Network access // v3.5

The Architect

Infiltrate. Steal the Payload.
Get back out.

A competitive tactical board game where every path you take in becomes the route you must survive on the way home.

Scroll to infiltrate
02—05Runners
30—60Minutes
12+Ages
Networks
00 // One turn. Your call.

Four movement.
Three Exposure.

You are three layers from Root. Your Safe roll gives you 4 MP—enough to take the hot line now or stop on blue and cool.

Safe roll // 4 movement points Exposure 3/5
Layer 12 // You are here
Mainframe Open Port card in Layer 12 You
Undernet Hub card in Layer 12
Layer 13 // The choice
Mainframe Firewall card in Layer 13 Pass: +1 Exposure
Undernet Cold Storage card in Layer 13 Land: −2 Exposure
Layer 14 // Final gate
Mainframe Open Port card in Layer 14
Undernet Dead Drop card in Layer 14 Blocked: pass through only
Root // Control code Root Directory card Spend 1 MP to enter

Decision 01 // You rolled a 4

Push—or disappear?

Race through the Firewall and take the Payload at 4 Exposure, or spend 3 MP to switch rows and end in Cold Storage at 1.

Rules-accurate mini-turn // Three of fourteen network layers shown. No Mod played.

01 // The mission

Steal the code.
Survive the return.

The world belongs to the Architect. Its network decides who gets paid, who gets through, and who gets erased.

You are a Runner carrying illegal tools into the most protected system on Earth. Punch through the exposed Mainframe or disappear into the Undernet, seize the control code at Root, then retrace a network your own choices have changed.

Reaching Root is only the turn.

The complete two-row network laid out between Entry and Root
Fig. 01 A different network is dealt for every infiltration.
02 // What kind of game is it?

A tactical infiltration game.
Driven by a race.

The Architect is a competitive board game about reading a shifting system, committing to a route, and managing how much risk you can carry.

CompetitiveTacticalVariable setupHigh interaction

Variable board

Every network is different.

Twenty-eight Track Cards are dealt into fourteen two-row layers, creating a fresh route puzzle every game.

Route planning

Your way in writes the way out.

Every Node you enter is marked on your Route Ledger. On the return, the paths you skipped become the paths you must take.

Push your luck

Roll safe—or Sprint.

Roll one die with no cost, or roll two for speed and immediately gain Exposure. The faster line is rarely the safer one.

Hand management

Risk takes up space.

Your five hand slots are shared by tactical Mods and locked Exposure cards. As the heat rises, your options disappear.

Tactical interference

Plans are made to be broken.

Rewire the board, move a rival, corrupt their hand, or spend cards to block an attack. Every Runner can change the problem.

Mission arc

Root is only halfway.

Be first to steal the Payload, then survive the route back to Entry. The leader becomes the target in a tense second act.

03 // Choose your route

Speed leaves a trace.
Cover costs time.

Every layer presents a decision. Run hot through the Mainframe, or pay the price to vanish below.

Five red Mainframe cards arranged top-down on an industrial table
MAINFRAME // RED Move fast. Burn bright.

Cross red Nodes for less movement, but watch your Exposure climb. At five, the system crashes your run.

04 // The run

Infiltrate.
Take Root.
Get out.

The board is simple. The consequences are not.

01

ENTRY → ROOT

Build your way in

Roll for movement. Change rows. Mark every Node you enter on your Route Ledger—the network is writing your exit plan as you go.

02

ROOT // PAYLOAD

Steal the control code

Reach the Root Directory and flip your Runner to reveal the Payload. Now the network knows exactly where you’ve been.

03

ROOT → ENTRY

Survive your own route

On the way out, incomplete layers force you into the path you skipped. Rivals rewire the board. Exposure closes in. First home wins.

Procedural board

No two breaches are the same.

Twenty-eight Track Cards become a fresh two-row network every game. Read it fast, then make it yours.

A high-resolution top-down game of The Architect with eight network cards, three Runners, Entry, Root, and a Route Ledger
Root Kit

Rewrite the system.

Rewire connections, scramble facilities, ghost your movement, or corrupt a rival’s tools.

Exposure

Every shortcut has a cost.

Every trace gives the Architect another piece of your route. As Exposure fills your hand, the tools you brought in are squeezed out and your options disappear. Let the system complete the lock and it severs the Payload, burns your kit, and purges you deep into the Undernet—alive, exposed, and forced to breach Root all over again.

05 // Open the Root Kit

Tools for the run.
Weapons for the race.

Every Mod competes with Exposure for one of five hand slots. Keep the right answer—or use it before the network takes that option away.

REWIRE Root Kit card

Network Mod // Blockable

Rewire

Swap two unoccupied Track Cards. The route stays marked—but the terrain beneath it changes.

Use it when: a rival’s clean return route is one swap away from becoming a trap.

See every card in the rulebook
07 // Physical edition

Coming soon

Own the
breach.

A compact tactical game that opens into a table-sized network—built for sharp decisions, dramatic reversals, and the immediate demand for one more run.

Physical edition coming soon Playtest now

Release details and availability to follow.

Three-dimensional mockup of The Architect box surrounded by Entry, Root, network cards, Root Kit cards, Exposure, and five Runner markers
Physical editionProduct visualization
01

A network that never repeats

Twenty-eight Track Cards deal a new two-row infiltration puzzle every time the box opens.

02

A race with a second act

Stealing the Payload makes you the target. Winning means surviving the route back out.

03

Interaction with counterplay

Rewrite the board, pressure a rival, or burn precious cards to block the attack you saw coming.

04

Compact box. Full table presence.

Network terrain, tactical Mods, Route Ledgers, anchors, and five distinct Runners create a complete physical system.

08 // Designed by

A system built
through play.

The Architect is an independent tabletop game from JRZ Ventures LLC, developed around one central idea: the route you choose should become the problem you have to solve.

The next phase moves the system onto the physical table. Prototype sessions will sharpen pacing, clarify the teach, and make every card earn its place before the game reaches production.

Current build
Rules v3.5
Development
Active playtesting
Owner
JRZ Ventures LLC
09 // Get updates

Stay inside
the network.

Get prototype progress, playtest openings, production updates, and the signal when the physical edition is ready.

  • Prototype and production progress
  • New online and tabletop playtests
  • Release and availability announcements

Open a secure channel

Entry Node open

The system is waiting.

Steal the code. Survive the return. Rewrite the world.

Access gate // Prototype v3.5

Enter the network.

The online build is an active prototype. Share your email to unlock the playtest and receive occasional development updates.

Live breach 2–5 players

Run a complete match together through real-time multiplayer.

Training run Play against bots

Test the system, learn the route, and practice before facing other Runners.

Privacy // Email updates

Your signal stays yours.

JRZ Ventures LLC uses submitted email addresses to provide playtest, development, production, and launch updates for The Architect. Information is processed by the services used to host this site and deliver those updates. It is not sold.

You may unsubscribe at any time using the instructions included with an update.

Expanded game photograph