while Viro-Man is attached to one of your computers and you play a Virus, Worm, or Trojan you may draw a card.

Agents remain in play until removed.

Viro-Man is Exclusive which means that you may have only one copy of it in play at a time. You may have up to 3 copies of it in your deck.

CXCIX (199) is a Hacker

Hackers are Agents and come into play attached to one of your computers.

At the beginning of your turn you may remove an even number of cards from your Discard Pile from the game and add 1 code counter to this computer for every 2 cards removed in this manner.

This Hacker has a Bounty attached to him which means that if he is put into the Discard Pile from play by an opponent’s actions then that opponent may look at the cards in your hand and take one of them and put it in their hand.  When that card goes into a Discard Pile it goes into yours.

Agents remain in play until they are removed.

CC (200) is a Hacker

Hackers are Agents and come into play attached to one of your computers.

Whenever an opponent plays an Operation card you may add 2 code counters to this computer.

When an opponent plays a Hardware card you must put this Hacker in the Discard Pile.

This Hacker has a Bounty attached to him which means that if he is put into the Discard Pile from play by an opponent’s actions then that opponent may draw a card.

Agents remain in play until they are removed.

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