PTSD: Terminal 01

PTSD: Terminal 01

Rulebook

Build 0.3.1 — Buffer & Chain Constraints

PTSD: Terminal 01 — Game Rules

A card game for 2–6 players set after AI dominance: the few operators skilled enough to take the terminals back are the same ones chasing fame and SYSM. Hack targets, stack intel, move the board in your favor, and win by reputation plus what you lock on the chain.


Components


Setup

  1. Separate all decks, shuffle them, and place each on its gameboard space. Place the data card deck off to the side of the board.
  2. Player cards: Shuffle the six player cards. Deal one to each player (or each player chooses one). Place your player card face up in front of you for the whole game. Your special power on that card applies only to you (see Player cards and special powers).
  3. Market cards: Shuffle the 12 cards in each market deck (Black hat, Grey hat, White hat). From each deck, add one card per player to the market area (e.g. 2 players → 2 cards from each of the three decks, face up). Place one final face-up market card on top of each deck so each deck has one face-up card.
  4. Roll the dice: Roll 1d6 for each dice spot (market dice and network scan). Mark each value (1–6) with a cube.
  5. Deal 5 data cards to each player.
  6. Location cards: Shuffle the location cards (3 for 2 players, 6 for 3–4 players, 9 for 5–6 players) and place them in the center face down. Turn one at random face up. During play, every two rounds reveal one new location at random until the max number of locations is revealed.
  7. Control cubes: Each player takes the control cubes for their color — enough to reach their per-player limit (6 / 9 / 12 by player count; see Components). Keep the rest in the box. These are the only cubes used on locations (Hack and Harden).
  8. Free program: Place one free data card from the general supply into one of each player’s three memory stacks (one card per player, in a stack of that player’s choice; each stack holds max 7 cards).

Player cards and special powers

Each player has one player card (alias, backstory, and a special power). Your special power breaks or bends one normal rule for you only and is once per game — you may use it only once during the entire game. When to use your power is a key decision. The exact effect is written on your card; follow that text instead of the normal rule whenever it applies. All other rules still apply to you unless your card says otherwise.


Hand limit (data loss)

Your maximum hand size is 7 data cards. If at any time you have more than 7 data cards in hand (e.g. after Scan, after drawing a Hack reward, or from any card effect), you must discard down to 7 immediately. Discard the excess to the general data card discard pile. This represents data loss — you cannot retain more than 7 fragment cards in hand.


Turn order

Players take turns in order (Player 1, 2, …). On your turn you may perform one of the following actions:


On your turn — available actions

  1. Scan. Draw a number of data cards equal to the value shown on the network scan dice spot (1–6). If this gives you more than 7 cards in hand, discard down to 7 (data loss).
  2. Disrupt. Play data cards and use their suit values to move any market track (1–10), the network scan (1–6), or the SYSM crypto dice (1–6) up or down — one step per suit point. Played cards go to the general data card discard pile.
  3. Program. Play a single data card from your hand into one of your memory stacks (up to 3 stacks in play, max 7 cards per stack), or replace one card already in a stack with a card from your hand (the replaced card goes to the general data discard pile).
  4. Discard stack. At any time on your turn, you may discard an entire memory stack as your action: place all cards in that stack onto the general data discard pile and clear the stack. You may Program into that stack again on a later turn. (Uses your one action for the turn — same timing as Scan, Hack, etc.)
  5. Trade. Choose one hat market (Black, Grey, or White). That market’s dice spot shows the cost (1–6): play data cards from your hand whose combined suit value is equal to or greater than that number. Discard those cards to the general data discard pile, then take one face-up market card from that market’s stack into your hand. Higher die = more expensive card; lower die = cheaper. If your hand then exceeds 7 data cards, discard down to 7 (data loss).
  6. Hack. Play one of your memory stacks against a location card. You can only Hack if you are below your per-player control cube limit (see Components). If another player already has control cubes on that location, your stack must meet the location’s required suit value plus at least 1 extra suit point per other player’s control cube on that location. If successful, place one control cube on that location and roll the location's color-coded reward die (d6 = white, d8 = blue, d10 = red) plus its modifier to draw data cards. You gain the fame shown only if you have full control of that location (you have more control markers on it than any other single player). Multiple players may compete for control of a single location. If your hand then exceeds 7 data cards, discard down to 7 (data loss).
  7. Harden (increase location influence). Only if you are below your per-player control cube limit, discard one data card to the discard pile and add one of your control cubes to a location where you already have at least one control cube (you cannot Harden a location you have no presence on). The card discarded must be of the same data type (information type) that the target location requires.
  8. Blockchain. Place one data card from your hand into your personal blockchain pile. Cards are played face up and may be reviewed by any player at any time (public blockchain). Your blockchain pile may hold at most 10 data cards — you cannot take the Blockchain action if you already have 10 cards there. At game end, market track values are compared against your blockchain pile: for each market type, multiply that track’s value (1–10) by the total SYSM of that type in your blockchain pile; sum for all six types, then multiply that total by the SYSM crypto multiplier (1–6); divide by 10; add the result to your fame (see Victory).

Board reference

Markets (data information — end-game multiplier 1–10)

Control cubes (locations only)

Location cards (reveal during play)

Market dice and deck slots

Market cards and the board

Market cards are acquired from a specific market (Black hat, Grey hat, or White hat) using Trade; that market’s hat dice (1–6) is the price — you must pay at least that much combined suit value from your hand to take one card. Their effects already target the rest of the game: market tracks, network scan, memory stacks, control cubes on locations, and Hacks. So the board state (dice, track values, who controls which location) matters when you buy and when you play them.

What market cards may do (summary). A market card’s text is the authority for that card. In general, effects may:

Some market cards are marked permanent (or “while this card is in play”): keep them visible; their ongoing effect applies until the rules on the card say it ends. Black hat cards should usually hurt opponents or the shared board; white hat cards should usually help the player who plays them (or be clearly defensive); grey hat cards mix both or require interaction between players. If a market card contradicts a core rule, the card wins for that effect only until that effect ends (same idea as player special powers).

Network scan

SYSM crypto dice


Hacking locations


End of game — victory and conditions

End game trigger

The final round begins when:

Complete the current round so everyone has the same number of turns, then score.

Victory

The player with the highest total score wins.

Score = fame + end-game modifier (blockchain pile)

Example: Market Intel track is 8; you have 12 total SYSM in Market Intel cards in your blockchain pile → 8 × 12 = 96 points from that type. Do the same for the other five types, sum all six, then multiply that total by the SYSM crypto multiplier (e.g. 4), divide by 10, and add the result to your fame.


Quick reference

Action What you do
Scan Draw data cards = network scan value (1–6).
Disrupt Play cards to move a market track, network scan, or SYSM crypto dice; 1 step per suit point. Discard played cards.
Program Play one data card from hand into a memory stack, or replace one card in a stack with a card from hand (replaced card to discard). Up to 3 stacks, max 7 per stack.
Discard stack On your turn, clear one entire memory stack to the data discard (uses your action).
Trade Pay suit value ≥ that hat market’s d6 (the card’s cost); discard those data cards; take one face-up card from that market (Black / Grey / White).
Hack Play a memory stack vs a location (need +1 suit per other player’s cube on it); only if under your control cube cap; success → 1 control cube and data cards; fame only if you have full control (most cubes on that location).
Harden If under your control cube cap: discard one data card (same type the location requires) to add one of your cubes to a location where you already have a cube.
Blockchain Place one data card from your hand into your personal blockchain pile (face up; any player may review at any time — public blockchain). Max 10 cards in your blockchain pile. Used for end-game market comparison.

Hand limit: You may never have more than 7 data cards in hand.

Blockchain pile limit: You may never have more than 10 data cards in your public blockchain pile. Whenever you would have more (after Scan, Hack reward, or any effect), discard down to 7 immediately (data loss).

Control cube limit: You may never have more than 6 / 9 / 12 control cubes on locations (2 / 3–4 / 5–6 players). You cannot Hack or Harden while at your maximum.


Player interaction (optional rules)

The core game works without any of the following. If your group wants more negotiation, alliances, and direct deals, you can add one or more of these options. Agree before the game which are in use.

Table talk, deals, and favors (optional) — Ov3rlrd favorite

Players may talk, negotiate, and offer or accept deals or favors at any time — including during another player’s turn. Deals can be data cards, market cards, or promises (e.g. “don’t Hack that location,” “I’ll leave that market card for you”). If a deal involving cards is accepted, the exchange happens immediately and does not use an action; hand limit applies after. Promises about future actions are not binding by the rules — only the table’s trust. (In addition to Trade with the market, this allows player-to-player card trades anytime by agreement.) Alliances (e.g. “we won’t Hack each other’s controlled locations”) are the same: promises, unless your group adds one optional mechanical effect:


For card schemas, fragment identifiers, suits, and deck-building (e.g. playable deck, coverage), see GAME_CARDS.md in the project (developer reference).

Patch notes

Build 0.3.1 — Buffer & Chain Constraints

Credits

Game design — Ov3rlrd Aka Daniel M Simser

Additional design — Ov3rlrd Aka Daniel M Simser

Playtesters — Sarah Simser, Grace Simser, Theodore Simser, Jacob Simser, Alan Kaelble, Suzanne Kaelble

Production — PTSD: Terminal 01