Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Cooperate as cybernetic rebels, build command decks, move avatars through five modular servers, install programs, suppress hostile sparks, and complete escalating objectives.
Core mechanisms
Key systems that shape the decisions players make.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Deck / Bag Building
Add new pieces during play to improve the cards, tokens, or dice drawn later.
Modular Board
Build the play area from interchangeable sections that vary between games.
Network and Route Building
Create connected routes that improve reach, delivery, control, or scoring.
Command Cards
Use cards to issue orders and determine which units or actions can activate.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Read the full game description
Deckers is a heavy cooperative network-hacking game for one to four players. A modular system of five servers is controlled by one of seven distinct Super-Massive Computers, while each player pilots an asymmetric Decker profile with a personal command deck. Across three turns per Decker, cards provide the commands used to move, install and upload programs, shift hostile pieces, modify code, upgrade the deck, and infect defended spaces. Sparks spread and combine into guardians, captured programs weaken the team, and the SMC attacks and advances its own plan after the players act. A fresh objective shapes every round, asking the team to coordinate position, card timing, colors, and shared infrastructure. Complete the final objective to overthrow the machine; allow the defenses or objective pressure to overwhelm the network and every Decker loses together.