This skill should be used when the user asks about "game rules", "scoring", "phases", "Attack token", "Exploit token", "Ghost token", "tile placement rules", "path matching", "movement rules", "winning conditions", "turn actions", "firewall breach", "path segments", "edge nodes", or discusses Zero-Day Attack game mechanics and design.
Expert knowledge of Zero-Day Attack game mechanics, rules, and design for the digital implementation targeting Board hardware.
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.
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.
When Attack token reaches firewall:
Move Ghost token away from the Exploit position.
First move after Exploit:
Goal: Maximize distance (path segments) between Exploit and Ghost.
Target display: 1920×1080 pixels (landscape, 16:9)
┌────────┬──────────┬────────────────────────────┬──────────┬────────┐
│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 →
By Shape:
By Color:
| Color | Hex | Who Can Traverse |
|---|---|---|
| Red | #FF2244 | Red player only |
| Blue | #44BBFF | Blue player only |
| Purple | #BB88FF | Either player |
At connecting edges:
Once placed, tiles cannot be moved, removed, or rotated.
| 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 |
Each turn: Two Single Actions OR One Double Action
| 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 |
If tied, player with most purple segments wins.
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.
Request consultation from the code-architecht subagent or the project-architecture skill for C# code examples of these algorithms.