Malware & Monsters is an open-source incident response training framework. You learn by doing – investigating a simulated cyberattack as a team, making decisions under pressure, and discovering what works and what doesn’t.
There are no trick questions. There are no wrong answers.
There are decisions, consequences, and a debrief where the real learning happens.
Large Group vs. Standard Play
Today’s session is a large group format – three teams, incident commanders, printed evidence cards, and a facilitator running the room.
M&M also has a standard format you can run yourselves:
4-6 players around a table with one person as Incident Master
Dozens of scenarios at different difficulty levels – all free and open-source
No facilitator needed – the Incident Master guide walks you through everything
60-90 minutes per session – fits in a lunch break or team meeting
You have been divided into three specialist teams.
Each team receives different evidence.
No team has the complete picture. That is deliberate.
Your Incident Commander synthesizes across all three teams.
Your Teams
Three Lenses on the Same Incident
ALPHA Forensics
What happened on the systems. Processes, artifacts, evidence.
BRAVO Network & Infrastructure
How it moved through the network. Connections, access, traffic.
CHARLIE Threat Intel & Recovery
Who is behind it and how to respond. Attribution, scope, recovery.
The Incident Commander
One Person. One Job.
The IC does not join a team.
The IC listens to all three teams, connects the threads, and makes decisions when the teams disagree.
The IC is not expected to know more than the teams.
The IC is expected to integrate what the teams know.
How a Round Works
The Same Pattern, Every Round
Open your envelope – each team gets new evidence cards
Analyse as a team – 8-12 minutes at your table
Team Lead briefs the IC – 60-90 seconds each, other teams listen
IC synthesizes – connects the threads, updates the whiteboard
Next round – new envelopes, deeper evidence
If your team reaches a dead end or wants to go deeper: ask the facilitator. You may get more information, a referral to another team, or confirmation that nothing further exists. Always worth asking.
The Rules
Five Things That Make This Work
Your evidence stays at your table. Do not show cards to other teams.
When analysis time ends, the briefing starts. No extensions.
Team Leads brief the IC. Not the other way round. The IC listens first.
The IC’s call is the call. Voice disagreement once, then commit.
You will not have all the answers. That is fine. Neither does anyone else.
Dice
Player-Driven Action Resolution
When the IC proposes a containment action:
Which team owns this? The IC assigns it to a team.
How hard is it? The team assesses difficulty.
What could go wrong? The facilitator names the risk – then rolls.
Helps your roll: All teams briefed (+2) · Written rationale (+1) · All teams agreed (roll twice, take higher)
Hurts your roll: Time pressure (-2) · IC called before all teams briefed (-1)
The Objective
By the end of this session, your three teams and your IC should be able to answer three questions:
What is happening?
How did it get here?
What do we do about it?
Not all teams will answer all three questions. The IC is responsible for the final synthesis.
Check In With Your Team
Who is your Team Lead?
Does everyone know which team they are on?
Has the IC been briefed?
You have 2 minutes.
The scenario begins when the envelopes are distributed.