PROTEGE
THE CARDS
Here are the cards and what they do…
COMPUTERS
You will each have two of these computers to solve.
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OPERATIONS
There are plus and minus cards in the deck.
If you choose to play an ADDITION card then add that many chips to one of your computers.
If you choose to play a SUBTRACTION card then subtract that many chips from one of your opponent’s computer.
Once the card is played then Place it in the Discard Pile.
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STOP VIRUS
There are two BAD cards that you can play on your opponent’s computer.
If you choose to play this Stop Virus then place it on the table touching one of your opponent’s computers. That computer cannot be touched until this virus is removed. Even Agent Smith will have no effect on that computer.
There are two ways to remove this card from a computer; first is the REBOOT card. Second is the ANTIVIRUS PROTECTION card. See both below….
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-1 WORM
There are two BAD cards that you can play on your opponent’s computer.
If you choose to play the WORM then Place it on the table touching an opponent’s computer.
From then on, until this Worm is removed, at the beginning of the turn (before they draw) the owner of that computer must remove 1 chip from that computer every turn.
This WORM can be removed in two ways; first is the DEBUG card and second is the ANTIVIRUS PROTECTION card. see both below…
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REBOOT
This is the REBOOT card. If your computer has a STOP VIRUS on it then you may play this card to remove the virus.
Place both this card and the virus in the discard pile.
Then the computer may be used again.
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DEBUG
This is the DEBUG card. If your computer has a WORM on it then you may play this card to remove the worm.
Place both this card and the worms in the discard pile.
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AVP
This is the ANTIVIRUS PROTECTION card.
If you choose to play this card put it on the table touching one of your computers.
Any Viruses or Worms on that computer are put in the discard pile.
From then on this computer is immune to Viruses and Worms.
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AGENT SMITH
This is the AGENT SMITH card.
If you choose to play Agent Smith place him on the table touching one of your computers.
At the beginning of your turn (before you draw) add 1 chip to that computer.
This happens every turn unless the computer is stopped with the stop virus. but once the stop virus is removed Agent smith starts adding chips again.
THE RULES
Here’s how you play…
1. Put the two “Computers” in front of you (and two in front of your opponent)
2. The object is to get exactly 20 counters (we’ll call them chips) on each computer. Note: once a Computer has 20 chips it cannot be changed, it is solved. When both of your Computers are solved (Programmed) you win.
3. The game goes: Beginning, Draw, Play, End… in that order
4. Shuffle the deck. Deal each player three cards then place the rest of the deck face down in the center of the table. Next to that will be the discard pile. If the Draw Pile runs out of cards simply shuffle the Discard Pile back into the Draw Pile.
5. Determine who goes first, perhaps the youngest should go first.
6. Draw one card then play one card. Just read it and do what it says…
7. One Last Thing…. if you find that you cannot play any of the cards in your hand then you may put your entire hand int he Discard Pile and Draw exactly that many cards. Your turn is over when you do that.
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CiaCyberOps
This game is designed to be compatible with the full version of CiaCyberOps. When your youngster is ready for the higher math these cards can be incorporated into the bigger game.
BONUS: as Johnny or Sally get better at math you can add new and exciting cards from the Larger world of CIA CYBEROPS to their deck. any card in the CiaCyberOps world can be put into Protege to increase the fun and challenge.
For those of you already playing CiaCyberOps note that every Protege card is worth 6 Hacker Points.
CHECK OUT
Some of the cool cards your little one can grow into…


































