The Incident Master's guide to every mechanic
You are learning to run Malware & Management at a table. This guide explains every mechanic, in the order you need it. Where the rules are settled, they are marked as rules. Where they are not, the decision is yours, because the IM is always the ruling authority.
A session has five parts. This is the whole game in one line.
Nobody else is going to run it. From the first minute to the last, you do.
Safety and the stop. Read the opening sentence on the safety page before the first brief, and leave the page on the table. Anyone may stop the game with one word, at any point, and the stop is never overruled. The page is safety-and-x-card.qmd: what to say, what the stop does, what is out of bounds at the table.
The eight things that hold in every session.
Contain a fast-moving malware incident by resourcing, authorising and defending your technical team's response, before it spreads and before the business pays more than it can afford. Ruled
The player always decides. When the outcome is in doubt, a d20 against the printed target decides what it leads to. Ruled
Security, Financial and Reputational on a visible board. The scenario card says which matters most. Time is the clock, not a risk. Ruled
At most 3 per game, from the card's menu. A strict majority carries; a tie fails. The IM chairs. Ruled
12 points, 4 each: Money, Time, Quality. A point is what the table protects. Spending money is never the goal. Ruled
Every Executive Decision runs against a visible timer. Deciding under pressure is the skill, and the hour is short. Ruled
Cards for a lasting effect, tracked by the IM. Some help, some hurt. The panic-hired consultant only costs. Ruled
The IM declares it and the game ends. No score: containment reached or not, and what it cost. What is unruled, you rule. Ruled
Start with these eight. The rest of this guide fills in the detail, and wherever the rules are open, you rule.
What you do in each part, and what to try when the table stalls.
Ruled Four seats decide. You rule, and you play the NPCs.
One full brief, then a loop for each inject, until you declare containment.
Ruled The roll happens only in doubt. Assumed The order of the loop is a walkthrough default.
Eight topics. Each tells you what is ruled and what is yours to rule.
Ruled Four seats are always filled: CEO, CFO, CIO and CISO. The CIO is a core seat because containment happens in IT, and the CIO and CISO are two distinct seats.
Ruled The other four functions are non-player characters (NPCs), played by the IM when no player holds them. They give facts, advice when asked, questions and pressure. The standard table is four seats. A fifth to eighth player turns one of them into a seat, in this order: General Counsel, Head of Communications, COO, Chief Risk Officer. A converted seat votes and backs like any seat, with no specialty strengths.
Ruled Three risks are visible to everyone at the table. The IM reads from the scenario card which of them matters most.
Ruled Regulatory exposure is a marker on the scenario card, not a fourth risk.
Ruled The player always decides. The d20 decides what the decision leads to. A good roll is not good leadership, and a bad roll is not a bad decision.
Ruled The roll rule, the targets, the tiers, the +1 to +3 specialty bonus and the proposer as acting seat are ruled, though not yet tested at a table. Assumed Which grade each seat holds is a default on the role cards. Targets are printed on the card in advance, so you do not judge difficulty on the day.
Ruled Some decisions are Executive Decisions, made as a board would. There are at most 3 per game, and the menu of them is fixed by the scenario card.
Ruled An Executive Decision is carried by a strict majority of the seats at the table. The IM chairs.
Ruled A physical triangle holds 12 points: Money, Time and Quality, 4 each. A point stands for what the table protects: Money protects the budget, Time protects speed, Quality protects thoroughness. Spending money is never a goal.
Ruled Conditions are cards for lasting effects, and the IM tracks how long they last. Some help and some hurt. The panic-hired consultant is a pure cost: it makes Financial Risk one step worse, the triangle is untouched, and spending Money to shield cannot cancel it. On the Winnti card it is bought at most once, inside Decision 2, by majority vote, and it lasts to the end of the session with no countdown.
Ruled The Escalation Card carries a severity cell and a page rule. Start with one full brief for the table, then give a short brief at each inject. The CISO player gives the 30-second summary before every vote.
Ruled The IM closes the game with a verdict in place of a score. There are no points and no XP. The verdict has two parts: whether containment was reached (or not yet reached if your IM calls time first), and one sentence on the cost, read off the risk board, for example "Security Steady, Financial Serious, Reputational Strained".
Use the debrief to bring out the one lesson the game exists to teach: in real incidents, what fails is usually process and leadership, not the technical fix. Resources and decisions are the added value.
One Executive Decision, from brief to board, on the Winnti scenario card at a four-seat table. Assumed Every number and outcome below is an illustration. Rule your own game your own way.
The CISO gives the 30-second summary. Ruled
"We are deciding what stops today and what exposure we buy, because we know the attacker is using the old system and we do not know how far they reach." Everyone starts from the same picture.
You start the timer. Ruled
The decision is on the card's menu: dark now, a bounded exposure window, or wait. The CIO holds the Decision Card. Three minutes, one sentence each, no open debate. Assumed
The table sets the triangle: Time 7, Money 3, Quality 2. Assumed
Speed is what they protect. Time 7 will shield Security, Money 3 leaves Financial as printed, and Quality 2 will starve Reputational.
Time 7 · Money 3 · Quality 2The CIO proposes the bounded window. The vote is 2 to 2. Ruled
At four seats a decision needs 3 votes. A tie fails and nobody breaks it, you included. The table re-proposes once while time lasts and the bounded window wins 3 to 1. Re-proposing once is a default, not a rule.
You check the printed target and roll. Ruled
The option has doubt, so it carries a target of 10+. Two seats backed it with a concrete commitment: +2. The CIO proposed it and rules say it uses what the CIO knows about what a shutdown breaks (Impact, +2). The d20 shows 6, plus 4 is 10, at the target: the intended result. State the stakes first, rule aloud, and tell the holder to tick the Decision Card.
You move the board aloud. Ruled
The printed cost is Security one step worse. Time 7 cancels that step: Security holds. Quality 2 starves Reputational: one step worse, once per decision. Say why for each marker.
Security Steady · Financial Steady · Reputational StrainedIf time runs out with no majority: Ruled
Say "no resolution" aloud. The decision is spent and counts against the three, and the written wait outcome applies automatically, with no vote and no roll.
Facts come from the rulings source, core/rulings.md. Where a detail is not ruled it is marked ASSUMED or left as IM ruling space, and the worked example in the chapters is an illustration rather than a replay of a real session.