Each round has five phases. Suggested timings for a 60-minute session (5 rounds): Collaborate 1:00, Operate 3:00, Eliminate 3:00, Innovate 2:00, Increment+debrief 3:00.
1) Collaborate (1 minute)
- Groups use their Slack channels to discuss strategy.
- Hackers coordinate who will infect balls this round and how to avoid detection.
- Intrusion teams decide monitoring strategies (e.g., who watches packets vs. who forwards them).
Discussion tie-ins: threat intelligence sharing, operational communication channels, false positives/negatives.
2) Operate (pass the packets)
- Pass the balls to the students in the first row; students immediately bounce balls to other students toward the basket. Balls may take many different paths to the destination, mimicking the real-world network traffic.
- When all ping-pong balls arrive at the basket, the facilitator inspects which balls have stickers.
- Students should not stop infected balls.
Discussion tie-ins: packet fragmentation, telemetry fidelity, packet inspection trade-offs (latency vs. visibility).
3) Eliminate (nomination & vote)
- The class nominates up to two suspects (names/positions). The team may decide to nominate none.
- Each nominated student has 10–20 seconds to defend themselves.
- Class votes; the highest-voted student is removed from the game (no longer passes or receives balls next rounds).
- Note: removal simulates quarantining or isolating a suspected node.
Discussion tie-ins: human-in-the-loop decisions, investigation workflows, cost of false positives (removing a benign node).
4) Innovate (optional purchase/change)
- The team may "invest" in an innovation that changes the rules for the remainder of the game (facilitator approval required). Innovations should relate to real-world security controls. Maybe start the discussion by asking, "Why is it so hard to detect threats? What would make it easier?"
- Examples (and real-world mapping):
- Let students inspect a ball for 1 second before passing (packet inspection).
- Restrict ball movement to vertical lanes only (network segmentation).
- Require all balls from a table pass through one person (firewall / chokepoint).
- Allow a short yes/no question to a previously identified suspect (active response).
- Facilitator may refuse innovations that break realism or unbalance the game. Encourage students to justify the innovation's cost/benefit.
Discussion tie-ins: trade-offs in deploying controls, cost/impact on business processes.
5) Increment (dwell time)
- Increment the dwell time counter by 1. If dwell time equals the pre-set maximum (URL dt), the game ends with "System Compromised."
- Otherwise, proceed to the next round beginning with Collaborate.