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When constructing your deck you must have at least 40cards and 100 Hacker Points in it.


cbb2CiaCyberOps is a strategy card game played between two or more players each of whom are computer programmers trying to program their three Computers before their opponents.  Using cards like Operations, Programs, Viruses, Firewalls, and Special Agents each player tries to program their Computers, thwart their opponent’s attempts to do the same and protect against devastating and underhanded attacks.

When your three Computers are successfully programmed you win.

The best part about CiaCyberOps is that is is always expanding and customizable.  You can make you own deck to relentlessly attack your opponent, construct incredible defenses while programming your Computers or a combination of many different strategies.


First; place the three green-backed Computer Cards face up in front of you.








1. Each player shuffles their decks. Each player brings their own customized deck of cards with them.

2. Everyone draws 3 cards for their starting hands. (others may not look at your hand unless directed to do so by a card)

3. Determine who will play first either at random or by letting the youngest player go first.

4. Each player takes turns in clockwise order (play passes to the left) as follows…

There are four steps to each turn which must be done in order.

4.1. Beginning: Some actions and affects happen at the “beginning” of your turn. They would happen before anything else. If multiple things need to take place you can choose which action happens first. Here is where many program affects take place.

4.2. Draw: You must draw two cards. If for any reason you do not have any cards left in your draw pile and cannot draw a card you lose the game. Remember to turn in your Hacker points, this will give you an endless Draw Pile.

4.3. Play: You must play two cards from your hand even if you do not like any of the cards in your hand you must pick two and play them. Read the text box and follow the directions.

4.4. End: Some actions or affects happen at the end of your turn they would happen here after everything else has happened and just before your turn is over. Here is where many counters are removed from running programs.


Each card has a “Type” listed in the upper left-hand corner. This “type” tells you what the card does and where it goes once it has been played.

1. cc422Computers

Computer Cards can be distinguished by their green backs that say “Computer”. These Cards represent your three Computers that need to be programmed.

On the Card you will find a Target number like, 13 or 21. As the game precedes you and your opponents will add, subtract, multiply, divide or otherwise affect the number of counters on each Computer. You may use chips, dice or anything for counters to represent each Computer’s current code. When the number of counters (or the current code) equals the target number on the Computer Card then that Computer is successfully programmed, remove it from the game and it cannot be affected in any way. When all three Computers are programmed you win.

a. As more sets of cards are released more Computers with more numbers will become available. You may choose any three Computers as long as they are all unique. In other words you must choose three Computers with three different target numbers.

b. Place your three Computers on the table in front of you face up. Programs, Agents, Hackers, Hardware etc. will be attached to these Cards by simply placing them in contact with the computer they affect.

2. Operations

Operation Cards affect yours, your opponents, and sometimes both of your Computers code counters. They are played during your Play Step when it is your turn. Some Operation Cards need computations to figure out how to affect those Computers. Once an Operation Card is played it goes into the Discard Pile of its owner.

Some examples of Operation Cards are:

a. Add 1 counter to any Computer.

b. Subtract Y counters from one of your Computers where; Y is the perimeter of a pictured object.

3. c342Programs

Program Cards are played on target computers during your Play Step. They remain attached to the Computer affecting its current code for several turns until it either finishes or is removed. Once a Program is put into play it affects its target either at the end or beginning of each turn thereafter. (The text box will tell you exactly when the Program affects target Computer) When the Program is finished or removed it goes in the Discard Pile. Some examples of Programs are:

a. Viruses: at the beginning of turn add 9 counters to the target computer.

b. Antivirus: Target Computer cannot be target of Viruses or Worms for the next 3 turns.

c. Spikes are Programs that last only as long as it takes to perform the text’s instructions then Spikes go into the discard pile.

d. Definitions are mini Programs that are played on other Programs and affect that Program. For instance: A definition may cause a Firewall to last longer than it otherwise would.

4. Hardware

Hardware Cards are played either on a Computer or on the playing area (again read text box)

They affect Computers and game play. When removed they go into Discard Pile.

Some examples:

a. Firewires connect two of your Computers and allow code counters to be moved between them.

b. RAM allows you to draw extra cards each turn.

5. Effects

c383Effects are played during your Play Phase and go on the table to affect the game as the text box says. Once finished or removed they go into the Discard Pile.





6. Events

Events are played during your Play Step and go into the Discard Pile.






7. Agents/Special Agents – Hackers/Uber-Hackers

Agents and Hackers are characters that are played on a Computer that can affect that Computer or other parts of game play. They remain in play until removed or the target Computer is successfully programmed at which time they go into the Discard Pile.



8. Bios Change

Bios Change Cards change the target number of a Computer. Place Bios over Computer Card. Bios remain until removed or the Computer is successfully programmed at which time Bios goes in the Discard Pile. To program the Computer make the number of counters on this Computer equal the new target number listed on the Bios Card.




9. Dual

c503Some Cards are Multi-typed and can be played as either type on the Card. You must choose one type and the other type cannot be played.







Some Cards are Multi-typed and can be played as either type on the Card. You must choose one type and the other type cannot be played.






10. Interrupt

c393Interrupt Cards can be played at any time on anyone’s turn. As the name implies playing an Interrupt Card interrupts play.

For example: It is Mary’s turn and after drawing two cards she decides to play an Event Card called Solar Flair. Solar Flair resets all Computers’ counters to equal the roll of 4 dice. Bobby doesn’t want his Computer’s counters reset so he announces he will play an Interrupt Card called ‘Disrupt’. Disrupt says, “Interrupt opponents attempt to play any card”. Mary’s Solar Flair would go into her Discard Pile unused. Bobby’s Interrupt Card would go into his Discard Pile.



11. Quick

Quick cards are a subtype of one of the major types listed above. Quick cards can be played on anyone’s turn at any time. They can be played in response to another card being played, if so, the Quick Card would be played first before the original Card could be finished. Here is an example:

Mary announces that she will play an Operation Card (+5) on her Computer with 16 counters on it. You realize that +5 will cause her computer to have 21 counters equaling its target code of 21 successfully programming it. In response to her playing that card Bobby announces that he will play a Quick Operation Card (even though it is not his turn). Bobby’s Quick Operation Card is *2. Because Bobby’s card is a Quick Operation it would be applied first. Mary’s 16 counters would be doubled to 32 and then her Operation Card would go next adding 5 counters totaling 37. Mary cannot now retract her attempt to play her Card as it has already been played.



The cards overrule the rules. If there is a conflict between the cards and the rules… do what the cards tell you to do.

2. Counters:

Use counters to keep track of each Computer’s current codes and Programs turn limits. 10-sided dice work well. If a card says to add 5 counters to any Computer simply add 5 counters to a Computer of your choice. Some Programs (and other cards) only last for a number of turns. When those cards come into play place that number of counters on the card and remove one at the beginning or end of each turn as the card requires. Note: if the card does not define when to remove a counter then it is removed at the end of the turn.

3. Shut Down:

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.  A Computer can be shut down in two ways.

3.1. If the number of code counters is ever ten times (10X) the target number, listed on the Computer Card, then the Computer is shut down for three turns. When the last counter is removed then the Computer is rebooted with zero counters. To show that the Computer is shut down turn Computer Card over and place three counters on it, then remove a counter at the end of each turn.

3.2. Some cards can shut down Computers. If this happens turn card over and place counters on it. If the card doesn’t say for how long, then the computer is shut down for three turns.

3.3 STOP VIRUS: if a computer has a stop virus or another similar card that freezes it without shutting it down it CAN still be programmed/solved by turning in Hacker Points.

Even if all of your Computers are Shut Down you must still take your turns.

4. Reboot:

When a Computer is rebooted it has zero counters.  Hardware and Agents/Hackers remain on the computer.

5. Rounding:

The code of a Computer is always represented in whole numbers. In the case of fractions or decimal round to the nearest whole number unless otherwise instructed to do so by a Card. Remember, if the number is exactly half way between two whole numbers then round up. For example: 1 ½ would round to the whole number 2.

6. Hacker Points:

Hacker Points are listed in the upper right-hand corner of the Card. If you have 100 or more Hacker Points in your Discard Pile AT THE BEGINNING OF YOUR TURN you may shuffle 100 points into your library. If you do then one of your computers becomes programmed, remove it from the game. Return as close to 100 points as possible but not less. Cards without hacker points cannot be returned to draw pile in this way. For a faster game player may agree before the game begins to change this number to 75 or 50 (the lower the number the faster the game). With two players a 100 Hacker point game tends to run about 30 -40 minutes.

7. Unique:

Some Cards are considered Unique. When constructing your own deck you may use only one of each Unique cards. Most of these cards are distinguished by a yellow border however in the text box the card will say, “This card is Unique.”

Either a Yellow border or the text “This card is Unique” makes the Card Unique.

8. Building your deck:

When constructing your deck you must have at least 40cards and 100 Hacker Points in it.

You may use only 3 copies of each card and only 1 copy of Unique cards. Remember to use enough cards so that you do not run out of cards in your Draw Pile and that after you get 100 Hacker Points in your Discard Pile they will go back into you Draw Pile.

If you cannot draw the required number of Cards on your Draw Step you lose the game.

9. Calculators:

Use a  pencil and paper.  Calculators are not allowed. If you have trouble with the math ask someone, or go to card explanations on this site like CIA: THE CARDS, where every card is explained and the answers are given.

10. Whole Numbers:

The code of every computer must be represented by a whole number at all times. Therefore the current code never goes below zero.  If any card or effect would cause the current code of any computer to go below zero then it is considered to be zero instead.  Example: My computer has 10 counters on it and you play an operation that subtracts 15 counters from it.  The result would be zero counters on my computer.

11. Targeting and Immunity

When one Card affects a specific other Card the first Card is said to be targeting the second.  Some Cards affect all Cards or a set of Cards and does not therefore target a specific Card, this is called a non-targeted effect. If a Card said, for instance, that your Computer could not be targeted then someone could not even attempt to use an Operation on that computer. However, a Solar Flair would still affect that Computer since it is not targeting that Computer specifically.

If a Card or Computer has immunity it can be targeted but the attempt fails. Also if a Card or Computer gains immunity during play any previous effects, Programs etc. are removed.

Immunity stops non-targeted effects like Solar Flair.

12. Your Cards are your Cards

At the end of the game everyone gets back the Cards they started with. If a Card is in your play area at the end of the game return it to its owner.

To help you remember whose Cards are whose you may want to always keep cards facing their owner no matter where they are on the table.

IMPORTANT: Your opponents Cards NEVER go in your Discard or Draw Piles.

13. Multiple Events, Effects, Programs. Agents, etc.

Many times more than one Card affects your Computer, for instance, there may be a Virus and two Hackers on one of your Computers.  In these cases the Computer’s owner decides which Card affects the Computer first, second and so on. Be careful, choose wisely, the difference can be huge.

14. Rule of 3

If ever two or more cards or effects would cause an infinite loop or never ending chain of events then the chain stops at 3.

For instance… While this card does not exist imagine if a card said something like this, “Operations with less then 4 hacker points do not go to discard pile but instead go back to owner’s hand once played.” Yet an Operation: Quick has only 3 HP and would therefore go back into your hand once played and could be played again and again and again. If something like this occurs then a person could only play the Operation: Quick 3 times and then he could not play it again that turn.

So far in this game the creators do not see any such instances of this as possible, yet.  But in the future as more and more cards are created and more and more genius players attack these rules then who knows.

15. Exclusive

You may have up to 3 copies of any Exclusive card in your deck but you may have only one copy of any single Exclusive card in play at a time. You may have two or more exclusive cards in play at a time as long as they are not the same card. You may play an Exclusive card even if your opponent has the same card in play.

Remember to have fun and exercise good sportsmanship to keep the game fun for everyone.

15.  Freeze

A frozen Computer is out of play and cannot be changed in any way.  Counters, Agents, programs, Hardware, etc. all stay in place but do nothing until the Computer is un-frozen.

A Computer can be un-frozen when the time counters run out or by rebooting it using a card or effect, this would remove all counters.

When Frozen a Computer can only be 1. un-frozen, 2. rebooted. 3. shut down.

Frozen and “stopped” computers CAN be solved  by Hacker Points

For more Rules and information

check out the Card descriptions of each individual Card in the “THE CARDS” pages. This leads us to the Ultra Rule…


Have fun and don’t argue about the rules.  If you disagree then flip a coin or roll a dice and let that be the end of it. If there is a neutral third person around then get a ruling from them.  Later you can come to this web site, look up the official rule or ask the Director personally.

Below is a sample of what your play area might look like.

Your three Computers are arranged in front of you. The left-hand one has Quick Agent Spike attached and your opponent has placed a Death Watch Virus on it as well. (notice that your opponent’s virus is facing them. keep your cards facing you at all times that way you can tell who’s is who’s)  The middle Computer has an Antivirus Program attached. In the far right a Truce has been played and on the left you can see a Spy Satellite  in play.

On your turn the play would go as follows…


1) First comes the Beginning Step… Scan your cards for effects that happen at the beginning of your turn. The Death Watch Virus happens at the beginning of your turn so you would divide the counters on the left-hand computer in half and discard a card from your hand as the Death Watch says. Then turn the counter to “1″, when it hits zero remove the card.

Also Quick Agent Spike can add or subtract 1 code counter to the left-hand computer. You could do this before or after the Virus it is your choice.

2) Second comes the Draw Step… Draw 2 cards. Then the Spy Satellite allows you to look at the top card of your Draw Pile and put that card either in your hand or in your Discard Pile.

3) Third is the Play Step… Choose 2 cards in our hand and play them one at a time in any order you choose.  Read the cards out loud and do what they say. Remember if you choose to use an Operation Card the Truce would come into effect.  If you target your own Computer than draw a card, if you target an opponent’s Computer then discard a card as the Truce demands.

Notice that your middle Computer has 13 of the required 14 counters needed so if you have an Operation that would add 1 counter to one of your Computers you would successfully have programmed that Computer. If your opponent has no way of stopping you then remove that Computer from the game, place any cards attached to it in their owner’s Discard Piles (your antivirus would go away) and you only need to program two more to win.

4) Fourth is the End Step… Look for cards that have an effect that takes place at the end of the turn.  The Antivirus Program’s counter gets turned down one, when it reaches zero counters put it in your Discard Pile.

Now your turn is over.  It is that easy to play…









Here are the basics:

I The easiest way to note down a number is to make that many marks – little I’s. Thus I means 1, II means 2, III means 3. However, four strokes seemed like too many….
V So the Romans moved on to the symbol for 5 – V. Placing I in front of the V — or placing any smaller number in front of any larger number — indicates subtraction. So IV means 4. After V comes a series of additions – VI means 6, VII means 7, VIII means 8.
X X means 10. But wait — what about 9? Same deal. IX means to subtract I from X, leaving 9. Numbers in the teens, twenties and thirties follow the same form as the first set, only with X’s indicating the number of tens. So XXXI is 31, and XXIV is 24.
L L means 50. Based on what you’ve learned, I bet you can figure out what 40 is. If you guessed XL, you’re right = 10 subtracted from 50. And thus 60, 70, and 80 are LX, LXX and LXXX.
C C stands for centum, the Latin word for 100. A centurion led 100 men. We still use this in words like “century” and “cent.” The subtraction rule means 90 is written as XC. Like the X’s and L’s, the C’s are tacked on to the beginning of numbers to indicate how many hundreds there are: CCCLXIX is 369.
D D stands for 500. As you can probably guess by this time, CD means 400. So CDXLVIII is 448. (See why we switched systems?)
M M is 1,000. You see a lot of Ms because Roman numerals are used a lot to indicate dates. For instance, this page was written in the year of Nova Roma’s founding, 1998 CE (Common Era; Christians use AD for Anno Domini, “year of our Lord”). That year is written as MCMXCVIII. But wait! Nova Roma counts years from the founding of Rome, ab urbe condita. By that reckoning Nova Roma was founded in 2751 a.u.c. or MMDCCLI.




Larger numbers were indicated by putting a horizontal line over them, which meant to multiply the number by 1,000. Hence the V at left has a line over the top, which means 5,000. This usage is no longer current, because the largest numbers usually expressed in the Roman system are dates, as discussed above



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