The goal
First player to level 10 wins. Everyone starts at level 1.
You climb by closing bugs, or by selling cards. But the final level only ever comes off a bug — never off a sale.
An agile card game: pull a ticket, weigh your velocity against the bug's story points. Your friends are there to stop you.
First player to level 10 wins. Everyone starts at level 1.
You climb by closing bugs, or by selling cards. But the final level only ever comes off a bug — never off a sale.
You are level 9. No bought level will ever take you to 10: you need one last bug closed.
A debug is a comparison: two numbers, once.
Your velocity = your level plus your gear, plus any one-shots and a pair. The bug's story points = the number printed on its card, plus any boosts played on it and its bonuses against your role or profile.
Your velocity has to land strictly above. On a tie, the bug holds.
If you come up short you can reassign the ticket: roll a die and hit five or more, modified by your gear, your role and your profile. Refused, the ticket comes back to you and you take its side effect.
| Your level | +4 |
|---|---|
| Screen | +0 |
| Keyboard | +0 |
| Your velocity | 4vel |
Won 4 against 0. You close the ticket, take 1 goodies and one level.
You can ask one player to pair with you. If they accept, their velocity adds to yours for this debug.
In return they take one goodie. You keep the rest, and the levels. Everything else gets negotiated out loud.
| You | +7 |
|---|---|
| Your pair | +5 |
| Together | 12vel |
Won Alone at 7, you were losing. Your pair walks away with one goodie, you with the rest and the level.
One pair per debug. At 0 against 0 the bug would hold: you have to land strictly above.
Every bug has a side effect, printed at the bottom of its card. It only fires if nobody picks the ticket up — the one you didn't close comes back for you.
Lost levels, lost gear, lost cards in hand, sometimes your role. Worst case: you lose your hand and your gear, but you keep your level, your role and your profile. Nobody is ever eliminated.
You roll 3. You needed five or more. Nobody picks the ticket up.
Your gear, your role and your profile all modify this roll. And whatever happens, nobody is eliminated.
On your turn, outside a debug, you can sell cards. The credits land in your wallet and stay there — nothing is wasted, not even a 300-credit sale.
Whenever you like, still on your turn and outside a debug, trade 1000 credits for one level. The change stays in your pocket.
The Goblin profile sells higher. And a bought level never takes you to level 10.
| Total sold | 0credits |
|---|
0 credits in the wallet → enough for 0 level at 1000 credits each. The 0 credits of change stay in your pocket. The Goblin profile adds 200 credits per card.
One table, one code, two to three players. Someone sits down and everyone sees it.
Three kinds of card can be played at any moment, even outside your turn:
The real boss is your friends.
| The bug | +0 |
|---|---|
| Boost: | +0 |
| Story points | 0sp |
Won You were at 12 against 0, comfortably ahead. Someone plays the boost outside their turn: 0. Reassignment is all you have left.
You have 5 equipment slots in total. A normal item takes 1 slot; a large item or keyboard (`twoHand`) takes 2 slots. That means 5 normal items, or 4 items when one of them takes two slots.
Slot already taken? Double-click the card on the table: it goes back to your hand and you put whatever you like in its place. On your turn, outside a debug — once a bug is open, your setup is frozen.
Some cards are locked to a role or a profile. Gather the right ones and you fire a combo: Design Studio, QA in Prod, RGB Battlestation. They stack.
The full list is on the Cards page.
Three pieces on the desk: +0 velocity. The keyboard takes both peripheral slots. Gather the right pieces and a combo fires on top.
Level 10, off a bug. You win.