Hacker Cybersecurity Logic Game
Instruction Manual
AGES 10 to Adult
Single or Collaborative unplugged Game Play

Instruction Manual
AGES 10 to Adult
Single or Collaborative unplugged Game Play
Train to become a member of the elite white hat hacker team Oblivion. At their hidden training facility, you will be tasked with finishing forty (3-part) simulations. Think like a hacker to complete each simulation and join team Oblivion on their mission to thwart cybercriminals!
Hacker is a unique programming game with many novel elements. To gain a clear understanding of the three different phases, as well as the new components and goals that are introduced at each level, visit www.thinkfun.com/learn-coding for How to Play videos, strategy tips, and more!
Each of the 40 simulations consists of three interconnected phases:
See the Phases demonstrated at www.thinkfun.com/learn-coding.
Each Challenge shows a Control Panel with between four and ten Time Steps.
During each Time Step, an instruction is given to either an Agent (Red or Blue) or one of the five Revolving Platforms through two types of instruction tiles:
Rotating a Revolving Platform:
Each of the five Revolving Platforms on the Game Grid is made up of the four tiles surrounding a colored handle. To rotate a Platform, use the handle to gently lift the platform just above the height of the tiles resting on the Game Grid. Then, rotate the platform 90 degrees in the direction of the black arrows printed on the handle (these directions match the white arrows on the Revolving Platform Tiles). Lower the Platform so it is once again level with the rest of the Game Grid.
See the Platforms rotate at www.thinkfun.com/learn-coding.
CODE IT GOAL: Program Red Agent to arrive at the Red Exit Point. Do not let the Agent reach the Virus, or the control systems will be infected!
STEPS TO CODING A PROGRAM:
CHECKING YOUR SOLUTIONS: You can verify your CODE IT solution is correct by carefully executing the program. Double-check your program against the Solution Booklet, as you will need your CODE IT program for Phase 2 (HACK IT).
Note: The solutions for the CODE IT phase are found within the top third of the Solution Booklet.
Once you have verified the correct solution, leave your CODE IT program on the CONTROL PANEL.
HACK IT GOAL: Think like a hacker and alter the program from the CODE IT phase so that Red Agent reaches the Virus Token, infecting the control systems. Only by discovering the hacker's plan can you hope to prevent the attack in the final FIX IT phase.
STEPS TO HACKING A PROGRAM:
CHECKING YOUR SOLUTIONS: The solutions for the HACK IT phase are found within the middle section of the Solution Booklet. Before moving on to Phase 3 (FIX IT), reveal the HACK IT solution while leaving the CODE IT solution visible.
Leave your HACK IT program on the Control Panel.
Computer systems prevent hackers from altering programming instructions directly, but a hacker could potentially change the timing of instructions. By sliding instructions left and right within their respective rows on the Control Panel, players can simulate this.
IMPORTANT: A HACK IT program may contain fewer tiles than the CODE IT program. Unused Tiles in the HACK IT solutions have diagonal lines running through them.
A Hacker Can:
A Hacker Cannot:
FIX IT GOAL: Prevent an attack on your program by placing an Alarm Token in a space that would interrupt the hacked program, safely shutting it down before the Agent can reach the Virus.
STEPS TO FIXING A PROGRAM:
TIP: Keep the solutions to the CODE IT and HACK IT Challenges handy! You may want to move your Agent along the CODE IT and HACK IT paths once or twice more in order to determine the best spot for the Alarm.
Watch an Alarm shut down a hacked program at www.thinkfun.com/learn-coding.
STOP AND PLAY: You are now ready to play all of the Beginner Challenges! We recommend you play FIX IT, Challenge 3, followed by the remaining Beginner Challenges. When you are ready to play the upper level challenges, review pages 17-20.
Transaction Tiles & Transaction Links are introduced. A Transaction Link connects two adjacent instruction Tiles in the same row, meaning these two instructions must always occur one after the other.
CODE IT GOAL: Program Red Agent to retrieve all Data Files, avoid the Virus, and arrive at the Red Exit Point.
HACK IT GOAL: Alter the CODE IT program to cause the Red Agent to land at the Virus. Remember, two instructions in a Transaction Tile can never be split apart.
FIX IT GOAL: Foil the hack by adding one Transaction Link between two adjacent Movement Tiles in your CODE IT program, linking the moves together.
HINT: Pay close attention to which Movement Tiles you split apart during the HACK IT phase.
Note: The Alarm Token is not used for Intermediate Challenges.
Blue Agent and Blue Exit Point Tokens are introduced.
CODE IT GOAL: Program both Agents to collect Data Files and reach their corresponding Exit Points. Either Agent can pick up any Data File, but Files must be picked up in numerical order. Both Agents may be on the same space simultaneously but must avoid the Virus Token.
HACK IT GOAL: Discover what a Hacker could do to destroy both Agents. Alter the CODE IT program so both Agents reach the Virus Token. Note: When one Agent reaches the Virus, it stops executing further instructions, but the program continues for the other Agent and any remaining Platform instructions.
FIX IT GOAL: Place an Alarm Token on an empty space so that at least one Agent triggers it while executing the hacked program, before reaching the Virus. The Alarm placement must not interfere with the CODE IT program (neither Agent should reach the Alarm when following the CODE IT path).
Locks are introduced. A Lock is triggered when both active Agents are simultaneously in the same locked row or column. During setup, examine the Challenge Card to see which row or column is marked with a Lock and place the Lock Token nearby.
CODE IT GOAL: Program both Agents to pick up Data Files and reach their corresponding Exit Points. Your program must not cause both Agents to be in the locked row/column at the same time.
HACK IT GOAL: Alter the program so both Agents reach the Virus Token. Your hacked program must avoid having the two Agents in the locked row/column at the same time.
FIX IT GOAL: Place a second Lock on a row/column. The new Lock must trigger the Hacked program to shut down before either Agent reaches the Virus. The additional Lock must not interfere with the CODE IT program.
TIP: During CODE IT and HACK IT phases, pay close attention to every row and column that both Agents occupy simultaneously.
ThinkFun's unplugged coding games introduce players to key computer science concepts. Hacker™ introduces concurrency, where programs with multiple processors are divided into subtasks (threads) that can run simultaneously. While instructions within a single thread execute in order, the exact order of instructions from different threads (called "interleaving") cannot be predicted. Reasoning about all possible interleavings requires computational thinking and imagination.
Hacker allows players to reason about interleavings using strategies similar to those used by real programmers. Transactions, first featured in the intermediate challenges, are one way programmers manage the complexity of reasoning about interleavings by ensuring that certain instructions can never be split apart. In addition, in the expert challenges, the locks mimic a strategy used in real concurrency programming, where locks are used to prevent any interleaving that would cause two threads to occupy the same critical section of code at the same time.
Furthermore, the alarm is a metaphor for how programmers throw an exception when a program enters an unusual state, catching a problem early before it leads to catastrophic failure. Hacker, a Cybersecurity Logic Game, provides a taste of what it is like to analyze a multi-threaded program with a security mindset, thinking through all the ways a program might go wrong.
Mark Engelberg is the inventor of Hacker™. To create his growing line of unplugged coding games, which includes Code Master™ and the //CODE Programming Game Series, Mark draws on his experience as a programmer of virtual reality simulations for NASA, as well as his many years of experience as a teacher of computer science and mathematical logic. Mark believes that kids of all ages can and should learn how a computer executes programs – entirely through play!
Mark Engelberg is also one of the challenge developers for ThinkFun's blockbuster game Rush Hour®.
Vesa Timonen contributed to challenge development for Hacker.
Rotating tile transference mechanism developed by Tactrics BV (EP15182865.4) Used here with permission.
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