THE ARCHITECT

Complete rules // v3.5

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The complete player-facing rules for The Architect. Search for a card timing, route question, or crash result—or move through the manual section by section.

2–5 Players · Ages 12+ · 30–60 minutes

01

1. The mission

The Architect runs the system beneath everyday life. Its network controls money, movement, and access—who gets paid, where people can go, and where they’re allowed in. Most people live within rules they never see.

You intend to break them.

You are an infiltrator—a hacker, code smuggler, or hired ghost carrying illegal Exploits into the most protected network in the world. Your mission is to breach the network: push through the exposed Mainframe (Red) or disappear into the Undernet (Blue) as you make your way from the Edge toward the Root Directory.

Every shortcut draws attention, and the harder you push, the more Exposure you risk. Other infiltrators are inside too, rewriting the network, slowing your breach, and pushing you closer to a crash.

At Root, steal the Architect’s control code and secure it as your Payload. But getting in is only half the job.

Now you have to escape with it. Your route in shapes your route out, forcing you through places you avoided the first time. The network is closing in, and other infiltrators are still inside, racing to beat you out.

Make it back to the Edge first with the Payload and transmit the stolen code.

Steal the code. Survive the return. Rewrite the world.

02

2. Components

ComponentQuantityPurpose
Mainframe Node cards14Red network Nodes
Undernet Node cards14Blue network Nodes
Exploit cards42Tactical cards played during Modify
Exposure cards24Track your Exposure
Payload cards5Control code stolen from Root
Edge Node1Start and finish
Root1Payload objective
Infiltrator markers5Show player positions
Route markers70 (14 per player color)Show the Nodes each player still owes on the return
Six-sided dice2Generate Bandwidth
03

3. Set up the game

Put the Edge Node at one end of the table and Root at the other.

Shuffle all 28 Network Node cards together: 14 Mainframe and 14 Undernet.

Deal them face up from Edge toward Root: Layer 1 top, Layer 1 bottom, Layer 2 top, Layer 2 bottom, continuing through Layer 14.

In a 2-player game, remove 8 Exploit cards at random without looking at them. Return them to the box.

Shuffle the Exploit deck. Deal 5 Exploit cards to each player. Put the rest face down nearby and leave space for a discard pile.

Put the Exposure and Payload cards in separate face-up supplies.

Each player chooses an infiltrator marker, places it on Edge, and takes the 14 route markers in the matching color: Code Smuggler / Blue · System Saboteur / Red · Hired Ghost / Purple · Breach Courier / Orange · Access Broker / Green.

The player with the most questionable browsing history goes first. Turns proceed clockwise.

04

4. Turn overview

On your turn, complete these steps in order:

Modify — Choose to Run Exploits or Lay Low.

Move — Declare your speed, roll for Bandwidth, optionally reroll one die, move, and choose where to stop.

Manifest — Apply cooling, resolve STOP, discard down to 5 cards if needed, then check Exposure.

Leaving Root changes your Move; see Root.

05

5. Know the network

The network has 14 layers, each containing two Nodes: one top and one bottom. Multiple players may occupy the same Node.

NetworkColorEntry cost
MainframeRed1 Bandwidth
UndernetBlue2 Bandwidth

Mainframe Nodes usually cost 1 Bandwidth to enter. Undernet Nodes usually cost 2. A printed Node cost always takes priority.

Mainframe Nodes favor speed but often increase Exposure. Undernet Nodes cost more to enter but often help reduce it.

How to read a Network Node

Each Node shows its network, entry cost, and any instructions that apply when you enter, stop, or exit:

Printed areaWhat it tells you
NetworkMainframe is red; Undernet is blue.
Node nameThe Node you are entering.
Flavor lineTheme.
Bandwidth entry costBandwidth required to enter.
Marker zoneWhere to place your marker when you stop.
ENTERResolve immediately when you enter.
STOPResolve if you end movement here.
EXITResolve when you leave.
Reminder textLimits or special instructions.

Route markers: how to use them

The first time you enter a layer, place one of your route markers beside the Node you did not enter: above it if it is the top Node, below it if it is the bottom Node. Your marker means you still owe that Node before you can win.

Whenever you enter a Node beside one of your markers, take that marker back. You have now entered both Nodes in that layer, and the layer is complete.

Every Node entry counts, including free entries such as BACKDOOR's move. Route markers belong to board positions, not Node cards. They do not move if an Exploit rearranges the network.

06

6. Exposure

Exposure measures how easily the Architect can detect you. An Exposure card occupies one of your five hand slots, leaving less room for Exploits. If you still have 5 or more Exposure at the end of Manifest, the Architect detects you and you crash.

Exposure cards cannot be played as Exploits, used to block, or discarded. Return them whenever a rule reduces Exposure. Exposure cannot go below 0. If the 24-card supply runs out, use coins, tokens, or a written tally for additional Exposure. Each point still occupies a hand slot.

Take every Exposure card you gain, even if this temporarily pushes your hand above five cards. During Manifest, apply cooling and the Node's STOP effect before checking Exposure.

07

7. Your turn, step by step

1. Modify

Before you move, decide whether to manipulate the network or disappear into it. During Modify, choose one before drawing. You refill once through the chosen path and cannot switch paths after drawing:

Run Exploits — draw and play Exploits.

Lay Low — reduce Exposure, reset your hand, and end your turn without moving.

Run Exploits

Draw Exploits until you have 5 cards total in your hand. Exposure and a carried Payload count toward those 5 cards.

Pressure Exploits target a player ahead of you. A player carrying the Payload is ahead of any player still infiltrating. If you share the same objective, the player farther toward it is ahead. Players in the same position are tied. You cannot play a Pressure Exploit if you are the sole leader.

Play any number of Exploits, one at a time. Follow each Exploit’s timing, target, cost, and play limits. A blocked play still counts toward its play limit. Each time you play one, the other players have a chance to block, starting with the player to your left and continuing around the table. If everyone passes, the Exploit resolves.

To block, another player discards 2 Exploits. Any player may block regardless of location or target. Once someone blocks, only you and that blocker continue. You may counter by discarding 2 Exploits of your own, and the blocker may counter again. Continue alternating until one of you stops.

If you stop, the Exploit is blocked. If the blocker stops, the Exploit resolves. Exploits discarded to block or counter do not activate their effects.

Discard resolved and blocked Exploits and cards spent on blocks or counters. If an Exploit has an ongoing effect, keep it face up beside the affected Node or player until that effect ends, then discard it. These reminder cards are outside players’ hands and cannot be played or used to block. For example, give LAG to its target as a reminder. Playing Exploits does not refill your hand.

When you are finished, continue to Move.

If the Exploit deck runs out, shuffle the discard pile to make a new deck.

Lay Low

Reduce Exposure by up to 2, discard every Exploit in your hand, and keep a carried Payload. Then draw Exploits until you have 5 cards total in your hand and end your turn.

You do not Move or Manifest when you Lay Low. It still counts as a turn for effect durations: LAG is used up, and an unused Shadow Link benefit expires. Effects ending at the start of your turn end before Modify.

Example: you start with 3 Exposure, 1 Exploit, and no Payload. Choose Lay Low before drawing. Return 2 Exposure and discard the Exploit, then draw 4 Exploits to fill your five slots. Your turn ends.

2. Move

While infiltrating, your objective is Root. While exfiltrating, your objective is Edge. You may move freely on the way: forward, backward, diagonally, or sideways.

First, declare one speed:

ChoiceDiceCost
Safe1 dieNone
Sprint2 diceGain +2 Exposure immediately

You cannot Sprint if you already have 4 or more Exposure, or if LAG or your Root exit roll prevents it this turn.

Roll the chosen die or dice for Bandwidth. Their total sets your Bandwidth for this Move. Bandwidth determines how far you can move this turn. Each Node you enter costs Bandwidth.

Reroll

After you roll and before you move, you may discard 2 Exploits to reroll one die. The new result replaces that die; it is not added to your total. If you Sprinted, reroll only one of your two dice. You may reroll once per turn. A reroll is not an Exploit play and cannot be blocked. You cannot reroll the Root exit roll.

Moving through the network

Each step, enter one Node in your current layer or a neighboring layer: forward, backward, diagonally, or sideways to the other Node in your layer. Mainframe Nodes cost 1 Bandwidth and Undernet Nodes cost 2, whichever direction you move. Some Nodes and Exploits can change these costs. Pay the entry cost of each Node you enter.

From Edge, enter either Node in Layer 1. From Root, enter either Node in Layer 14. Edge and Root are entered only as objectives (see Root and Winning).

You cannot enter the same Node twice in one turn, so each Node's ENTER, STOP, and EXIT can affect you at most once per turn.

The requirement to move

If you can afford to enter at least one legal Node, you must enter at least one before you may choose to stop.

If you cannot afford any legal Node, movement ends where you are. Continue to Manifest. If you did not move, skip cooling and STOP; still reconcile your hand and check Exposure.

After you enter at least one Node, you may stop with Bandwidth remaining. If you stop on a blue Node, unused Bandwidth can still reduce Exposure during Manifest.

Winning

You may collect your route markers in any order. When you are carrying the Payload, are in Layer 1, have none of your route markers left on the network, and have at least 2 Bandwidth remaining, spend 2 Bandwidth to enter the Edge, transmit the Payload, and win.

Dead Drops

Dead Drops are pass-through Nodes. You may enter one only if you can immediately continue to another legal Node or to Root or Edge. An effect that allows you to stop on a Dead Drop overrides this rule.

ENTER and EXIT

As you move, follow any timing instructions printed on the Nodes you use:

ENTER — Resolve when you enter a Node.

EXIT — Resolve when you leave that Node, before resolving the next Node’s ENTER.

Node and Exploit instructions can change normal movement. Follow the card text when they do.

3. Manifest

When your movement ends, apply the first two steps only if you entered at least one Node this turn:

If you stopped on a blue Node, convert unused Bandwidth into cooling. For every 2 unused Bandwidth, reduce Exposure by 1.

Resolve the Node’s STOP effect.

Only the Node where you end your movement resolves STOP.

Next, reconcile your hand. Discard Exploits until you have at most five cards, or no Exploits remain in your hand. Exposure and a carried Payload stay in your hand. Do not refill during Manifest.

Finally, check your Exposure. At 0–4, you’ve stayed beneath the Architect’s notice and play passes to the next player. At 5 or more, the system has detected you—follow the Crash Protocol.

08

8. Crash Protocol

Reaching 5 or more Exposure does not crash you immediately. Finish your turn through Manifest. If you still have 5 or more Exposure when you check at the end of Manifest, you crash.

Resolve a crash

First, wipe your hand: discard every Exploit and return every Exposure card. Leave your route markers where they are.

Then resolve the one crash result that applies to you:

Exfiltrating with the Payload: return directly to Root and keep the Payload.

At Root with the Payload: return the Payload to its supply. You are infiltrating again. Retreat through Layers 14, 13, and 12, then continue toward Edge to the first layer with a legal blue Node.

Infiltrating without the Payload: retreat 3 layers toward Edge. If you reach Edge, enter it. Otherwise, continue toward Edge to the first layer with a legal blue Node.

Dead Drop cannot be used as a checkpoint. If both Nodes qualify, choose either. If no legal blue Node remains before Edge, enter Edge.

Crash movement ignores Node effects and places or takes back no route markers. Your turn ends, and you do not refill your hand until the start of your next Modify.

09

9. Root

Entering Root

While infiltrating from Layer 14, you need at least 1 Bandwidth remaining.

Spend 1 Bandwidth to enter Root. Any remaining Bandwidth is canceled.

End movement immediately; Root has no STOP effect.

Take one Payload card and keep it face up in your hand. It counts toward your 5 total cards and cannot be discarded. You are now exfiltrating.

Complete Manifest normally.

If you enter Root through a Dead Drop in Layer 14, you need enough Bandwidth to enter the Dead Drop and still spend 1 Bandwidth to enter Root.

Exiting Root on your next turn

Take Modify normally. After Modify, roll 1 die for Bandwidth instead of declaring a speed.

Compare the roll to your current Exposure. If the roll is lower than your Exposure, gain +1 Exposure and you cannot Sprint on your next turn.

Add any OVERCLOCK Bandwidth after comparing the die with Exposure. Leave Root into either Node in Layer 14 at its normal entry cost; if neither is affordable, stay at Root and complete Manifest without cooling or STOP.

10

10. Exploits

Your Exploits are stolen code, improvised patches, and hostile tools used to manipulate the network, improve your run, or disrupt another player. Play them during Modify unless the card says otherwise.

How to read an Exploit

Printed areaWhat it tells you
FamilyThe type of Exploit.
Card nameThe Exploit being played.
EXECUTEWhat happens when you play it.
WHENWhen it can be played.
COSTWhat you must spend or discard.
TARGETWhat the Exploit affects.
Protocol notesLimits or special instructions.

Exploit families

FamilyPurpose
NetworkRearrange or alter Nodes.
RunImprove movement or manage Exposure.
PressureDisrupt another player ahead of you.
11

11. First-game reminders

Before your first few turns, remember:

Plan before you roll. Look ahead at entry costs and STOP effects before choosing Safe or Sprint.

Blue can turn leftover Bandwidth into cooling. Stopping early can be safer than spending it all.

Your route in shapes your route out. Every Node with your route marker must be entered before you can win, in any order.

A bad roll is not final. Discarding 2 Exploits rerolls one die, but leaves you less able to block.

Good luck, infiltrator.