Each player has two robots, one drone and one mole, that both start in the robot factory. Each player also has four inactive robots and some resources in their database.

Players start with seven programs and take it in turns to choose one program to run. Each program allows them to make a certain action. Every time a program is run, it joins the player's 'executed' programs and cannot be run again until the player runs REBOOT.


Robots may move, drones on the grey routes and moles on the brown routes. A robot in a factory must first move to one of the connecting routes, and subsequently each move is from one route to an adjoining route. The number of moves permitted is equal to the number of active robots. Moves can be divided in any way among the robots.

Once movement is complete, robots can infect any number of the factories adjacent to them with viruses. This costs resources and power, as shown in the resource information table. If a factory is already infected by another player, the power cost is increased. The second player to infect it must pay double the power cost, the third must pay triple, etc.


The player selects one of the power grid sectors that are displaying a bonus resource symbol and hacks into it, activating it and powering up each of its factories. Each factory in the sector provides one unit of its resource to each player who has infected it.

The active player also gets one unit of the bonus resource from the sector. If the active player has the PowerSurge, they get an additional unit of the bonus resource and the PowerSurge moves to the previous player.

If the resources gained by any player exceed the spaces left in their database, they must choose which resources to take and lose the rest.

The sector then becomes inactive, showing a power symbol instead of its bonus resource symbol.

Alternatively, instead of choosing a power grid sector and generating resources, the player may reset all power grid sectors. Each sector showing a power symbol is reset so that it shows its bonus resource symbol again. The player gets an amount of power equal to the number of power symbols shown in all sectors. The PowerSurge is not used.


With UPDATE, the player gains 3 power. With UPGRADE, the player gains 5 power.

Then, the player may buy or sell up to two types of resource. They may sell two types, buy two types, or buy one and sell one. Resources are exchanged for power as shown in the resource information table. Any number of units may be bought or sold, as long as the player has enough power to afford them and enough space in their database.


The player may buy up to two programs from the seven on display. Each program has a cost, plus an additional cost depending on its position in the display. Bought programs are immediately available to be run on the player's next turn.


The player may buy one program from the seven on display. They must pay the program's cost, but ignore the additional INSTALL cost. The program is immediately available to be run on the player's next turn.


The player chooses one of the programs most recently run by any opponent, and performs the action as though they had run that program themselves. SIMULATE may not be used on another SIMULATE or a REBOOT.


The player returns all executed programs, enabling them to run any of them on their next turn. If the player has run more than three programs, they also gain an amount of power equal to the number of executed programs (including the REBOOT) minus three.

Additionally, the player may pay one battery and one chip to activate a robot from their database. The robot appears in the robot factory.


The player may activate any number of robots from their database, each costing one battery and one chip. Each robot can be placed in the robot factory or in any of the factories infected by the player's viruses.

Alternatively, the player may draw power from their robots. They gain 5 power, plus one for each active robot they own.


The player gains one unit of the program's specified resource for every factory of that type that they have infected.

End of Game and Victory Points

When a player uses his last virus or buys the last available program, he becomes the terminating player. The game continues until each other player has had one final turn. Then the player's scores are compared.

Scores are calculated by grouping the player's programs according to their point type (electrical, malware, hacking, diversity, robotics and resource production). For each point type, the sum of programs is multiplied by the quantity of a certain feature that the player owns. For instance, robotics points are multiplied by the number of active robots a player has. The product is finally multiplied by a certain factor, depending on the point type. This gives the number of points, and the player's final score is the sum of points from all point types. An additional 7 points is awarded to the terminating player.

The point types, with the number of programs of each type and the corresponding quantity, are shown in the players' points table. Each program is marked with a star showing which point type it awards, and the quantity of each type remaining to be purchased (including the seven on display) is shown.