## PRIME

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

At the start of the game choose three differentComputer Cards.

You may choose any three Computers from your collection as long as they have different target numbers.

## I (#1) 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 one 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. 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.

## II (#2) is a Basic Operation.

It is the same as card #1 except you can add 2 counters to any one Computer.

## III (#3) is a Coded Operation.

Like all Operations this cards affects the code counters on a Computer. Yet this card is limited to affecting one of your Computers.

To find out how many code counters must be added to one of your Computers you must solve the equation listed on the card.

Y=1/3*9

Since 9 time 1/3 equals 3 then Y = 3.

Or put another way, 9 ÷ 3 = 3 since multiplying by 1/3 is the same as dividing by 3.

So add 3 code counters to the target Computer.

Remember “*” is the Multiplication symbol.

## IV (#4) is a Coded Operation

This Card affects any Computer.

The Diameter of a circle is the distance across the circle through the center. The Radius of a circle is the distance from the center to the edge, or half the Diameter.

Therefore, if the Radius is 2 then the Diameter is 4.

Y=4

So you can add 4 counters to any one of your Computers.

## V (#5) is a Coded Operation

This Card affects one of your Computers.

Y=2.5 times 2.

Another way to say it is 2 1/2 times 2.

Y=5

So you may add 5 counters to one of your Computers.

## VI (#6) is a Coded Operation

This Card affects any Computer.

If you took 18 stickers and distributed them evenly on 3 pages you would have 6 stickers on each page.

Another way to say it is 18 divided by 3 equals 6.

Therefore Y=6 and you can add 6 counters to any one Computer.

## VII (#7) is a Coded Operation

This Card affects one of your Computers.

Percent means 100ths or divided by 100.

Example: 3% = 3/100 and 79%=79/100

Therefore 9%=9/100 so…

Y=9 and you may add 9 counters to one of your Computers.

## VIII (#8) is a Basic Operation

This Card affects any one Computer.

Choose a target Computer and remove 1 code counter from it.

Note: It may help to note that the Card Type in the upper left-hand corner is green.

Blue = Addition, Green = Subtraction,

Yellow = Multiplication, Purple = Division

## IX (#9) is a Basic Operation.

This Card allows you to Subtract 2 code counters from any Computer.

## X (#10) is a Coded Operation

This Card affects any one target Computer.

To solve for Y simply multiply 10 by .3

Whenever you multiply anything by 10 you can simply move the decimal point one space to the right.

Example: 4.2 times 10 equals 42

Therefore .3 times 10 equals 3

Y=3 so you can Subtract 3 counters from any one Computer.

## XI (#11) is a Coded Operation

This Card lets you subtract Y code counters from any one Computer where Y is the Area of the box shown.

To find the Area of this Quadrilateral multiply the Height by the Width. (A=H*W)

In this case Y=2*2.

Y=4 so you can subtract 4 counters from any one Computer.

Note: a Quadrilateral is any four sided figure but the Height times Width rule only works if the opposite sides of the figure are equal.

## XII (#12) is a Coded Operation

This Card only affects one of your Computers.

To solve for Y you need to understand the Exponential. (That’s the little number that’s higher than the big number)

The exponent is the number of time you multiply the big number by itself.

Examples: 32 = 3*3, 43 = 4*4*4, and 25 = 2*2*2*2*2

Since Y2 = Y*Y ask yourself what number times itself equals 25?

5*5 = 25 therefore Y=5.

You may subtract 5 counters from one of your Computers.

## XIII (#13) is a Coded Operation

This Card affects one of your Computers.

A Digit is a number from 0 to 9.

From right to left there is the One’s Place, Ten’s Place, Hundred’s Place, Thousand’s Place, Ten Thousand’s Place, Hundred Thousand’s Place, the Million’s Place, and the Ten Million’s Place.

Ten thousands place is the fifth digit to the left.

Therefore Y=6 so you may subtract 6 from one of your Computers.

## XIV (#14) is a Coded Operation

This card affects any Computer.

To solve the equation think of the equal sign as the center of a teeter totter. Whatever you do to one side you have to do to the other side to keep it balanced (equal).

90,000*Y=720,000. To get rid of the zeros and make it easier to understand divide both sides by 10,000.

Then you get… 9*Y=72. What times 9 equals 72? (Now check your work 9*8=72 is correct.)

Y=8 so our may subtract 8 from any one Computer.

## XV (#15) is a Coded Operation

This Card lets you multiply the code counters on any Computer by Y.

To solve for Y remember to do the math inside the parentheses first so….

.8+.1+.1=1 or another way to say it is… 8/10 + 1/10 + 1/10 = 10/10 = 1

Now finish the whole equation, 1-1=0.

Y=0, so multiply the code counters on any Computer by zero

Remember ANYTHING times zero is zero.

## XVI (#16) is a Basic Operation

This Card multiplies the counters on any Computer by 50%.

50% is the same as 1/2.

Therefore cut the counters on the target computer in half.

Remember to round up in the case of fractions (decimals) for example: The target Computer has 31 counters on it and you play this Operation Card multiplying the counters by 50%. The Computer would have 15 ½ counters but since a Computer must always have a whole number of counters you would round up to 16 counters.

## XVII (#17) is a Basic Operation

This Card affects any one Computer.

Multiply the counters on the target Computer by 2.

Therefore; if the target Computer had 17 counters on it multiply 17*2=34.

Put another 17 counters on that Computer for a total 34 counters.

Put this card in the owner’s discard when you’re done with it.

## XVIII (#18) is a Coded Operation

This Card affects any one Computer.

To solve for Y find the Average of the 4 numbers.

Average is the sum of the numbers divided by the number of numbers.

So 1+2+7+2=12 since there were 4 numbers you would divide 12 by 4 to get 3.

Y=3.

Multiply the counters on target computer by 3.

## XIX (#19) is a Coded Operation

This Card affects any Computer.

A Factor is any number that evenly divides into the number.

Example: the Factors of 12 are 1,2,3,4, 6 and 12 since all of these numbers can evenly divide 12.

The Factors of 8 are 1,2,4 and 8 while the Factors of 6 are 1,2,3 and 6.

Now compare the Factors of the two numbers and find the greatest common factor. In this case Y=2, so divide the counters on the target Computer by 2.

Remember to round to the nearest whole number.

## XX (#20) is a Basic Operation

This Card affects any Computer.

Simply divide the counters on the target Computer by 3.

Example: There are 7 counters on the Computer. Divide 7 by 3 to get 21/3.

You can’t have 2 1/3 counters so round to the nearest whole number of 2. The result is a Computer with 2 counters on it.

## XXI (#21) is a Dual Operation

This Card affects both yours and your opponent’s Computers.

It uses both addition and subtraction.

First: X is 10 and I is 1, so XI is 11. Add 11 counters to one of your Computers.

Second: V is 5 and I is 1, (but remember if the smaller digit is before the larger then subtract the smaller from the larger). 5-1=4 so IV is 4. Subtract 4 counters from one of your opponent’s Computers.

NOTE: to play this card you must have two eligible target Computers. If your opponent’s Computers are all protected by Firewalls or for whatever reason cannot be targeted then you cannot play this card.

## XXII (#22) is a Logic Operation

This Card affects any one target Computer.

It either multiplies or divides the counters on the target Computer by 4.

To tell the difference between odd and even numbers simply divide the number by 2 and if there is a remainder then the number was odd, if it divides evenly by 2 then it is even. Another way to think about it is if you can count by 2′s to the number then it is even. Also if the number is larger than two digits you only need to know if the digit in the one’s place is even or odd to tell if the whole number is even or odd.

Either multiply or divide the counters on the Computer by 4.

Remember to round to the nearest whole number.

## XXIII (#23) is a Logic Operation

This Card affects either one or two Computers.

First: Add your age, in year’s worth of counters, to any one Computer.

Example: if you are 15 years old then add 15 counters to any one Computer.

Second: Find the ages of all of your opponents, choose one, and then subtract that number of counters from any one Computer.

The two target Computers may be the same Computer.

## XXIV (#24) is a Coded Operation

This Card affects only one of your Computers.

A Quadrilateral is any four-sided figure.

Therefore multiply the counters on one of your Computers by 4.

## XXV (#25) is a Dual Operation

This Card affects BOTH yours and your opponent’s Computers.

Subtract 21 counters from one of your Computers AND subtract 21 counters from one of your opponent’s Computers.

Remember there must be 2 valid target Computers to use this card. If, for example, all of your opponent’s Computers are protected against Operation Cards then you could not target them and therefore could not use this card.

Remember also that if the target Computer has less than 21 counters on it, subtracting 21 counters would result in zero counters, not a negative number of counters.

## XXVI (#26) 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 Program is played place 3 counters on it to mark the passage of time since this program only lasts for 3 turns.

During the Beginning Phase of your opponent’s turn multiply the counters on the infected Computer by 3.

Remember: If there is more than 1 Program or Effects affecting this Computer during the Beginning Phase of the turn then the owner of the Computer gets to decide which Program or Effect goes first.

During the End Phase of that opponent’s turn remove 1 counter. If there are no counters left then place this Virus in your Discard pile.

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)

## XXVII (#27) 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.

During the Computer’s owner’s Beginning Phase add 10 counters to the infected Computer.

This program stays on infected Computer until it is removed, the Computer is programmed, or the Computer is shut down.

## XXVIII (#28) is a Worm Program

Like the Virus, this Worm Program is attached on a target Computer. Unlike the Virus this Program can be attached to any Computer, even your own.

This program comes into play with 3 counters on it.

During the End Phase of infected Computer’s owner’s turn remove 1 counter. When there are no counters left then shut down infected Computer for 3 turns. Then put this Program in your Discard Pile.

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)

## XXIX (#29) is an Agent

Agents can only be played on one of your Computers. Place on the table touching target Computer.

Agent Bugs comes into play zero counters on him/her.

During your Beginning Phase you may multiply the counters on attached Computer by the number of counters removed from Agent Bugs. Simply remove any number of counters and multiply by that number.

Example: if Agent Bugs has been in play for 3 turns there will be 3 counters on him/her. You may remove 0,1,2, or 3 counters from Agent Bugs and multiply the code counters on the Computer by that amount. If you choose to remove 2 counters from the Agent then you would multiply the 14 counters on the Computer to get 28 counters. Now Agent Bugs has only 1 counter left.

During your End Phase add a counter to Agent Bugs.

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.

## XXX (#30) is an Agent

Agents can only be played on one of your computers. Place on the table touching target Computer.

During your Beginning Phase you may add 1 counter to the target Computer

At anytime on anyone’s turn you may return Agent Flash to your hand

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.

## XXXI (#31) is a Special Agent

Special Agents are 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.

Special Agent Sparky come into play attached to one of your Computers.

During every person’s Beginning Phase (even your opponent’s) you may add or subtract 1 counter to/from attached 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.

## XXXII (#32) is a Spike Program

This Card moves any Program from one of your Computers to one of your opponent’s Computers.

Example: A Virus is infecting one of our Computers. You can play this Voltage Spike on that Virus and move it to your opponent’s Computer. Now the Virus infects their Computer. Treat the Virus as if it has just been played, so if there are any incoming effects or counters on the Virus reset counters to beginning or play effect.

Once the Virus has been moved to target Computer reset the counters on that Computer to 100, regardless of how many counters were on it to start.

Once offending Program has been moved place this Spike in your Discard Pile.

Note: some Spikes only send Programs to opponent’s computer and some send them to any computer. Some Spikes affect only Viruses and Worms while some affect any Program. Carefully read card.

## XXXIII (#33) is a Program

Delete is played on your turn.

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

Put Program: Delete in your Discard Pile once it has been played.

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

## XXXIV (#34) is a Program.

This Program can be attached to any Computer. Put it on the table touching the target Computer.

At the Beginning Phase of that players turn add the number of counters and the target number on the Computer card and then divide that number by 2.

Example: You have a Computer with a target of 13 that has 43 counters on it. During the Beginning Phase of your turn you add 13 and 43 to get 56. Now divide 56 by 2 to get 28. The new total of counters on the computer is now 28.

Note: do not add 28 counters. The new number is 28.

For you math geeks out there you may notice that this Program gets you half way to the target each turn until you reach a fraction close enough to the target to be rounded to the target eventually programming your Computer.

## XXXV (#35) is an Event

Events happen and then the Card goes in the Discard Pile.

When played, this Event resets the counters on every Computer to the random number found by rolling 4 dice.

Simply roll 4 dice (6-sided) or the same dice 4 times and add the results. Everyone resets the counters on each one of their Computers to that number.

Note: if the roll of the four dice happens to reset a Computer’s counters to equal the target number printed the Computer then the Computer is successfully programmed.

## XXXVI (#36) is an Effect

Effects generally remain in play until they are finished or removed.

Place Executive Order: Grace on the table so everyone can see it.

Then draw a card from your Draw Pile.

Grace affects everyone.

On their turn each player may remove one card from their hand and place it on the bottom of their Draw Pile. Then that player draws a card to replace it.

If Grace ever leaves play (from the table) it goes to the Draw Pile instead of the Discard Pile. Remember to shuffle your Draw Pile afterwards.

If Grace is discarded from your hand (or anywhere other than the play table) then it goes to the Discard Pile.

## XXXVII (#37) is an Event

Once played, this Event goes in to your Discard Pile.

Do exactly what the card says… in that order.

First; draw 3 cards from your Draw Pile.

Second; discard any 1 card from your hand into your Discard Pile. Yes you may discard one of the cards you just drew or one from your hand.

Last; put this Event in your Discard Pile.

## XXXVIII (#38) 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.

## XXXIX (#39) 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.

## XL (#40) is an Event

Unlike most Events, this Event goes on the table so everyone can see it.

As Y2K comes into play place 10 counters on it.

At the end of your turn remove 1 counter from Y2K. When no counters remain the game is over. Only remove counters at the end of your turn not the end of any opponent’s turns.

The player with the most successfully programmed Computers is the winner. In the event of a tie the game is considered a draw.

## XLI (#41) is a Antivirus Program

This Card can be played on any Computer.

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.

This Program remains until removed and is Unique.

You may have only one copy of any Unique card in your deck.

## XLII (#42) 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.

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

As this Program comes into play place 4 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.

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.

## XLIII (#43) is an Interrupt

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

When you play this Interrupt Card every player must shuffle their Discard Pile into their Draw Pile.

Remember: turning in Hacker Points from your Discard Pile to your Draw Pile cannot be interrupted or stopped so if anyone has 100 Hacker Points in their Discard Pile they may still turn them in to Program one of their Computers in response to this card being played. Nothing is faster than turning in Hacker Points.

After everyone shuffles their Discard Pile into their Draw Pile remove Interrupt: Whoa from the game.

You must skip your next turn. In order to help remember you may want to place this card face up on your Draw Pile but it is still out of the game for good.

## XLIV (44) is 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 the other Computer is or you may move the two Computers next to each other.

At the beginning of each of your turns you may move 1 or 2 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.

## XLV (#45) is Hardware

Ram comes into play on the table so everyone can see it.

Ram affects only you.

During every one of your Draw Steps you must draw an extra card.

Also, during every one of your End Steps (at the end of your turn) you must place a card from your hand onto your Discard Pile.

Note: you do not need to discard a card if you have no cards left in your hand at the End of your turn.

Ram is Unique and therefore you may have only one Ram in your deck.

## XLVI (#46) is a Quick Operation.

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

Subtract 5 counters from 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 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 subtracts 5 counters from the 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.

## XLVII (#47) is a Quick Operation

This card is the same as card 46 above in every way except it will add 3 counters to any one computer.

## XLVIII (#48) is a Dual Card

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

You can chose to play this card as an Operation Card. This Operation affects only one of your Computers. If you choose to use the Operation portion of this Card then add 23 counters to one of your Computers and then place the Card in you Discard Pile. The Program portion of this Card may not be used.

You can choose to play the Program portion of the Card. An Antivirus can be played on any Computer.

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.

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.

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.

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

## XLIX (#49) is a Dual Card

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

You can choose to play this Card as an Operation Card. This Operation affects only one of your Computers. If you choose to use the Operation portion of this Card then subtract 1 counter from one of your Computers and then place the Card in you Discard Pile. The Program portion of this Card may not be used.

You can choose to play the Program portion of the Card.

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

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

As this Program comes into play place 2 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.

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.

## L (#50) is a Dual Card

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

You can chose to play this card as an Operation Card. This Operation affects only one of your Computers. If you choose to use the Operation portion of this Card then multiply the counters on one of your Computers by 3 and then place the card in you Discard Pile. The Program portion of this Card may not be used.

You can choose to play the Program portion of the Card.

A Spike is a Program that moves any Program from one of your Computers to any other Computer.

Note: some Spikes only send Programs to opponent’s computer and some send them to any computer. Some Spikes affect only Viruses and Worms while some affect any Program. Carefully read card.

Example: A Virus is infecting one of our Computers. You can play this Spike on that Virus and move it to your opponent’s Computer. Now the Virus infects their Computer. Treat the Virus as if it has just been played, so if there are any incoming effects or counters on the Virus reset counters to beginning or play effect.

Once offending Program has been moved place this Spike in your Discard Pile.