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DICE

DEFENSIVE INCIDENT CONTAINMENT EXECRCISES

Tabletop exercises are how teams discover their playbook is wrong — before the breach proves it. DICE turns that conversation into a turned-based simulation. Roll the dice. Make the call. Watch the blast radius react in real time.
HOW IT WORKS
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d20
CORE DICE MECHANIC
40+
SCENARIO LIBRARY
7
OPERATOR ROLES
BRANCH POSSIBILITIES
THE INSTRUMENT

A turn-based simulation engine that puts your incident response plan on the table, then breaks it on purpose.

DICE does one job. It runs realistic incident scenarios against your team as a structured, turn-based encounter — dice, character sheets, attack rolls, saving throws — so the decisions, the handoffs, and the gaps get rehearsed under pressure instead of discovered during a breach.

FORM FACTOR

Browser-based simulation engine. Runs in any modern browser — no install, no client software. The Dungeon Master drives the session; players connect from anywhere.

SESSION MODEL

Turn-based encounters with initiative order, action economy, and time-pressure rounds. A 90-minute session typically covers six to ten in-game rounds — roughly four to twelve hours of real incident wall clock.

INPUTS

A scenario from the library — or a custom one you author. Optional player roster with assigned roles (Analyst, Hunter, Responder, Engineer, Intel Officer, Commander)

OUTPUTS

A complete session log with every action taken, every die rolled, every threshold missed. Containment timeline, dwell-time delta, and an after-action report mapped to the NIST IR lifecycle and MITRE ATT&CK.

INTEGRATIONS

Discord, Teams, and Slack for player chat.

THREE PILLARS OF PLAY

Scenarios, roles, and dice. The same three legs every tabletop has stood on for fifty years — pointed at your runbook.

A DICE session has three moving parts. The scenario sets the adversary, the kill chain, and the constraints. The roles assign who at the table can do what. The dice mechanics decide whether the action lands, partially lands, or fumbles into the next problem.

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PIL. 01

The Scenario

Every encounter starts from a scripted incident — ransomware detonation, supply-chain compromise, insider exfil, BEC wire fraud, cloud key leak. Each scenario ships with an adversary profile, a kill chain in ATT&CK notation, and branching outcomes that change with your rolls.

LIBRARY40+ scenarios
MAPPED TOMITRE ATT&CK
DIFFICULTY1d6 to 5d10
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PIL. 02

The Roles

Every player picks a character sheet — Analyst, Hunter, Responder, Engineer, Intel Officer, or Commander.  Each role has a stat block, proficiencies, and a finite action economy per round. You can’t do everything. You have to decide who does what, and trust the table.


SHEETS6 Character Classes
STATS6 ability scores
ACTIONS3 per round
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PIL. 03

The Mechanics

Every action is a check. Roll a d20, add your ability modifier, beat the difficulty class the scenario sets. Natural 20s open opportunities the playbook didn’t account for. Natural 1s introduce the complication that finally surfaces the missing detection rule.  

CORE DIEd20 + modifier
DC RANGE10 - 25
CRITSNat 1 / Nat 20
THE CHECK ENGINE

Twelve action types. Every move your responders make at 3 AM, encoded as a roll your team can actually fail.

The mechanics engine encodes the common actions an incident responder takes — triage, isolate, hunt, preserve, escalate, communicate — as discrete skill checks against a difficulty class. Real incidents fail at the seams. DICE puts the seams on the table so the failure is rehearsed, not lived.

Triage check

INT save · DC 12 → read the alert correctly

Containment action

DEX check · DC 15 → isolate the host before lateral move

Threat hunt

INT check · DC 17 → spot the C2 beacon in the noise

Forensic preservation

WIS check · DC 14 → capture memory before reboot

Escalation roll

CHA check · DC 13 → page the right exec, first try

Communications

CHA save · DC 16 → hold the line with the customer

Legal hold

INT save · DC 15 → scope the privilege correctly

Engineering pivot

CON check · DC 18 → push the WAF rule under fire

Initiative

DEX check · top of round → who acts first this turn

Stress save

CON save · DC 14 → avoid burnout penalty next round

Inspiration spend

free action · 1/session → advantage on next roll

Natural twenty

CRIT · auto-success + narrative bonus

AFTER-ACTION SCORING

Every session ends with a number. The model is open. You can read every weight that produced it.

The post-encounter score isn't a black box. Every signal — time to contain, evidence preserved, escalation latency, communication quality, regulatory fit — contributes a documented number of points. Teams can replay the same scenario six months later and see exactly where they got better.

// SIGNAL DESCRIPTION MAX POINTS
time_to_contain Adversary stopped before next ATT&CK tactic +30
dwell_time_cut Detection round earlier than baseline scenario +25
evidence_preserved Forensic artifacts captured before disposal +20
escalation_first_try Right stakeholder paged on the first attempt +15
comms_hold External communications consistent with legal +15
no_double_action No two players burned the same action economy +10
handoff_clean SOC to IR handoff with no dropped context +10
playbook_followed Existing runbook steps invoked in order +10
natural_twenty Critical success at any point in the encounter +10
inspiration_used Player spent inspiration at the right moment +5
aar_signed After-action report acknowledged by every role +5
END TO END

Setup, play, debrief, archive. One platform, four stages, no spreadsheets.

Most tabletop exercises end with a verbal "we should fix that" and a Word doc nobody opens. DICE collapses the cycle into a single platform that captures the encounter, scores it, and pipes the action items straight into the systems your team actually uses.

STAGE 01

Setup

Pick a scenario from the library or author your own. Assign roles, distribute character sheets, set the difficulty class. Pre-session briefing materials ship with every scenario.

STAGE 02

Play

The DM runs the encounter through the engine. Initiative, action declarations, rolls, and adversary ticks happen on a shared board. Everything is timestamped and logged.

STAGE 03

Debrief

Score generated automatically the moment the encounter ends. Every player reviews their own action log. The DM walks the team through every roll that mattered.

STAGE 04

Archive

After-action report exported to PDF, with ATT&CK heat-map and gap analysis. Action items piped to Jira or ServiceNow. The replay is on file the next time the scenario runs.