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If there is a tie, the tied player with the most secured zones
wins. If there is still a tie, the tied player with the largest
secured zone (i.e., the number of nodes in the zone) wins.
If there is still a tie, the tied player with the second-largest
secured zone wins, and so on until the tie is broken. If the tie
cannot be broken, all tied players share the victory.
CLARIFICATIONS
This section addresses rule questions that may arise during
the game.
PROGRAMS
A player must choose one program and execute it during
his turn. If the player is unable to either execute a program
from his hand, place an access point token by discarding
the top card of the program stack, or execute a generic
program from the program suite, the player skips his turn.
In the rare case that all players have consecutively
skipped their turns, the game ends immediately and
players proceed to endgame scoring.
PARTITIONS
A partition cannot be placed in an empty path of a
secured zone, but it can be placed in any other empty
path on the board.
A partition cannot be placed if it would create a zone
that does not contain at least one access point token.
When placing a partition arrangement, the player may
freely rotate the conguration.
When placing a partition arrangement, the player cannot
place a mirrored version of the conguration.
When placing a partition arrangement, the player must
place all partitions in empty paths, or he cannot execute
that program. He cannot place partitions in such a way
that the conguration extends o the edge of the board
or causes it to overlap existing partitions in occupied
paths.
EN<GAME SCORING
Unsecured zones, faceup access point tokens, and access
point tokens in a players supply are not worth points.
ZONES
A player may place partitions in empty paths of an
unsecured zone. This allows him to divide the unsecured
zone into smaller zones, potentially creating a secured
zone in the process.
An empty zone (a zone that does not contain any access
point tokens) cannot exist in the game. Thus, a partition
cannot be placed if it would create an empty zone.
THE RUNNERS
The cybercriminals who call themselves “runners” have less in
common than you might think. One thing they all share is a
passion for taking what they can, especially when it doesn’t
belong to them.
JI “NOISE” REILLY
While in utero, Noise was genetically
modied for superior intelligence; his
parents dreamed their son would be the
perfect corporate executive. But Noise
uses his gifts for hacking, a pursuit more
suited to his capricious nature. Noise’s
system intrusions range from damaging viruses which
destroy corporate servers to defacing a corps Net presence
in embarrassing but harmless ways.
7


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