Game Overview
Siguru is a team-based learning game about cybersecurity. You do not need to know every term before you begin. The goal is to learn together, discuss cyber threats and defenses, have fun, and try to beat the other team.
Teams: Siguru is normally played 2 against 2.
Levels: Term Cards are divided into three levels of difficulty:
- Level 1: Fundamental attacks and concepts that everyone should know.
- Level 2: More sophisticated attacks and concepts.
- Level 3: Advanced attacks and concepts.
Important: If your organization, teacher, or facilitator has prepared a specific deck or given you special setup instructions, use the cards you have been given and follow those instructions. Do not substitute or add cards unless you are told to do so.
If no specific setup has been provided, you can choose or draw freely from the available cards. For new players, starting with Level 1 Term Cards is recommended.
How to Play
1. Setup
For each game, each team normally starts with 7 Term Cards and 3 Action Cards.
- Term Cards contain cybersecurity attacks, threats, techniques, and related concepts.
- Action Cards change or influence the game. They may be played before, during, or after a turn or round, as stated on the card.
The same 7 Term Cards are used by a team in all 3 rounds of that game. Do not replace them between rounds. The order of the Term Cards does not matter.
The 3 Action Cards are for the whole game, not for each round. Once an Action Card has been played, set it aside for the rest of that game unless the card says otherwise.
2. Match, Game, Round, and Turn
- Match: The standard match consists of 2 games. You can agree on a different match length if you want, unless your organization or facilitator has specified otherwise.
- Game: Each game consists of 3 rounds.
- Round: In each round, both teams get one turn.
- Turn: A team has a maximum of 60 seconds. One player explains and the teammate guesses.
Start of the match: Randomly choose which team starts the first round, for example with rock, paper, scissors. After that, alternate which team starts each round for the rest of the match.
During a turn: One team plays while the opposing team listens and stays engaged. Either team may play Action Cards when permitted by the text on the card.
End of a turn: The turn ends when 60 seconds have passed or when the team has gone through all 7 Term Cards, whichever happens first.
3. The Three Rounds
Use the same 7 Term Cards in all three rounds. Only the task changes:
- Round 1 - Explain the Concept: Explain the concept without saying the term itself.
- Round 2 - Explain the Attack: Explain how the attack works without saying the term.
- Round 3 - Explain the Defense: Explain how to protect against it without saying the term.
Switch the explainer and guesser roles after each round so both players take turns explaining.
4. Scoring and Passing
Correct answer: A correctly guessed Term Card earns 1 point. Set that card aside for the rest of the turn and continue with the next Term Card.
Pass: If you cannot answer, say “Pass”, set the card aside, and continue with the next Term Card. Passing is completely fine. Keep passed or unclear cards separate so you can review them after the round.
5. After Each Round: Review and Learn
Do not use the QR codes while the timer is running. After both teams have completed their turn in the round, review any cards that were passed or unclear.
- Ask whether the other players know the answer.
- If no one does, scan the QR code on the card.
- Read the explanation together. You can select your language on the website.
- If an organization code is required for your session, use the code provided by the person or organization running the game and enter it when prompted.
Then collect all 7 Term Cards. Use those same 7 cards again in the next round.
6. After Each Game
After Round 3, the game is over. For the next game, each team normally takes 7 new Term Cards and 3 new Action Cards. If you have been given a specific deck or progression by your organization or facilitator, follow those instructions instead.
7. Winning the Match
Keep a running score across all games in the match. Each correctly guessed Term Card is worth 1 point. The team with the highest total score at the end of the match wins. If the scores are equal, the match is a draw.
If you continue with another match, reset the score. You may also change teammates between matches to vary the experience.
8. Action Cards
Action Cards add variation and strategy. Always read the text on an Action Card aloud when you play it, and follow the instructions on the card. If an Action Card explicitly changes a normal rule, follow the card for that play. Do not invent additional effects.
If a card is unclear, make a simple and fair interpretation, keep playing, and discuss it after the round rather than stopping the game for a long rules debate.
9. If Something Is Unclear
Keep the game moving. If a minor rule question or disagreement comes up, choose the simplest fair solution and continue. What matters most is that you play, discuss, and learn. Rock, paper, scissors is a quick way to settle small disputes.
Progression & Optional Variations
The rules above are the standard way to play Siguru. The game can also be adapted to different groups, learning goals, and knowledge levels. However, if your organization, teacher, or facilitator has provided a specific deck or local instructions, those instructions take priority.
Choosing Term Cards
- Start with Level 1: Recommended for new players or mixed-experience groups.
- Increase the challenge: Add Level 2 and Level 3 Term Cards as players become more comfortable.
- Mix levels: Combine cards from different levels to create a varied game.
- Use a dedicated deck: Organizations can prepare specific Term Card sets to match particular roles, risks, training goals, or knowledge requirements.
Adjusting Action Cards
The standard setup is 3 Action Cards per team for each game. If no specific instructions have been provided, your group may agree to use fewer, more, or no Action Cards depending on the desired level of complexity. For first-time players, the standard setup is recommended.
The core goal remains the same: keep the game moving, discuss what you do not know, learn from one another, and have fun.
About Us
Associate Professor Marcus Nohlberg leads the Siguru team and has more than 30 years of experience in IT and over 21 years of research experience in human aspects of information security. Our mission is to make cybersecurity training accessible, engaging, social, and enjoyable.
"We believe that learning should be enjoyable. Siguru combines the seriousness of cybersecurity with the excitement of gameplay to deliver an unparalleled training experience."
Interested in Siguru?
Contact us at marcus [at] nohlberg [dot] com if you want to use Siguru in your organization, arrange a demo, or ask a question.