Malware & Monsters

Large Group Session

Malware & Monsters

A Collaborative Cybersecurity Exercise

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

Everything is at malwareandmonsters.com

Something Has Gone Wrong

You Have Been Called In

Your organisation is under attack.

You do not have the full picture yet.

Your job is to get it.

Three Teams. One Incident.

How This Session Works

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

  1. Open your envelope – each team gets new evidence cards
  2. Analyse as a team – 8-12 minutes at your table
  3. Team Lead briefs the IC – 60-90 seconds each, other teams listen
  4. IC synthesizes – connects the threads, updates the whiteboard
  5. 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

  1. Your evidence stays at your table. Do not show cards to other teams.
  2. When analysis time ends, the briefing starts. No extensions.
  3. Team Leads brief the IC. Not the other way round. The IC listens first.
  4. The IC’s call is the call. Voice disagreement once, then commit.
  5. 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:

  1. Which team owns this? The IC assigns it to a team.
  2. How hard is it? The team assesses difficulty.
  3. 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.

Ready.