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been created, programs cannot aect partitions enclosing
the zone.
There are two types of zones: secured and unsecured.
SECURE< ZONES
A zone is secured if it contains access point tokens belonging
to only one runner. When a partition is placed that creates a
secured zone, the access point tokens in the zone are ipped
facedown to identify this as a secured zone.
Access point tokens in a secured zone cannot be aected by
programs. Also, partitions and access point tokens cannot be
placed inside a secured zone.
UNSECURE< ZONES
A zone is unsecured if it contains access point tokens
belonging to more than one runner. When a partition is
placed that creates an unsecured zone, the access point
tokens remain faceup.
Access point tokens can be placed in an unsecured zone,
moved in or out of an unsecured zone, and swapped in or
out of an unsecured zone. Also, partitions can be placed
inside an unsecured zone.
If at any time an unsecured zone contains access point
tokens belonging to only one runner, it immediately
becomes a secured zone; the access point tokens in the zone
are ipped facedown to identify it as a secured zone.
EN< OF THE GAME
There are two ways the game can end: when no programs
can be legally executed or when the program stack runs out.
In the rare case that all players have consecutively skipped
their turns, the game ends immediately and players proceed
to endgame scoring.
After a player reveals the last generic program in the
program stack, each other player has one more turn, after
which the game ends and all secured zones are scored.
EN<GAME SCORING
During endgame scoring, a player earns points for each of
his facedown access point tokens; a facedown access point
token is worth points equal to the number of spaces in its
zone. A faceup access point token is worth zero points. The
player with the most points wins the game.
Endgame Scoring Example Board
6


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