About the Game
Competitive cyberpunk card lockpicking — Race to control 2 of 3 Vault Nodes
Cipher Run is a fast-paced two-player card game where rival hackers race to crack three vault nodes simultaneously. Build card stacks to hit the "lock range" (21-26 total) on each vault node while disrupting your opponent's progress. Each vault develops an Attack Profile (Ascending or Descending) that constrains future plays, with Protocol Suit matching as an escape hatch. Deploy Number Modules (A-10) to build totals, or use Programs (J/Q/K/Joker) to sabotage, flip, multiply, or purge cards from the table. Control at least 2 of the 3 vaults to win the run.
Play Format
Key Features
Attack Profile System
Each vault develops an Ascending or Descending constraint after the 2nd module. Protocol Suit matching allows profile-breaking pivots.
Parametric Card System
53 unique cards generated from rank+suit combinations at runtime. Build decks from the full parametric space.
Tactical Disruption
Four program types enable diverse strategies: removal, profile flips, multipliers, and table-wide purges.
Lock Range Tension
Hit 21-26 to lock a vault. Go higher? You overflow and lose control. Play it safe or push your luck.
Deckbuilding
30-card decks with constraints: min 20 numbers, max 10 programs, max 2 Jokers, suit diversity rules. Two starter decks provided.
Game Mechanics
Quick Start
- Each player shuffles their 30-card deck and draws 8 cards
- Seeding: Place 1 Number Module (A-10) into each of your 3 Vault Nodes
- On your turn, choose one action: Deploy (play a card, then draw 1), Compile (discard a card, then draw 1), or Hard Reset (wipe one of your nodes, no draw)
- Number Modules go on your nodes. Programs target any module on any node.
- First 2 modules set Protocol Suit and Attack Profile (Ascending/Descending)
- After profile is set, follow it OR match the previous module's suit to pivot
- Lock a vault by reaching 21-26 total. Overflow at 27+
- Control 2 of 3 vaults to win the run
How to Play
Objective
Win by controlling 2 of 3 Vault Nodes when the run ends.
A Vault Node is Locked when your total is 21-26 (inclusive). If both players lock the same node, higher total controls it. Ties are contested.
Setup
- Shuffle deck, draw 8
- Seed all 3 nodes (place 1 Number Module in each)
Turn Structure
Choose one action per turn:
- Deploy: Play 1 card to legal target, draw 1
- Compile: Discard 1, draw 1
- Hard Reset: Wipe one of your nodes (no draw)
Placement Rules
First 2 modules:
- Module 1 sets Protocol Suit
- Module 2 sets Attack Profile (Ascending if value > prev, Descending if value < prev)
After profile is set:
- Must follow profile (Asc: next > prev, Desc: next < prev) OR match suit of previous module (Protocol Override)
- Cannot place same value consecutively
Programs (J/Q/K/Joker)
- Kill-Switch (J): Remove target module + attached programs
- Revector (Q): Flip node's profile (Asc ↔ Desc)
- Overclock (K): Multiply target module ×2 (stacks: ×2, ×4, ×8...)
- Zero-Day (Joker): Table-wide purge by suit (if target is Ace) or value (if target is 2-10). Target excluded.
Deck Building
30 cards total:
- Min 20 Number Modules, Max 10 Programs
- Max 2 Jokers, Max 4 per program type (J/Q/K)
- Max 2 copies per card
- Min 3 suits, Max 10 per suit