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World's largest cyber defense competition cofounded with the Air Force to inspire students towards STEM careers
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Low- and no-cost professional training solutions through certification prep courses and cybersecurity awareness training.
Research-based cybersecurity courses aimed at helping individuals in states and communities nationwide to develop and improve their own cybersecurity programs
We customize training, host workshops, and conduct community-wide exercises to suit your organization’s individual needs
Cyber Threat Guardian (CTG) is a multi-player card game, for ages five and up, that introduces players to technology and cybersecurity terms and concepts.
Like other family games, it involves a little strategy and a bit of luck. This game provides a fun way for younger children to begin learning about patterns, online safety practices, technology terminology and cyber-safety!
CTG is also an easy card game for the classroom where students learn as they play. For more information on how to play, download the rulebook or watch a game in action.
In Cyber Threat Guardian, the goal is to build a network and protect it from your opponent. While building up a network of assets, each player must also work to defend their network from their opponent’s attempts to disrupt their system from cyber threats. Players quickly learn that for every attack there is a specific defense. The player with the most complete set of security defenses will be the one to protect their critical systems and emerge victorious.
There are two primary objectives to consider when playing:
However, the rules and game setup vary for three different age groups: Grades K-1, Grades 1-2, and Second Grade and up. Choose the game option that best fits your needs.
Regardless of the game option you choose, blue asset cards should be placed closest to the player. Green defense cards are place above the asset cards. Red attack cards are place above the defense cards. If players are using a CTG game mat, cards will be placed in their respective areas as identified on the mats.
Below is a sample layout of how cards should be placed. Note that the cards demonstrate how cards align with their icon categories, which supports game play for grades 1-2 and grades 2 and up.
In Cyber Threat Guardian, there are four category icons. For grades 1 and up, players must use the icons to matchup their cards when attempting to play them. These categories are represented by the following four icons:
The house icon represents the private information that can be found on computers and devices.
The lock icon represents the hardware used with computers and devices.
The shield icon represents software used with computers and devices.
The wireless icon represents wireless applications with computers and devices.
The game setup and rules vary for three different age groups. Select the game option below that best fits your audience and/or interest. Enjoy!
NOTE: In this version of the standard game, players must use the category icon to matchup their cards when attempting to play them.
A. Each player begins this version of the game without any blue asset card in front of them in the playing area at the start of the game.B. Shuffle the cards. Once the deck is shuffled, the deck is set to the side of the playing area. This is called the draw pile.C. Asset Cards are placed closest to the player. Defense cards are placed above the asset cards with the same category icon. Attack cards are placed above asset or defense cards of the same category.D. The red attack card with the four category icons can be used to move any of the green defense or blue asset cards.
Step 1Both players draw two cards from the draw pile (it does not matter who draws first). Depending on the color of the card, players can make the following moves:
Note: Cards are played in the following order: blue asset cards, green defense cards and then red attack cards.
Step 2Play continues with each turn, both players drawing one card and attempting to play that card as above.Step 3Once the players use all the cards in the draw pile, the game ends. Players will then count the number of asset and defense cards that they have in front of them. Each card is worth 1 point. The Player with the most points wins the game.
In developing this game, we recognize that we have taken some liberties with how things actually work. We have attempted to keep true to the spirit of computer security, but for playability reasons have slightly modified how things might actually work in reality. We believe, however, that the game is close enough that individuals playing the game will be able to gain some understanding of basic computer security concepts.
The CIAS was established at UTSA in June of 2001 as part of UTSA’s creation of a cybersecurity program. The CIAS delivers quality research, training, K-12 education, and competition and exercise programs to advance organizational and community cybersecurity capabilities and collaboration.