
- BGG rating
- 7.8
Exploit Zero: Tsim Sha Tsui Expansion
- 1–6 players
- 30–60 min
- 2019

2019
Rules assistance for Exploit Zero: Cyberpunk Espionage and Mayhem
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Exploit Zero: Cyberpunk Espionage and Mayhem is a board game released in 2019 for 1–6 players, 30–60 minutes per game, and ages 12 and up. It was designed by Patrick Todoroff and its main mechanics are Variable Player Powers, Dice Rolling, and Cooperative Game.
Corporate wars, shadow ops, cranial jacks, cyber-augmentations… you’ve been here before. You know how this goes. But familiarity breeds sloppiness and sloppiness will get you dead with a capital ‘P’ for Permanent. So you’ve got no excuses. You have a team, you have a boss, and that boss just gave you a job. Take whatever you need: weapons, micro-drones, dark-ware, pharma-derms, stealth gear... Just get it done. Because the particulars may change but the bottom line is the same: bring the package back or don’t come back at all. Welcome to New Kowloon, 2069. Now get to work. Exploit Zero - Cyberpunk Espionage and Mayhem. A table top war game set during the Corporate Wars of 2069 in the mega-city of New Kowloon. Miniatures agnostic. 1 - 6 Players, Co-op or Solo Mode. Made for 15mm - 28mm miniatures. Grab your friends, create a team of elite Agents, and select a mission. It's time to run-n-gun. Exploit Zero uses four types of polyhedral dice: D4, D6, D8, and D10. The D4 Die is used exclusively for H-SEC spawning at the game’s Arrival Locations. The D6, D8 and D10 are used in game to determine the success of a model’s actions. For Agents, these three dice constitute their Dice Pool. These dice are used over the course of the Agent’s activation to attempt Actions and the Dice Pool is renewed every turn. The die types can be used in any order the player desires, however each type can only be used once. THE DICE POOL, ACTIONS, AND DIMINISHING POSSIBILITIES Except for special circumstances, Agents are allowed Three (3) Actions per Phase. The Target Number to perform an Action successfully is a 4+. To act, simply declare the intended Action (Move, Shoot, Activate CAP, etc) select one of the die types in the Dice Pool and try for a 4+, accounting for modifiers and penalties. Every 4+ is a Success. Less is a Failure. To represent the stress and diminishing possibilities in a tense, frenetic combat situation, each Die Type can only be used once. One chance with a D10, one with a D8, and one with a D6. That’s it. Although Specialization Protocols permit an Agent to roll two of a given die type in certain circumstances, the Die Type can only be used once per AGENT PHASE. In either case, once the Agent’s Dice Pool is depleted, they can no longer act that Game Turn. This means Agents must prioritize their intended actions and allocate whichever Die Type they feel gives them the best chance at success. Die types do not have to be used in any particular order. TWO DICE BONUS Most action rolls are attempted with a single die type, however certain Agents stand a better chance at succeeding at certain Actions, ones linked to their Specialization Protocol. Depending on their SP, Agents can roll TWO dice of a particular type and choose the best result when attempting certain actions. This ‘Two Dice’ bonus also applies to activating those specific Combat Augmentation Programs related to their area of expertise. All this really means is that while all Agents can attempt any Action or try to activate a CAP, a Razor is far more deadly in a Close Combat situation, and when it comes to hijacking the Cerberus security drone that just stomped into the room, you’ll be thanking the Dark Net loa you’ve got a decent Splicer at your side. —description from the publisher
Exploit Zero: Cyberpunk Espionage and Mayhem supports 1–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Exploit Zero: Cyberpunk Espionage and Mayhem is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Exploit Zero: Cyberpunk Espionage and Mayhem for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Exploit Zero: Cyberpunk Espionage and Mayhem has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Exploit Zero: Cyberpunk Espionage and Mayhem belongs to these categories: Wargame, Miniatures, and Science Fiction. Its main mechanics are Variable Player Powers, Dice Rolling, and Cooperative Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Exploit Zero: Cyberpunk Espionage and Mayhem are: Patrick Todoroff. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Exploit Zero: Cyberpunk Espionage and Mayhem as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.