ITU
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ITU · Global Cybersecurity Capacity Building

Cybersecurity Capacity Development Tabletop Exercise

A facilitated, scenario-based simulation where teams invest scarce budget and people to build cybersecurity capabilities, weather real-world crises, and cooperate across borders — turning strategy theory into hands-on decisions.

What to expect
A serious game with real strategic stakes
Each team has a limited budget and a small expert workforce. Together you decide where to invest first, how to sequence dependent capabilities, and how to respond when cyber crises strike the region — all under a live clock and guided by expert facilitators.

Lead a nation

Manage a national budget and workforce. Every decision is a trade-off between cost, effort and long-term resilience.

Build a capability tree

Play capability cards that unlock one another. Foundational investments open advanced options in later rounds.

Face live injects

Ransomware, supply-chain compromise and disinformation hit each round. Preparation decides how hard they land.

Cooperate across borders

Trade specialists, sign agreements and coordinate with neighbours — international ties reduce shared risk.

How it works
From briefing to debrief
The exercise runs in short, timed rounds. Facilitators keep the tempo, drop crises into the story and lead the reflection that turns each decision into a lesson.
1

Get your mandate

Receive your team's profile, objectives, starting budget and workforce at your captain's table.

2

Plan your round

Choose which capability cards to build this turn, weighing prerequisites, cost and people against the threats ahead.

3

Weather the injects

Crises resolve based on the capabilities you built. Being ready turns a disaster into a manageable incident.

4

Debrief & learn

Break to compare strategies, then close with a facilitated debrief connecting play back to real national policy.

The six domains
Balanced cyber capacity, the way maturity models measure it
Capabilities span the domains used by international cybersecurity capacity assessments. A resilient nation invests across all six rather than over-indexing on one.
Strategy & governance
Plans, authorities and national direction
Laws & regulation
Legal frameworks and standards
Technical & operations
CSIRTs, detection and response
People & skills
Awareness, education and workforce
Ecosystem & partners
Public-private and market growth
International ties
Cooperation, norms and diplomacy
International Telecommunication Union · Cybersecurity Capacity Development Tabletop Exercise Sign in above with the credentials from your organiser.
■
Session terminated
The facilitator has ended this exercise. Your table is now closed.
Please await further instructions from the exercise team.
{{ teamTag }}
Welcome, captain of {{ teamName }}
The exercise hasn't started yet.
Your table will appear as soon as the lead facilitator starts Round 1.
● Waiting for admin…
{{ teamTag }}
You are {{ teamName }}
Your mission: {{ goalText }}
Table code
{{ viewShareCode }}
Read it out at the table — no password.
View link
{{ viewShareUrl }}
Budget
{{ budgetText }}
{{ nextInjText }}
Your team
{{ hrText }}
People don't refill each round — assign them wisely
Round {{ roundFocus.round }}
{{ roundFocus.title }}
This round
{{ roundFocus.brief }}
{{ teamNavLabel }} Tap a team to sit at their table — budgets stay secret in the real game
+
New capabilities available
{{ unlockNoticeText }}
Build your team's capabilities
Cards with a colored ring are ready to build now. Building one opens the next steps in that track from the following round.
Ready to build Built Not yet open
{{ lane.label }} {{ lane.countText }}
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Master Dashboard
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Break Debrief min
Round {{ staffRoundFocus.round }}
{{ staffRoundFocus.title }}
This exercise
Every play is recorded with its location so groups can be compared later.
City
Country
Today: {{ todayText }} · currently in round {{ roundNum }}
Enter both the host city and country before starting a new exercise.
Specialist transfer
Move a professional between teams. Sell at the market fee, or donate as a goodwill inject from the donor team.
Donor team (gives 1 person)
Recipient team (gains 1 person)
Negotiated fee — thousands of $ (default 100)
× $1,000 — set whatever the two captains agreed at the table
Team trade offers
Captains negotiate at the table, then send offers here. Instant sell/donate above is for facilitator injects only. Accepted trades cannot be undone.
{{ facTradeUnlockMsg }}
Proposer team
People
Budget ($ thousands)
Price ($ thousands)
Pending offers
{{ fo.title }}
{{ fo.detail }}
Pending
No pending trade offers.
Neighbour aid inbox
Captains ask for or offer help from Play. Fulfill requests with a grant, or accept offers to move resources between teams.
{{ a.title }}
{{ a.detail }}
{{ a.kindLabel }}
No pending aid requests or offers.
Inject calendar
{{ i.code }} Round {{ i.turn }}
{{ i.title }}
{{ i.note }}
{{ i.status }}
Facilitator may activate
Not on the calendar — fire from the console when the table needs them.
{{ f }}
Manual inject console
Activate or queue one inject for all teams or a selected mix of countries, agencies and organizations. Auto effects are calculated separately for each team's preparedness.
{{ facBulk.targetSummary }}
Targets
What will happen

{{ facBulk.injectTitle }}

{{ facBulk.injectDescription }}

Audience{{ facBulk.targetSummary }}
Timing{{ facBulk.timingLabel }}
Calculation{{ facBulk.effectLabel }}
Behavior{{ facBulk.behaviorLabel }}
{{ p.name }}{{ p.status }}
{{ p.pct }}% preparedness · {{ p.detail }}
{{ p.impactNote }}
Budget{{ p.budgetBefore }} → {{ p.budgetAfter }}
{{ p.money }}
People{{ p.peopleBefore }} → {{ p.peopleAfter }}
{{ p.people }}
{{ p.outcomeTitle }}

{{ p.outcomeDescription }}

{{ p.requirementSummary }}
{{ p.requirements }}
Already-applied teams are skipped; the same inject cannot stack until the exercise is restarted.
Queued manual injects
Load a queue into the console to adjust recipients, then cancel the old queue and submit the replacement.
{{ facBulk.pendingCount }}
{{ q.code }}
{{ q.title }} · Round {{ q.round }}
{{ q.targets }} · {{ q.effect }}
No manual injects are queued.
{{ t.tag }}
{{ t.country }}{{ t.presenceLabel }}
{{ t.goal }}
{{ t.status }}
Budget
{{ t.budget }}
People
{{ t.hr }}
Built
{{ t.cards }}
Budget
People
Inject
{{ t.injectPreviewPct }}% · {{ t.injectPreviewDetail }} · queued Round {{ t.injectQueuedRound }} · already applied
Budget{{ t.injectBudgetBefore }} → {{ t.injectBudgetAfter }}
{{ t.injectPreviewMoney }}
People{{ t.injectPeopleBefore }} → {{ t.injectPeopleAfter }}
{{ t.injectPreviewPeople }}
{{ t.injectOutcomeTitle }}

{{ t.injectOutcomeDescription }}

{{ r.mark }} {{ r.label }}
Debrief pack — turn rationales
Captain rationales are archived when you advance the round. Use this during break, debrief, and at exercise end.
{{ d.tag }} {{ d.name }} {{ d.builtSummary }}{{ d.missionProgress }}
{{ o.text }}{{ o.progress }}
Gap: {{ o.gaps }}
This round (draft)
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Round {{ e.round }}{{ e.builtNote }}
{{ e.text }}
No rationale recorded yet.
No rationales yet — they appear here once captains write them and when rounds advance.
⚑
No scenario selected for this session
The exercise can't start until a scenario is chosen. Open Prepare → Scenarios, pick Use this scenario, then return to Run → Master Dashboard to start.
Waiting for the admin to select a scenario and start the exercise. This screen will be ready once they do.
{{ teamTag }}
{{ teamName }}
{{ goalText }}
Budget
{{ budgetText }}
Team
{{ hrText }}
Progress
{{ builtCount }}
{{ profLocationLabel }}
{{ profCapital }}
{{ profScaleLabel }}
{{ profPop }}
Team brief
General profile

{{ profGeneral }}

Cyber threat landscape

{{ profThreat }}

Cybersecurity maturity

{{ profMaturity }}

Starting position (pre-played)
At the start of the exercise your team already has {{ profStart }}.
Your objectives
What {{ teamName }} is expected to achieve by the end of the exercise — the debrief measures you against these.
{{ o.n }} {{ o.text }}{{ o.priority }} · {{ o.progressLabel }}
Mandate and operating position
Use this dossier to decide what your team can commit, what it needs from others, and where cooperation has limits.
{{ item.label }}
{{ item.text }}
Your capabilities
Everything your team has built so far, by track.
{{ g.label }} {{ g.count }}
✓
{{ it.name }}
{{ it.effect }}
Nothing built yet — head to the Play tab.
{{ scenarioImageAlt }}
{{ scenarioImageTypeLabel }} {{ scenarioImageName }} {{ mapCaption }}

{{ regionDesc }}

{{ mapTeamDetail.tag }}
{{ mapTeamDetail.name }}
Capital / base: {{ mapTeamDetail.capital }}
{{ mapTeamDetail.injectStatus }}
Mission
{{ mapTeamDetail.mission }}
Maturity
{{ mapTeamDetail.maturity }}
Threat context
{{ mapTeamDetail.threat }}
{{ regionNationTitle }}
Other Actors
{{ o.abbr }}
{{ o.name }}
{{ o.desc }}
Exercise profiles
Scenario context and team briefings from the active scenario — for facilitators and admin.
Team profiles
Other Actors
{{ o.abbr }}
{{ o.name }}
{{ o.desc }}
{{ scenarioImageAlt }}
{{ scenarioImageTypeLabel }} {{ scenarioImageName }} {{ mapCaption }}

{{ regionDesc }}

{{ mapTeamDetail.tag }}
{{ mapTeamDetail.name }}
Capital / base: {{ mapTeamDetail.capital }}
{{ mapTeamDetail.injectStatus }}
Mission
{{ mapTeamDetail.mission }}
Maturity
{{ mapTeamDetail.maturity }}
Threat context
{{ mapTeamDetail.threat }}
Other Actors
{{ o.abbr }}
{{ o.name }}
{{ o.desc }}
Available amount
{{ budgetText }}
{{ nextInjText }}
Resources
{{ hrText }}
People carry over between rounds
Capabilities ({{ capTotal }} cards)
Built {{ capBuilt }}Ready {{ capReady }}In plan {{ capPlan }}Locked {{ capLocked }}
Where you stand, by track
A count of your capabilities in each of the six tracks.
TrackBuiltReadyIn planLockedTotal
{{ r.label }}{{ r.built }}{{ r.ready }}{{ r.plan }}{{ r.locked }}{{ r.total }}
All tracks{{ capBuilt }}{{ capReady }}{{ capPlan }}{{ capLocked }}{{ capTotal }}
Your cards — have, can play & planned
Tap a card name for details. Add any ready card straight to this turn's plan.
CardTrackCostStaffStatusAction
{{ c.track }}{{ c.cost }}{{ c.staff }}{{ c.statusLabel }}
No cards in this view.
Standings — all teams
{{ facNote }}
TeamAvailable $PeopleBuiltReadyIn planLockedThis turn
{{ r.tag }}{{ r.name }}{{ r.presenceLabel }}{{ r.budget }}{{ r.hr }}{{ r.built }}{{ r.ready }}{{ r.plan }}{{ r.locked }}{{ r.status }}
Built = capabilities in place · Ready = prerequisites met, can be built now · In plan = staged for this round · Locked = prerequisites not yet built. Counts use the active V2 profile and scenario allowlist. Click Open to sit at any team's table.
Table cards
On screen: username, password, and table code for staff prep. Print: one self-contained sheet per team with the global scenario, that country or agency profile, the table code only, and the regional map. Observers open /app and enter the table code to watch. They cannot play.
{{ tableCardsError }}
Region
{{ tableCardsRegionTitle }}
{{ tableCardsRegionBrief }}
TeamBriefUsernamePasswordTable codeWatch
{{ c.profileKind }}
{{ c.teamName }}
{{ c.brief }} {{ c.username }} {{ c.password }} {{ c.viewCode }} Open /app and enter this code to watch. You cannot play.

Global scenario

{{ tableCardsRegionTitle }}
{{ tableCardsRegionBrief }}

{{ c.profileKind }}

{{ c.teamName }}
{{ c.brief }}

Table code

{{ c.viewCode }}

Open /app and enter this code to watch. You cannot play.

Who are we · What must we protect · What can we not do alone · What do we need from others
No captain seats yet. Choose Use this scenario first, then return here to print cards.
Administration & statistics
⚑
No scenario selected for this session
Open the Scenarios tab, pick Use this scenario, then return here to start the exercise.
✓
Active scenario: {{ scenarioLabel }}
This scenario will be used when you start the exercise.
Exercise profiles
Scenario framing and per-team briefing material for facilitators.
User accounts
Accounts start without passwords. Captains log in with the country or organisation name at their table (Helvar, Valmera, …). Admin can set a static username on a row; that login stays across scenario changes until admin renames it. Auto country-name logins follow the table and keep the same password. Captain passwords use the easy workshop format username-###; the three digits are random. Once set, they stay across exercise end, restart, and scenario changes. Only Generate passwords or Set/Reset on that row changes them. Facilitators keep strong, static passwords across exercises and scenarios. A facilitator password changes only when admin explicitly uses Set or Reset on that facilitator row. The single administrator account is admin. New facilitators start with workshop floors (activate injects, session control, advance/restart, break/debrief, resources). Toggle Library, cards, passwords, Play captains, and the rest only when needed.
{{ c.username }}{{ c.presenceLabel }} {{ c.password }} {{ c.viewCode }} {{ c.role }}
Login sessions
Current sign-ins and login/logout history for facilitators, captains, and admin. Only one active login per username — a second sign-in forces the first session out.
Current status
{{ s.username }} {{ s.role }} {{ s.status }} {{ s.location }} In since {{ s.loginAt }}
No one is signed in right now.
Activity log
{{ l.when }} {{ l.event }} {{ l.username }} {{ l.role }} {{ l.location }}
{{ l.detail }}
No login events recorded yet.
Admin password & recovery
Change your admin password. Facilitators cannot change their own passwords — ask admin for a reset.
{{ adminPwMsg }}
{{ recoveryMsg }}
Forgot-password uses the recovery mailbox set above.
Debrief pack — turn rationales
Archived captain rationales for the current exercise (same pack as on Run → Master Dashboard).
{{ d.tag }} {{ d.name }} {{ d.builtSummary }}
This round (draft)
{{ d.currentText }}
Round {{ e.round }}{{ e.builtNote }}
{{ e.text }}
No rationale recorded yet.
No rationales yet for this exercise.
Past plays
Open an evidence-led after-action report for objective progress, capability gaps, inject exposure, decisions and facilitator recommendations. Progress supports the debrief; it is not a team ranking.
{{ p.meta }}
{{ b.name }}
{{ b.val }}
No plays recorded yet. Exercises that finish past round 1, or that you restart / terminate after round 1, appear here for comparison.
Messages
Negotiate with other captains here. Captains can also message facilitators or admin when they are online. Staff can reply to any captain. All messages are saved for this exercise session for later review.
No exercise session id yet. Staff: start the exercise to mint one (shared with all clients). Messaging and feedback attach to that id until restart.
Session id: {{ playSessionIdShort }}
Recipients
Staff appear for captains only while online.
No recipients available yet.
Thread with {{ msgPeerLabel }}Inbox
{{ m.when }} {{ m.dirLabel }} {{ m.staffDir }}
{{ m.body }}
No messages in this view yet. Pick a recipient and send one.
{{ msgError }}
Exercise feedback
{{ evalIntro }}
Your assessment
Submitted {{ evalSubmittedLabel }} — you can update and resubmit.
{{ q.prompt }} ({{ q.reqLabel }})
Suggestions to change or improve the TTX
{{ evalError }} {{ evalMsg }}
Review responses
Average score
{{ evalOverallAvgLabel }}
{{ evalResponseCountLabel }} · scale to 100%
{{ a.prompt }} {{ a.avgLabel }}
{{ a.countLabel }}
{{ q.prompt }}
{{ a.teamLabel }}
{{ a.text }}
{{ t.teamLabel }} {{ t.captainLabel }}
{{ t.teamAvgLabel }} {{ t.when }}
{{ r.prompt }} {{ r.valueLabel }}
{{ x.prompt }}: {{ x.text }}
Suggestions
{{ t.suggestions }}
Individual submissions
{{ r.teamLabel }} {{ r.username }} {{ r.when }} {{ r.playSessionIdShort }}
{{ a.label }}: {{ a.value }}
Suggestions
{{ r.suggestions }}
No evaluation responses for this filter yet.
Questions
Admin can change the assessment prompts. Captains see and submit the live form; staff only review responses.
{{ p.idx }}. {{ p.prompt }} ({{ p.typeLabel }} · {{ p.reqLabel }})
Question {{ q.idx }}
Type
{{ evalEditError }} {{ evalEditMsg }}
Loading scenarios…
{{ libCountLabel }}
Start from a working structure
Create an editable four-round starter with team roles, round briefs and complete team dossiers. Nothing becomes active until you choose Use this scenario.
In use
{{ s.badgeLabel }} Updated {{ s.updated }}
{{ s.name }}
{{ s.region }} · {{ s.modelLabel }}
{{ s.rounds }}
Rounds
{{ s.nations }}
Teams
{{ s.cards }}
Start cards
{{ libEd.badgeLabel }}
{{ libEd.title }}
Scenario basics
Scenario image
One visual for Profiles / Region / Scenario Overview. Choose what it shows — works for multi-country workshops (geography) and national-level workshops (entities/roles as teams). Uploads need the server.
{{ libEd.scenarioImageTypeHelp }}
{{ libEd.scenarioImageNameHelp }}
Scenario image preview
Rounds & timing
{{ libEd.rounds }}
No fixed cap — set as many rounds as the scenario needs (1–40).
Schedule — breaks & debriefs
Toggle a break or debrief to run after each round.
RoundBreak afterDebrief after
Round {{ r.n }}
Round {{ r.n }} purpose, deliverable & debrief
Teams
No teams yet — add the first one.
{{ n.tag }} {{ n.name }} {{ n.entityTypeLabel }} {{ n.summary }}
Team details — {{ libEd.sel.name }}
Defaults to the country name in lowercase and name-###. You can change both before saving.
Shown as Country or Agency profile on print.
Optional percentage coordinates place this team on the operational scenario map. Supply both values or leave both empty.
Round envelopes
Granted to this team when each round begins. Round 1 is added on session start (on top of starting budget/people). Default is 0 for both.
RoundFundsResources
Round {{ e.n }}
Mandate, dependencies and negotiation position
Build the rule visually. Each group represents one capability area. The objective passes only when every group below passes.
No capability groups yet. Add a group, choose whether one card or every card is needed, then select the cards.
Capability group {{ g.number }}
{{ g.modeHelp }}
{{ c.code }}{{ c.name }}
Select at least one card. An empty group will be flagged before the scenario can be used.
Starting deck · pre-game
{{ libEd.sel.deckCount }} selected
Cards each team already holds when Round 1 begins. Missing prerequisites are flagged in Checks.
{{ c.code }}×
{{ g.label }}
Card prerequisites — this scenario
Override which cards must be built first, for this scenario only. Starts from the game-wide rules; changes here are saved with the scenario and don't affect other scenarios. {{ libEd.cardRulesLabel }}.
{{ g.label }}
{{ c.code }} {{ c.name }} {{ c.depCount }} req
{{ libEd.scenSel.code }}{{ libEd.scenSel.tier }}
{{ libEd.scenSel.name }}
Prerequisites
{{ p.code }}×
No prerequisites — buildable from the start in this scenario.
Add a prerequisite
Required by
{{ libEd.scenSel.dependentsText }}
Select a card to view and override its prerequisites for this scenario.
Scheduled injects
Every inject in the library can be scheduled. Pick an event, choose its round, then target every team or any combination of countries, agencies and organizations.
Round {{ p.round }}{{ p.countLabel }}
{{ item.title }}
{{ item.targets }}
No inject planned. This is allowed; confirm the round still has enough pressure or decision change.
No scheduled injects yet.
{{ r.code }}{{ r.title }}Legacy inline
Round 1–{{ libEd.rounds }}
Targets · {{ r.targetSummary }}
Starting-position preview
{{ p.name }}{{ p.pct }}%
{{ p.money }} · {{ p.people }}
{{ p.requirements }}
Preview uses each team’s starting cards. Capabilities built before this round can improve the live result.
Flexible / manual injects
Use this list for approved events without a fixed round. Every library inject is available here—even if its suggested default is Scheduled—and the facilitator decides when to activate it during play.
No flexible injects selected. Unscheduled events are not added automatically; choose the ones the facilitator may use at their discretion.
Checks
{{ c.text }}
{{ libEd.saveHint }}
{{ libToast }}×
Injects
Injects Library
{{ injectMgr.countLabel }}
{{ injectMgr.serverNote }}
{{ injectMgr.form.title }}
A suggestion only. Every inject can be assigned either way in a scenario.
Prepared if team has any of these cards
Leave empty to use scenario capability cards instead.
None selected — uses scenario capability cards.
V2 preparedness rules
Structured JSON is retained exactly. Each requirement group uses an id, label, and anyOf or allOf card codes. Effects may define 25, 50, 75, and 100 percent levels.
Add / Create new inject
Define a new scheduled or flexible inject for the library — code, title, effects, and optional prepared / unprepared variants with required cards. Opens the same editor used for Edit.
{{ r.code }}{{ r.kindLabel }}
{{ r.typeLabel }}

{{ r.title }}

{{ r.description }}

Possible resource impact{{ r.effectSummary }}
Preparedness{{ r.preparednessLabel }}
{{ r.calNote }}
No injects match your search.
{{ injectMgr.toast }}
Game-wide · affects all scenarios
Card dependencies
{{ cardMgr.deps.overrideLabel }}. Editing a card's prerequisites changes it for every scenario.
Card pool
{{ g.label }}
{{ c.code }} {{ c.name }} {{ c.depCount }} req
{{ cardMgr.deps.sel.code }}{{ cardMgr.deps.sel.tier }}
{{ cardMgr.deps.sel.name }}
Prerequisites
{{ p.code }}×
No prerequisites — this card is buildable from the start.
Add a prerequisite
Required by
{{ cardMgr.deps.sel.dependentsText }}
Select a card to view and edit its prerequisites.
Deck · shared across scenarios
Cards
{{ cardMgr.countLabel }}
{{ cardMgr.serverNote }}
Card quality & overlap review
Review content completeness, artwork, mechanics and deliberately related capabilities. A related pair is not automatically a duplicate.
Quality ready{{ cardMgr.governance.readyCount }}/{{ cardMgr.governance.total }}
Artwork ready{{ cardMgr.governance.artReadyCount }}/{{ cardMgr.governance.total }}
Needs review{{ cardMgr.governance.needsReviewCount }}
Documented overlap pairs{{ cardMgr.governance.declaredCount }}
Possible duplicate names{{ cardMgr.governance.sameNameCount }}
Quality exceptions
All active cards currently have complete decision copy, at least two team deliverables, facilitator metadata, valid mechanics and artwork.
{{ issue.code }} — {{ issue.name }}
{{ issue.issues }}
Related and possible duplicate cards
The six approved Full 77 overlap pairs are shown as distinct maturity or operating steps. Possible duplicate names created later are also surfaced here for review. Consolidate references before deleting either card.
{{ pair.kindLabel }}
{{ pair.left.code }}{{ pair.left.tier }}{{ pair.left.group }}
{{ pair.left.name }}
What it is{{ pair.left.definition }}
What this builds{{ pair.left.effect }}
Money{{ pair.left.cost }}People{{ pair.left.effort }}
{{ pair.right.code }}{{ pair.right.tier }}{{ pair.right.group }}
{{ pair.right.name }}
What it is{{ pair.right.definition }}
What this builds{{ pair.right.effect }}
Money{{ pair.right.cost }}People{{ pair.right.effort }}
Why they remain distinct: {{ pair.rationale }}
{{ cardMgr.form.title }}
Card details
Code
Codes are stable identifiers used by scenarios and injects.
Group
Name
Tier
Cost (− spend / + gain)
Effort (people)
What it is
What this builds
Why it matters
Team deliverables
V2 metadata
Capability class
NCS Guide references
Tags
Overlap governance
Use this only when another card covers related subject matter but represents a different maturity step, institution or operating outcome.
Related card
Candidate context
{{ cardMgr.form.candidateContext }}
Why these cards remain distinct
Card art
Card preview
{{ cardMgr.form.imgName }}
{{ cardMgr.form.imgHint }}
Prerequisites — cards required before this one
None selected — this card is buildable from the start.
{{ cardMgr.form.depCount }} selected
{{ c.code }} {{ c.name }}
Impacts — other cards that should require this one
None selected — playing this card unlocks nothing new. That's fine.
{{ cardMgr.form.impactCount }} selected — these will list this card as a prerequisite.
{{ c.code }} {{ c.name }}
Deleted cards
{{ cardMgr.deletedCount }} recoverable card(s), hidden from every deck.
{{ d.code }} — {{ d.name }} {{ d.type }}
For captains:
For facilitators:
{{ sec.label }}
{{ c.code }}{{ c.typeLabel }}{{ c.tier }}{{ c.qualityLabel }}{{ c.relatedLabel }}
{{ c.name }}
What it is{{ c.definition }}
What this builds{{ c.summary }}
Why it matters{{ c.why }}
Money{{ c.cost }}People{{ c.effort }}
{{ c.pathText }}
Needs: {{ c.depsText }}

Unlocks: {{ c.impactsText }}
Class: {{ c.classText }}
Guide: {{ c.guideText }}
Tags: {{ c.tagsText }}
No cards match your search.
Capability card artwork
{{ cardMgr.zoom.code }}{{ cardMgr.zoom.theme }}{{ cardMgr.zoom.tier }} · {{ cardMgr.zoom.typeLabel }}
{{ cardMgr.zoom.name }}
Money
{{ cardMgr.zoom.cost }}
People
{{ cardMgr.zoom.effort }}
What it is
{{ cardMgr.zoom.definition }}
What this builds
{{ cardMgr.zoom.effect }}
Why it matters
{{ cardMgr.zoom.why }}
Prerequisites
{{ d.code }} — {{ d.name }}
Unlocks (cards that require this)
{{ d.code }} — {{ d.name }}
V2 facilitator metadata
Capability class: {{ cardMgr.zoom.capabilityClass }}
Guide references: {{ cardMgr.zoom.guideRefs }}
Tags: {{ cardMgr.zoom.tags }}
Objective links: {{ cardMgr.zoom.objectiveUses }}
Inject links: {{ cardMgr.zoom.injectUses }}
Team deliverables if built
{{ cardMgr.zoom.assignment }}
{{ cardMgr.toast }}×
{{ modalLane }}
{{ modalCode }}
{{ modalCardImg }}
{{ modalLane }}{{ modalCode }}{{ modalTier }}

{{ modalName }}

What it is

{{ modalDefinition }}

What this builds

{{ modalEffect }}

Why it matters

{{ modalWhy }}

Money{{ modalCost }}
People{{ modalHr }}
Capability pathway
Prerequisites{{ modalPrereqCount }}
Unlocks{{ modalUnlockCount }}

{{ modalPathText }}

You need first
{{ d.mark }} {{ d.code }}{{ d.name }}
What this enables
{{ d.code }}{{ d.name }}
Your team's deliverables if you build this
{{ modalAssignment }}
{{ modalBlockedText }}
Before you start
Please enter the host City and Country for this exercise before starting. These identify the saved play in Administration & statistics.
✓
Exercise complete
All configured rounds are done — captains cannot plan or play further. Gather for the group debrief, or staff can add another turn to continue past the scenario length.
!
Irreversible transfer
This trade cannot be undone. Mistakes are not recoverable.
{{ tradeConfirmText }}
{{ toast }}×