mikmattley.comIncident Response Tabletop

Incident Response Tabletop

A free place to play practice games about security problems at made-up organizations.

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Every organization in this game is made up. Some scenarios are based on real public incidents, and those are cited in each scenario's sources for the instructor. No real company is shown, and none is accused of anything.

This free site runs cybersecurity incident-response tabletops, practice runs where a group plays the staff of a made-up organization during a cyberattack or outage, talks through what to do at each step, and rolls dice to see how each choice turns out.

It is for students in a cybersecurity class playing together on a video call or in a room, and for any group that wants to practice handling an incident. No security background is needed.

What is an incident-response tabletop?

An incident is anything that stops an organization from working or exposes its information, such as a cyberattack, a ransom note on a screen, a power outage, or a lost laptop. Incident response is what people do when one happens, ideally from a plan written ahead of time. A tabletop is a practice run where the people who would respond sit around a table or join a video call, hear a made-up incident unfold step by step, and talk through what they would do. No real computers are touched.

Why run a tabletop exercise

People find the gaps in their plans while the stakes are pretend, instead of during a real attack. A missing phone number, a backup nobody has tested, or nobody knowing who is allowed to make a decision all show up here. The team learns who does what before it matters. U.S. government guidance, linked at the bottom of this page, recommends practicing plans with exercises like this.

How this site works
Shared screen or device
One person is the Scenario Leader: they open that page, share that browser tab or window, set up the seats, read each event aloud, and press the buttons. They also play in seat 1, like everyone else. Every player, the leader included, opens the Scenario Player page on their own device (the leader on a second device such as a phone) and types the session code and their seat number. That page holds a sealed card they must not open early, and an attendance receipt. Each player also sits in a role at the made-up organization, such as the owner or the person who handles the computers.
Each turn
The scenario moves forward in story time rather than by the clock in the room. Each event is headed with when it happens in the story, such as a day and a part of the day, and the group takes as long as it needs. Each event says what just happened and what has to be decided. The group talks it over and picks one of the listed actions or types its own, except at the one big decision where both choices cost something, which offers only its two listed options, and then the Scenario Leader rolls the dice to see how it goes.
Dice
Every decision rolls 2 dice with 12 sides each, and the total has to be higher than 12 for the action to work. A written plan the organization already had, or a player whose role is skilled for that kind of problem, adds a bonus to the roll, and the full rules sit behind a button on the decision screen.
Chance card
After every third decision, a random event the organization did not plan for comes up, like a chance card in a board game. It may help, hurt, or barely matter, and the group talks about it before moving on.
Labor
Partway through, the site picks one player at random who has suddenly gone into labor and is on the way to the hospital. From then on that player can only listen, nobody may ask them anything, and the skill their role brought to the table is gone. It shows what happens when the one person who knows something is not there.
Debrief
This review shows the timeline of what the group did, the facts that were held back during play, what a good answer would have looked like, and questions for a written follow-up. The leader can download the record of the game.
Attendance receipt
On the Scenario Player page, each student types a private key, a secret code their instructor gave them, and the page turns it into a short receipt code to hand in. The key itself never leaves their device and is not saved. Groups outside a class can skip it.
Further reading

These links go to free public guidance on incident response and practice exercises from U.S. government agencies, standards bodies, and well-known security training organizations, and they open outside this site.