Packet navigation: [ PD | FSA | PT | Camelot | Maps | Tech | Voltron | Rules Addenda | PD/FSA Standard Rules | PD/FSA Technical Readout | PD/FSA Military Ranks and Insignia]
Hacking is represented on SIK games by a mechanic with a deck of cards. Unless you know otherwise, you should use a common deck with 52 cards (no jokers). You need adequate in-game equipment for hacking, and you need to know how to use it when using it.
Decking follows this algorithm:
1. Shuffle the deck 7 times.
2. Draw six cards and put them in your hand.
3. If you have the required hand, stop, you're done.
4. If not, keep two cards in your hand and discard the other four. You may not keep jokers in your hand.
5. Draw four more cards. If you have the required hand, stop.
6. If not, discard your hand and go back to step 2.
If you cannot draw any more cards, you failed; if you want to, you can start over. You may stop this mechanic at any moment. Note that you are still vulnerable to shots while putting the cards back on you or decking. You can complete a hacking task of higher level than the required to write a program.
Two deckers cannot help each other writing the same program. More than one decker can try to write the same program at the same time, but at least one of them must succeed individually.
Hacking tasks:
| Level | Hand | Long description |
| 1 | Pair | Two cards of the same value |
| 2 | Two pairs | Two separate pairs |
| 3 | Three of a kind | Three cards of the same value |
| 4 | Straight | Five cards in sequence, but not necessarily in the same suit |
| 5 | Flush | Five cards in the same suit, but not necessarily in sequence |
| 6 | Full house | Three of a kind with a separate pair |
| 7 | Four of a kind | Four cards of the same value |
| 8 | Straight Flush | Any 5-card sequence in the same suit |
| 9 | Royal Flush | A, K, Q, J, 10, all in the same suit |
| 10 | Five of a kind | Five cards of the same value |
Mechanical locks are represented in this game by geometric construction problems. Equipment for lockpicking is represented by a straight edge and a compass (and something to draw with). You need to have in-game equipment and knowledge on how to use it for lockpicking. Each lock will have a problem associated with it; to lockpick it, build on a piece of paper (not the sign) the required construction.
Some mechanical locks can also be passed through with breaking charges - the sign will say if this is the case. You don't need specific knowledge for using breaking charges: just put it in the door, get out of ZoC for the explosion and the lock is opened (and clearly destroyed).
You can safely ignore this section if you know how to build stuff. Roll down to construction examples at the end. If you don't, though, we advise you to practice until you can solve the common locks or just not lockpick into game (let someone else get techie loadout or, as a last resource, go for breaking charges).
Things you can do:
You cannot do anything else. In particular, you cannot:
Basic building tools you should know how to do:
Other things that may be useful:
Packet navigation: [ PD | FSA | PT | Camelot | Maps | Tech | Voltron | Rules Addenda | PD/FSA Standard Rules | PD/FSA Technical Readout | PD/FDSA Military Ranks and Insignia ]
| Theseus Scenario: Type "cookie", you idiot.
SIK Game |
Albanian Heavy Industries Jim Waldrop, David Leung, Clint Lohse, Telmo Correa, Ekaterina Kuznetsova and Eli Stickgold. |