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Ranks

Fifteen ranks, four ages

Points are earned by playing and never go down. Fifteen ranks mark the way, from the player who has just stepped onto the board to the one who no longer needs to climb.

The journey, in four stretches

All fifteen are shown here. Inside the game you see your rank and the next three: the rest are numbered silhouettes until you reach them.

Age I · Mortals

Ranks 01 – 04 · from 0 to 1,200 points

The first four ranks. They ask one thing: finish games. Nobody is left out of this age.

01 · AGE I · MORTALS

Neophyte

0Points

The first rank is given for arriving, not for earning it. The Neophyte sees the whole board for the first time — the six zones of a network, from untrusted through to cloud — and learns the only thing needed to start: what is being defended and where the attack comes in. They may not have played a single game yet. The job here is not to get it right; it is to look.

Steps onto the board. Knows the six network zones apart.

Where the name comes from

From Greek neóphytos, “newly planted”: the one just admitted, who has not yet seen anything.

02 · AGE I · MORTALS

Hoplite

80Points

Reached by finishing a first scenario, win or lose. The Hoplite has held a line from start to end: watched a wave come in, decided where to spend a budget that never covers everything, and seen for themselves what held and what did not. The score hardly matters yet; what matters is that the game finished and the player saw the consequence of their own decisions.

Holds a first line. Finishes a scenario unaided.

Where the name comes from

Hoplítēs, the heavy infantryman of the Greek city-states, named after the hopla, the gear he fought with.

03 · AGE I · MORTALS

Synaspist

250Points

Decisions stop being isolated good calls and start holding each other up: one control covers what another leaves open, and the player notices for the first time that the order of buying matters as much as what is bought. This is the rank where improvising ends.

Locks shields with the man beside him: plays in formation and strings together good calls.

Where the name comes from

Synaspistḗs, “the one who locks his shield with the man beside him”. The synaspismos was the close-locked shield formation, where no gap was left uncovered.

04 · AGE I · MORTALS

Sentinel

600Points

The Sentinel watches the perimeter: recognises the shape of a wave before it has finished forming, and knows which zone will pay for the mistake just made. They stop reacting to what has already happened and start reading what is about to.

Watches the perimeter: recognises the shape of a wave before it has formed.

Where the name comes from

The one name on the ladder that is not Greek: from Italian sentinella, ultimately Latin sentire, “to perceive”. Its Greek counterpart would have been the phylax, the one who stands watch.

Age II · The Chosen

Ranks 05 – 08 · from 1,200 to 5,800 points

The age of persistence: the result stops depending on whether that week’s scenario happened to suit you.

05 · AGE II · THE CHOSEN

Myrmidon

1,200Points

The Myrmidon no longer stands out for one good game but because nearly all of them are: they replay scenarios to beat their own mark, and their result stops depending on whether that week’s scenario happened to suit them. This is the rank of persistence.

Elite soldier. Persistence, not one lucky game.

Where the name comes from

The Myrmidones, the people of Phthia whom Achilles led to Troy. Myth has them born from ants turned into men by Zeus — an ancient etymology from myrmex, “ant” — hence their reputation for discipline and sheer number.

06 · AGE II · THE CHOSEN

Argonaut

2,000Points

The attack stops sitting in one place: it jumps from identity to endpoints and from endpoints to servers within a single game. Defending one zone well is no longer enough. The Argonaut has to decide which zone to give up knowingly — a different decision, and a distinctly less comfortable one, than splitting a budget.

Leaves known waters: defending one zone well is no longer enough.

Where the name comes from

The Argonautai, who sailed on the Argo with Jason after the Golden Fleece. Their fame is not for winning, but for leaving known waters.

07 · AGE II · THE CHOSEN

Aegiphoros our coinage

3,000Points

Here the player stops being someone who plays well and starts standing for something. It is the first rank that is worn, and so the first that says something to whoever sees it, not only to whoever holds it.

Aegis-bearer. The first rank that is worn.

Where the name comes from

Coined from aigis + phérō, “the one who bears the aegis”. The attested epithet is aigiochos, “aegis-holding”, used of Zeus and Athena: the guard that scatters the enemy without striking a blow. Aegiphoros is our coinage, not an attested Greek word.

08 · AGE II · THE CHOSEN

Hierophant

4,200Points

The Hierophant reads what others miss: they spot the vector before it unfolds, from the shape of the first wave and from what the scenario has deliberately left uncovered. They are no longer playing against the attack but against the design of the scenario.

Reads what others miss. Spots the vector before it unfolds.

Where the name comes from

Hierophántēs, the priest who revealed the sacred objects in the Eleusinian Mysteries. Literally, “the one who makes things seen”.

Age III · Heroes

Ranks 09 – 12 · from 5,800 to 15,500 points

Holding out is no longer enough. These ranks answer within the same game, and choose knowingly what to give up.

09 · AGE III · HEROES

Hemitheos

5,800Points

This is the line between playing well and being a reference for everyone else: the rank stops being a profile field and becomes part of what the player is called.

Half-divine. A reference for everyone else.

Where the name comes from

Hēmítheos, “half-god”. Homer uses it of the generation of heroes who fought at Troy: mortals with a part of them that was not.

10 · AGE III · HEROES

Nemesis

7,600Points

The player stops defending and starts answering: holding the wave is no longer enough. It has to be cut off, what is compromised has to be isolated, and the ground lost has to be taken back within the same game — and every minute spent deciding is paid for in the next wave.

No longer defends: answers. Cuts the wave off and takes the ground back.

Where the name comes from

Némesis, the goddess who deals out to each what is due and punishes excess. She does not start things: she answers them.

11 · AGE III · HEROES

Titanomachos our coinage

9,800Points

Facing what is bigger than they are: the budget does not begin to cover the surface that has to be protected. Every game is won by losing something on purpose, and the skill is choosing what to lose before the attacker chooses it.

Faces what is greater than himself. Chooses what to lose before the attacker does.

Where the name comes from

Formed on the Titanomachy, the ten-year war of the Olympians against the Titans. Titanomachos, “the one who fights Titans”, is our coinage, built on that name.

12 · AGE III · HEROES

Warden of the Styx our coinage

12,400Points

Keeps the last threshold: the question is no longer how much money the organisation loses but what stops working for other people — water, power, care. There is no room to try something and see, and that is exactly what gets punished.

Keeps the last threshold: what stops working for other people.

Where the name comes from

The Styx is the river of the underworld by which the gods swore, and an oath on its water could not be broken. To keep the Styx is to keep the boundary that is not crossed. The river is ancient; the title is ours.

Age IV · Immortals

Ranks 13 – 15 · from 15,500 points

Three ranks, very few people. Whoever gets here has seen nearly everything the catalogue has to teach.

13 · AGE IV · IMMORTALS

Hyperion

15,500Points

Very few get here. Hyperion does not win on any single piece of skill but on having seen nearly everything the catalogue has to teach: they know what a new scenario will do before the first wave starts.

Titan of light. Very few get this far.

Where the name comes from

Hyperion, Titan of light, father of Helios, Selene and Eos — sun, moon and dawn. The one who makes everything else visible.

14 · AGE IV · IMMORTALS

Pyrophoros

19,500Points

The Fire-bearer no longer learns from the catalogue: they feed it. It is the first rank that stops measuring what the player knows and starts measuring what they pass on — and so the first whose effect is felt in everyone else’s game.

Fire-bearer: no longer learns from the catalogue but feeds it.

Where the name comes from

Pyrphóros, “fire-bearer”. An epithet of Prometheus, who brought it to mankind, and the title of the one who carried the torch in procession. In myth, bringing fire is teaching.

15 · AGE IV · IMMORTALS

Olympian

25,000Points

Terminal rank: there is nothing above it, and the counter keeps rising without that changing anything. It is the place where climbing ends, and the only distinction that means anything to somebody who no longer needs one.

Terminal rank. Where climbing ends.

Where the name comes from

Of Olympus, home of the twelve. Not one more step on the ladder: the place where climbing ends.

When the month closes

The three laurels

The top three of the monthly league receive a medallion that stacks. They are kept in the cabinet and never expire; what expires is the frame, which lasts the following month. Winning again does not grant a new medallion: the one already held shows a multiplier.

FIRST PLACE

Laurel of Nike

Victory of the month. A gold laurel around their emblem for the following 30 days.

SECOND PLACE

Laurel of Kleos

Second place this month. Gold ring for the following 30 days.

THIRD PLACE

Laurel of Arete

Third place this month. Bronze ring for the following 30 days.