Hackers’ Epoch Cybersecurity Card Game – Classic Edition

Hackers’ Epoch Cybersecurity Card Game – Classic Edition


Hackers’ Epoch Cybersecurity Card Game is a tool for teaching students many of the terms associated with threats and vulnerabilities within the scope of Cybersecurity. These cards gamify some aspects of cybersecurity training and provide the educator with a starting point for the discussion of cybersecurity principles with students. As students play the game, they use the cards to build their own network infrastructure and defend it, while attempting to Deceive, Disrupt, Deny, Degrade, or Destroy systems and services belonging to other players. The goal is to add as many systems as possible to one’s own infrastructure before the game ends.

The following domains are used within the card game:

  • Malware
  • Network Intrusion
  • Social Engineering
  • Web Exploitation
  • SCADA Sabotage
  • Physical Intrusion

Within those domains, the following cards represent the various threats, vulnerabilities, and mitigations:

  • Advance Persistent Threat
  • Antivirus
  • Backup Power
  • Blackout
  • Botnet
  • Cross-Site Request Forgery
  • Deceive and Disrupt
  • Degrade and Destroy
  • Denial of Service
  • Drive-By Download
  • Encryption
  • Footprinting
  • Hacktivist
  • Infiltrator
  • Infrastructure Upgrade
  • Lockdown
  • Man in the Middle
  • Network Breach
  • Password Cracking
  • Phishing
  • Port Scan
  • Ransomware
  • Reimage
  • Replay
  • Session Hijacking
  • Spam Filter
  • Spear Phishing
  • Spoofing
  • Switch Attack
  • Trojan Horse
  • Unforeseen Circumstance
  • Upgrade and Patch
  • Validation
  • Viral Worm
  • War Driving
  • Zero Day