reconnecting…
- Your phone is your DEKK: CPU = cycles to spend each round, RAM = Daemons you can keep running, Disk = how many cards you carry.
- Each round the crew acts together, in any order: tap a card, tap a lit hex, tap again to run it. Tap Done when you're finished.
- Then the ICE moves. The TV shows what every unit will do before it happens: red arrows on the floor.
- Trace rises each time ICE sees you. At 6 the Hunters wake, at 11 doors lock harder, at 16 Black ICE comes, at 20 you're traced.
- Breach locks together: Crack values add up, and a lock heals 1 each ICE turn. Opened nodes drop Data; grab it.
- Cards you keep are your shield: each ICE hit costs a held card, a running Daemon, or a card from your discard.
- Jack out at the EXIT with your Data. Get the haul out before Trace hits 20.
- Stuck? Recycle clears cards you can't use, and Step moves 1 hex for 2 cycles with no card.