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TOP SECRET

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

CI (#101) 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 8 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.

102

CII (#102) 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 6 counters to it.

103

CIII (#103) 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 5 counters to it.

104

CIV (#104) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to add to one of your Computers.

The LCD is the Lowest Common Denominator.

The Denominator of a fraction is the bottom number.

Remember that when you multiply anything by 1 it doesn’t change and remember that any fraction with the same denominator (bottom number) and numerator (top number) is equal to 1. So we can multiply any fraction by fraction like 2/2 or 3/3 or 4/4 and not change it.

On the card the fractions are 1/2 and 3/4.  Note that 1/2 * 2/2 = 2/4 giving you new fraction with a denominator of 4.

The LCD, Least Common Denominator of 1/2 and 3/4 is 4.

Therefore when you play this card you must add 4 code counters to one of your Computers.

105

CV (#105) is a Hyper Operation.

This Operation targets any 2 of your Computers. On the left of the chart is listed the types of Christmas presents the kids asked for and the bottom lists the number of kids who asked for those gifts.

To find out how many kids asked for candy find the candy line of the left side of the chart and follow it across the chart to see if the red bar stops above the 1,2, or 3.

The red bar next to the word candy extends to above the number 2. Therefore 2 kids asked for candy for Christmas.

Add 2 code counters to one of your computers and then add 2 code counters to a different one of your Computers.

106

CVI (#106) is a Coded Operation.

This Operation can target any single Computer. Solve the equation for Y to find out how many code counters to add to that Computers.

To find the billions place count from the right to the left.  The first place is the ‘ones’ place then the ‘tens’, ‘hundreds’, ‘thousands’, ‘ten thousand’, ‘hundred thousand’, ‘million’, ‘ten million’, hundred million’, and finally the billion’s place.

In the number 1,287,999,021 the “1″ on the far left is the billions so we look at the next number to the right of the “1″.  If it is less than 5 then round it down and you get 1 billion. If it is 5 or greater you would round up to 2 billion.

Since the number to the right of the “billions” place is lower than 5 it rounds down and the number in the “billions” place stays the same.

Therefore Y is 1billion and you would add 1 code counter to the target computer.

107

CVII (#107) is a Coded Operation.

This Operation can target any single Computer. Solve the equation for Y to find out how many code counters to add to that Computers.

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 1.5 then the Diameter is 5 and Y=5. Add 5 code counters to any single Computer.

108

CVIII (#108) 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 remove 7 counters from it.

109

CIX (#109) 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 remove 6 counters from it.

110

CX (#110) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to remove from one of your Computers.

A prime number is a natural number which has exactly two distinct natural number divisors: 1 and itself.

A composite number is a natural number that has more than one set of divisors.

The first twenty six prime numbers are, 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101.

Any number that is larger than 3 has multiple sets of divisors.  4 can be divided into two sets; 1*4 and 2*2 both equal 4. The only natural (positive) number that isn’t prime or composite is 1.

Therefore you can subtract 1 code counter from one of your Computers.

111b

CXI (#111) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to remove from one of your Computers.

Integers are all of the natural number (1, 2, 3 etc.) and the negative numbers (-1, -2, -3 etc.) and zero (0).

Integers do not include fractions or decimals.

Therefore the number “between” 1 and 3 is 2. Yes it’s that easy.  Therefore subtract 2 code counters from one of your Computers.

112

CXII (#112) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to remove from one of your Computers.

Kilo means “1000″ so 1 kilo-gram is equal to 1000 grams.

Therefore…   3kilo-grams = 3000grams.  Y is 3 so subtract 3 code counters from one of your Computers.

.

113

CXIII (#113) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to remove from one of your Computers.

The digit in the ten thousands place is 4.  Therefore Y = 4.  So you can subtract 4 code counters from one of your Computers.

114

CXIV (#114) is a Coded Operation.

This Operation can only target one of your Computers. Solve the equation for Y to find out how many code counters to remove from one of your Computers.

To find the area of a rectangle multiply the height by the width.  In this case 1 * 5 = 5 so you may subtract 5 code counters from one of your Computers.

Note: this only works for “regular” quadrilaterals… the corners must be 90 degree angles.

115

CXV (#115) 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 3.

116

CXVI (#116) 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 1/2.

Note: remember that to multiply by a fraction is the same a dividing by its reciprocal. So multiplying by 1/2 is the same as dividing by 2. Again, multiplying by 1/5 would be that same as dividing by 5.

117

CXVII (#117) is a Coded Operation.

This Operation can target any single Computer. Solve the equation for Y to find out what to multiply the code counters on that Computer by.

Ask yourself what number you have to multiply 12 by to get 24.

Another way to do this problem is to divide both sides of the equation by 12 so… Y = 24/12 (the 12/12 cancels itself out to 1) then Y = 2.

Therefore you may multiply the code counters on any single computer by 2.

118

CXVIII (#118) is a Coded Operation.

This Operation can target any single Computer. Solve the equation for Y to find out what to multiply the code counters on that Computer by.

This is an example of the Associative Property of Addition where X+(Y+Z) = (X+Y)+Z.

Moving the parentheses doesn’t change the values when using addition.

Therefore, Y = 4 and you can multiply the code counters on any single Computer by 4.

119

CXIX (#119) 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 code counters on it by 3.

120

CXX (#120) 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 code counters on it by 2.

121

CXXI (#121) is a Coded Operation.

This Operation can target any single Computer. Solve the equation for Y to find out what to divide the code counters on that Computer by.

10 multiplied by 100 is equal to1000.  Therefore Y = 3. You may divide the code counters on any single Computer by 3.

Remember to round to the nearest whole number.

1221

CXXII (#122) is a Hyper Operation.

This Operation affects every Computer in play.

Note: Percent means “divided by 100″ so 50% is 50 divided by 100 which reduces to 1/2.

Step 1)    Pick one of your Computers and multiply the code counters on it by 150% (150 divided by 100 reduces to 1 ½ or 1.5) or you can think of it like multiplying the code counters on that Computer by 1.5.

Repeat step 1 for each of your Computers.

Step 2)   Pick one of your opponent’s Computers and multiply the code counters on it by 50% (50 divided by 100 is 1/2).

Repeat step 2 for every one of your opponent’s Computers.

Note:  Since it is not specifically targeting any Computer it even affects those Computers with protection that makes a Computer “un-targetable” by Operations such as Firewalls.

The key word is “Target” and this card does not target any Computer.

If a card made a Computer “Immune” to operations then this card would not affect it.

1231

CXXIII (#123) is a Logic Operation.

You may only use this Operation if you have more computers left to program than one of your opponents.

If one of your opponent’s has fewer computers left to solve than you then choose one of your Computers.

Find the Target number listed on the Computer card then add that many code counters to that Computer. (The target number is C)

Now divide the code counters on that same Computer by 3.

Note: the result of this operation is to always make the code counters 1/3 closer to the target number, cool huh?

Instead of placing this Operation in the Discard Pile place it back in your hand.

Playing this card still counts as one of your cards played for the turn. If you still have more Computers yet to be solved and still have another card left to play this turn you may indeed play this same card again if you wish.

124

CXXIV (#124) is a Hyper Operation.

This Operation affects every Computer in play.

Add 3 code counters to every Computer in play.

Note: Since it is not specifically targeting any Computer it even affects those Computers with protection that makes a Computer “un-targetable” by Operations such as Firewalls.

The key word is “Target” and this card does not target any Computer.

If a card made a Computer “Immune” to operations then this card would not affect it.

125

CXXV (#125) is a Quick Operation.

This Operation can only be played on one of your opponent’s Computer and can be played at any time during anyone’s turn.

Add 30 counters to target Computer.

Then your opponent must choose one of your Computers to be shut down for 2 turns. (See rules below about shutting down a computer and rebooting it**)

Quick Operations may be counted as one of your required cards to be played this turn but you may also opt not to count it as one of your required cards to be played this turn.

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 adds 3 counters.

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

** When a Computer is shut down it cannot be affected or targeted in any way, it is out of the game for the time being. Hardware, Hackers and Agents remain attached to Computer and are out of game while all other Cards attached to Computer are removed to Discard Pile. Turn the Computer card face down, place 2 counters on the back. At the end of each of your turns remove a counter. When no counters remain reboot the computer. Turn it face up and resume play. When a Computer is rebooted it has zero counters.

126

CXXVI (#126) is a Quick Operation.

This Operation can be played on any single Computer and can be played at any time during anyone’s turn.

Add 4 code counters to target Computer.

Quick Operations may be counted as one of your required cards to be played this turn but you may also opt not to count it as one of your required cards to be played this turn.

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 adds 3 counters.

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

127

CXXVII (#127) is a Quick Operation.

This Operation can be played on any single Computer and can be played at any time during anyone’s turn.

Subtract 2 code counters from target Computer.

Quick Operations may be counted as one of your required cards to be played this turn but you may also opt not to count it as one of your required cards to be played this turn.

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 adds 3 counters.

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

128

CXXVIII (#128) 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.

At the beginning of your opponent’s turn count the number of cards you have in your Discard Pile.

Add that number of code counters to the infected computer.

This Program stays in play until it is removed by another card or rule.

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

129

CXXIX (#129) is a Worm Program.

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

At the beginning of your opponent’s turn remove 2 code counters from the infected Computer and place them on one of your Computers.

You get to choose which Computers to place those counters on.

This Program stays in play until it is removed by another card or rule.

130

CXXX (#130) is a Trojan Program.

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

When Crusader Trojan comes into play place 3 time counters on it. At the end of the turn of the player who owns the infected Computer remove one counter. When no counters remain shut down infect Computer for 3 turns. (See rule on shut down and rebooting Computers) Use counters to mark the time that the Computer is shut down.

If anyone would use a Program card such as Delete to remove this Trojan from infected Computer then multiply the code counters on that Computer by 10%, which is to say, remove 90% of the code counters.

131b

CXXXI (#131) 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.

Assistant Director Sparky come into play attached to one of your Computers. Place on table touching target Computer.

At the beginning of your each of your turns Sparky may add or subtract 1 code counter to/from the Computer.

If at any time the Computer to which she is attached becomes successfully programmed (the code counters equal the target number) then you may move AD Sparky to a different one of your Computers.

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.

132

CXXXII (#132) is a Quick Agent.

Quick Agent Spike comes into play attached to one of your Computers.

Because he is a Quick Agent, Spike may be played at anytime on anyone’s turn.

As Spike comes into play add exactly 3 code counters to the target Computer.

At the beginning of each of your turns Spike may add or subtract 1 code counter to/from the 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.

133

CXXXIII (#133) is an Interrupt.

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

Dislocate is played in response to an Opponent’s attempt to play a Card.

The attempt to play the Card fails and that Card is put on top of its owner’s Draw Pile.

Dislocate is put is your Discard Pile.

The original card that was interrupted 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: Dislocate in response. The Operation fails to affect your Computer, goes onto the opponent’s Draw 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 Dislocate on someone else’s turn this would not count as one of your required two cards to be played.

134

CXXXIV (#134) is a Delete Program.

Delete is played on your turn.

Delete any Program on the table and end it. Remove that Program from the game. It does not go in the Discard Pile but is removed from play entirely.

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. It will not work on Programs that are not in play such as in someones hand.

135

CXXXV (#135) is a Program.

Radar Sweep is a Program that comes into play attached to any one Computer.

At the beginning of the Computer owner’s turn add a number of code counters to that Computer equal to the Target number listed on the Computer card.

Then Divide the code counters on that Computer by 3.

Remember to round to the nearest Whole Number.

Example: Radar Sweep is attached to your Computer with a Target Number printed on it of 44. Currently there are 10 code counters on that Computer.  At the beginning of your turn add 44 more code counters to the 10 that are already there. Now you have 54 counters on the Computer. Then you divide those counters by 3 leaving 18.

136

CXXXVI (#136) is an Effect.

Truce is an Effect that comes into play on the table for everyone to see. While some Effects affect only you or another card in play this one affects everyone.

While Truce is in play the following affects take place.

1)   If any player plays an Operation card (see card type in upper left corner of card) that targets one of their own Computers then that playermay draw a card from their Draw Pile.

2)   If any player plays an Operation card that targets one of their opponents’s Computers then that player must place a card from their hand in to their Discard Pile. **

This Effect remains in play until it is removed by another card, effect, or some other means.

Note: **While Truce is in play a player must have a card in their hand to discard in order to play on Operation card that targets an opponent’s Computer.  If they would be playing their last card and would not have one to discard then they may not target an opponent’s Computer.

137

CXXXVII (#137) is an Effect.

Advanced Training is a specific type of Effect called a Situation.  Situations are attached to another card and affect only that card. In this case Advanced Training comes into play attached to any Agent (Special Agents, Hackers, Uber-Hackers, Quick Agents and the like are all considered Agents).

Once attached to an Agent that Agent may perform any assignments (see the Agents text) specifically noted as “at the beginning of the turn” at the end of the turn as well.

Example: in the text on Assistant Director Sparky (card #131) we read that she may, “at the beginning of the turn” add or subtract 1 code counter to/from the computer to which she is attached. If the Situation Effect card called Advanced Training is attached to AD Sparky then she would have the new ability so that  ”at the end of the turn” she could add or subtract 1 code counter to/from that computer as well as at the beginning.

138

CXXXVIII (#138) is an Event.

Events usually occur as the card is played and then the card is placed in the Discard Pile.  That is the case with Executive Order #83867-2010: Rotation.

When you play this Event put it in your Discard Pile.

Then Draw 4 cards from your Draw Pile.

Then Place any 2 cards from your hand under your Draw Pile (without shuffling the Draw Pile).

.

139

CXXXIX (#139) is Hardware.

Spy Satellite comes into play on the table where everyone can see it. Some Hardware affects only you but Spy Satellite affects everyone.

At the end of each person’s Draw Step (after their cards have all been drawn) they may then look at the top card of their Draw Pile. If they opt to look at the card they must then choose to either place that card in their hand or in their Discard Pile.

This Hardware remains in play until some other effect or card removes it.

140

CXL (#140) is a Spike Program.

Arc is a Program called a Spike. It is used to move a different Program that is attached to one of your Computers to a different Computer.

Once you decide which Computer to move the Program to then the owner of that Computer must place 1 card from their hand into their Discard Pile.

The Program attached to your Computer may be owned by either you or an opponent.

The Computer to which you move that Program may be one of yours or an opponent’s.

The Program being used acts as if it had just come into play on the new Computer so that any Time Counters are reset as if the Program had just been played for the first time on the new Computer. Any effects that occur as the Program comes into play would happen again as the Program is moved.

Place Program: Spike, Arc in your Discard Pile once used.

141

CXLI (#141) is a Bios Change

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

Place it directly on top of any Computer to change the Target Number of that Computer to 33. Now that Player is trying to get exactly 33 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.

142

CXLII (#142) is an Antivirus Program

This Card can be played on any Computer.

This Program comes into play with 5 counters on it. At the End of the Computer owner’s 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 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.

143

CXLIII (#143) 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 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.

144

CXLIV (#144) is an Event.

Events usually occur as the card is played and then the card is placed in the Discard Pile.  That is the case with First Aid.

Each Player shuffles their Discard Pile into their Draw Pile.

Then each player places the top 10 cards of their Draw Pile into their Discard Pile.

First Aid is then placed in the Discard Pile as well.

Note: First Aid is not shuffled into the Draw Pile with the rest of the Discard Pile because the Event is still taking place and the First Aid card has not actually hit the Discard Pile by that time. It goes into the Discard Pile at the end of its effect.

145b

CXLV (#145) is Hardware.

Fire Wire v.1.4 comes into play attached to two of your Computers (Place it on the table touching two of your computers. If you want to connect the two outer Computers simply place it next to one of them and make sure your opponent knows that it is connected to the opposite one).

Fire Wire affects only those two Computers.

At the beginning of your turn you may remove up to 4 code counters from one of those Computers and transfer them to the other Computer.

Fire Wire v.1.4 is an Exclusive card. You may have up to 3 Fire Wire v.1.4 cards in your deck but only 1 of them in play at a time.

146b

CXLVI (#146) is Hardware.

ROM comes into play on the table where everyone can see it. Some Hardware affects everyone but ROM affects only you.

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

ROM is Unique. You may have only 1 copy of ROM in your deck.

.

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147

CXLVII (#147) is an Event.

Events usually occur as the card is played and then the card is placed in the Discard Pile.  That is the case with C.A.T.: Razor Strike.

As you play C.A.T.: Razor Strike place any single Agent in its owner’s Discard Pile (Special Agents, Hackers, Uber-Hackers, Quick Agents and the like are all considered Agents).

Place C.A.T.: Razor Strike in your Discard Pile.

Note: C.A.T.: Razor Strike an abbreviation for the Covert Assault Team code named Razor Strike.

148CXLVIII (#148) is a Variable.

A Variable is a card

that gives you two or more options.

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

If you choose to use the Operation then add 35 code counters to one of your Computers or….

If you choose to use the Program Definition then attach this card to any currently running program in play.  This Definition comes into play with 4 time counters on it. When all of the time counters on the target Program are used up so that that Program would be put in the Discard Pile do not discard it. Instead, at the end of your turns remove a counter from the Definition. When no counters remain on the Definition, place the Program and the Definition in the Discard Pile. This effectively makes the target Program last 4 turns longer.

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

149

CXLIX (#149) is a Variable.

A Variable is a card

that gives you two or more options.

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

If you choose to use the Operation subtract 33 code counters from one of your Computers or….

If you choose to use the Event then every player places every Hardware and Event they have in play into their Discard Piles.

In either case Variable Beta goes in your Discard Pile once used.

This card counts as both an Operation and an Event.

150

CL (#150) is a Variable.

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

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

If you choose to use the Operation multiply the code counters on one of your Computers by 10 or….

If you choose to use the Event then choose any Discard Pile and place 3 of those cards on their owner’s Draw Pile in any order.

In either case Variable Gamma goes in your Discard Pile once used.

This card counts as both an Operation and an Event

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