Zero-Day Attack Game Rules
Expert knowledge of Zero-Day Attack game mechanics, rules, and design for the digital implementation targeting Board hardware.
Game Overview
Zero-Day Attack is a two-player asymmetric tile-laying strategy game with a hacking theme. Players compete to breach firewalls, plant exploits, and escape detection.
Core Concept
- •Theme: Elite hackers breaching each other's networks
- •Players: 2 (Red and Blue)
- •Objective: Place tiles to reach the board edge, mark the breach, then retreat as far as possible
- •Victory: Most path segments of player's color between Exploit and Ghost tokens
Game Phases
Phase 1: Attack
Move Attack token toward the firewall (board edge) by placing tiles and moving along valid paths.
Goal: Reach any edge node on the board boundary.
Midpoint: Exploit
When Attack token reaches firewall:
- •Replace Attack token with Exploit token (automatic, no action cost)
- •Exploit token remains at this location permanently
- •Continue with remaining actions if any
Phase 2: Ghost
Move Ghost token away from the Exploit position.
First move after Exploit:
- •Place Ghost token at Exploit location
- •Move Ghost away in the same Move action
Goal: Maximize distance (path segments) between Exploit and Ghost.
Board Layout
Digital Implementation (Board SDK)
Target display: 1920×1080 pixels (landscape, 16:9)
Horizontal Layout
┌────────┬──────────┬────────────────────────────┬──────────┬────────┐ │Blue UI │ Blue Res │ 5×5 PLAYABLE GRID │ Red Res │ Red UI │ │ │ (5 tiles)│ Purple "Firewall" │ (5 tiles)│ │ │ │ │ Center tile pre-placed │ │ │ └────────┴──────────┴────────────────────────────┴──────────┴────────┘ ← Blue player sits here Red player sits here →
- •Reserve Pools: Left (Blue) and Right (Red) for drawn tiles - visible to both players
- •Playable Grid: 5×5 center area for tile placement
- •Firewall: Purple border - reaching it completes Phase 1
- •Starting Tile: Center position [2,2] with game-tile-13-center
Player Orientation
- •Blue player: Views from LEFT side
- •Red player: Views from RIGHT side
Tile System
Properties
- •Quantity: 25 total (1 starting + 24 placeable)
- •Size: 200×200 units (2.0 world units at 100 PPU)
- •Edge Nodes: 4 per tile (Top, Right, Bottom, Left midpoints)
Path Segments
By Shape:
- •Quarter-curve: Connects adjacent nodes (90° apart) - e.g., Left→Top
- •Straight line: Connects opposite nodes (180° apart) - e.g., Left→Right
By Color:
| Color | Hex | Who Can Traverse |
|---|---|---|
| Red | #FF2244 | Red player only |
| Blue | #44BBFF | Blue player only |
| Purple | #BB88FF | Either player |
Path Matching Rules
At connecting edges:
- •Red ↔ Red: Valid
- •Blue ↔ Blue: Valid
- •Purple ↔ Any: Valid
- •Red ↔ Blue (exclusively): Invalid
Once placed, tiles cannot be moved, removed, or rotated.
Token System
Three Tokens Per Player
| Token | Design | Phase | Purpose |
|---|---|---|---|
| Attack | Filled target with crosshair | Phase 1 | Navigate to firewall |
| Exploit | Hollow rings, faint crosshair | Midpoint | Mark breach permanently |
| Ghost | Gradient opacity circles | Phase 2 | Retreat from breach |
Token Rules
- •Always reside on edge nodes (never inside tiles)
- •Edge node must include path of player's color OR purple
- •Both players' tokens may occupy same node
- •Tokens do not block each other
Action System
Turn Structure
Each turn: Two Single Actions OR One Double Action
Single Actions
| Action | Description | Restrictions |
|---|---|---|
| Draw | Take top tile from deck | None |
| Discard | Remove tile from reserve | Only after deck empty |
| Steal | Take from opponent's reserve | Max 2/turn; opponent can steal 1 back |
| Place | Place tile at token's edge | Must connect to token position |
| Move | Move along valid paths | Color continuity rules |
Double Action: Place
- •Place tile on any empty space adjacent to token's tile
- •Can connect to any side (not just token's edge)
- •Consumes entire turn
Movement Rules
- •Color Restriction: Only traverse own color OR purple
- •Single Color Per Move: Stay on one color within a Move action
- •Color Junction: At nodes where both colors continue:
- •Continue on current color, OR
- •End Move action, then use another Move to switch
- •Path Length: Unlimited distance along continuous same-color path
- •Non-blocking: Opponent tokens don't block
Game End and Scoring
End Trigger (in sequence)
- •Deck is empty
- •One player ends turn with no tiles in reserve
- •Other player takes final turn
Scoring
- •Find path between Exploit and Ghost tokens
- •Count segments of player's OWN color (not purple)
- •Each quarter-curve or straight line = 1 segment
- •Most segments wins
Tiebreaker
If tied, player with most purple segments wins.
Setup Sequence
- •Determine first player and colors
- •Seat by color (Blue on left side, Red on right side)
- •Place Attack tokens on starting tile's matching color nodes
- •Each player draws 5 tiles
- •First player: Place 1 tile adjacent to center, keep 3 in reserve, shuffle 1 back
- •Second player: Same as first
- •Both flip reserve tiles face-up
Digital Implementation Notes
Validation Requirements
- •Tile Placement: Validate color matching at all connecting edges
- •Movement: Enforce single-color continuity per Move action
- •Token Position: Ensure edge node has valid path color
Phase Transitions
- •Attack→Exploit: Automatic when Attack reaches firewall edge
- •Exploit→Ghost: First Move action after Exploit placement
Additional Resources
Reference Files
This skill's references/ folder contains:
| File | Content |
|---|---|
complete-rules.md | Full original rules with diagrams |
diagrams/ | 19 SVG diagrams for rules visualization |
phase-mechanics.md | Attack→Exploit→Ghost transitions |
tile-system.md | 25 tiles, edge nodes, path segments |
token-system.md | 3 tokens per player, placement rules |
action-system.md | Draw, Discard, Steal, Place, Move |
scoring-endgame.md | Win conditions, path counting |
Important: The official rulebook describes the original physical game with a portrait orientation (Blue at top, Red at bottom). The digital Board SDK implementation uses landscape orientation (Blue on left, Red on right) to fit the 1920×1080 display. Game mechanics are identical; only the physical layout differs.
Key Algorithms
- •Placement validation (color matching at edges)
- •Movement validation (path continuity)
- •Score calculation (path finding between tokens)
Request consultation from the code-architecht subagent or the project-architecture skill for C# code examples of these algorithms.