Raising awareness of cyber threats and defences
Can attacker’s threats beat the defender’s security posture?
Practice cybersecurity decision-making
Three games of increasing complexity
General rules
Each side (individual players or teams) gets a set of five dice – the red set for Attackers, the blue set for Defenders.
Each side has up to three throws but can choose to stop after one or two throws if preferred. The side throwing second is then limited to that number of throws.
There are three suggested games, each with different ways of using the dice and increasing complexity to play.
Game 1 – ‘Yahtzee’ rules
Each set of dice has a scale of importance (from lowest to highest):
Valid dice combinations, in increasing order of value, are then:
Game 2 – Combat mode
Either side may start the game, and play is then determined by the winner of prior rounds.
Responding players need to combat what the opening side has thrown, e.g.:
To win a round players need to throw more defence dice than the corresponding attack (or vice versa) – e.g. if 2 Malware dice are thrown then defenders need 3+ of other relevant dice to defend (e.g. 3 Backup, 3 Configuration or 3 Internet Security).
If a matching number of attack/defence dice are thrown (e.g. 3 Malware and 3 Backup), then the round is a draw (no point scored).
Zero Day Attacks can only be defended by throwing:
Holistic Cyber Security can be attacked by throwing:
Turn taking
Game 3 – Attack Matcher
Each attack die can be combatted by defence dice as follows:
Cyber Defence Dice game concept and design
© Steven Furnell, Lucija Šmid, James Todd and Xavier Carpent, 2025.
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