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Elevation of Privilege (EoP) Threat Modeling Card Game

£20.00

Description

The Elevation of Privilege (EoP) card game transforms threat modeling into a fun, interactive, and collaborative experience, helping development teams spot potential security risks early in the design phase.

Created by Adam Shostack, EoP organises 78 threats into six intuitive suits based on the STRIDE framework: Spoofing, Tampering, Repudiation, Information Disclosure, Denial of Service, and Elevation of Privilege, making threat modeling approachable for everyone, even those without any security expertise.

Bulk Pricing

Automatically applied at checkout:

Buy Discount
5 or more decks 10% off
10 or more decks 15% off
20 or more decks 20% off
30 or more decks 30% off

Outcome

Identify security work that needs doing earlier in the project lifecycle. Defuse difficult relationships. Build trust. Bring teams together in peace and harmony.

Made by Agile Stationery

Experts in delivering the right kind of conversations. Slick cards in robust boxes. The best there is outside the casinos.

Specifications

  • Suits
    Spoofing, Tampering, Repudiation, Information Disclosure, Denial of Service, Elevation of Privilege
  • # Cards
    88
  • Created by
    Adam Shostack

Try a branded version

If you'd like to encourage the use of this technique within your team or organisation, a branded deck is a great way to demonstrate your support and commitment to the process.

How to play?

  • Start by sketching a simple diagram of the system on a whiteboard, paper, or digital tool, just enough to show key components and data flows.
  • Shuffle the deck and deal all the cards to 3-6 players.
  • The player with the 2 of Tampering kicks things off. Read your card aloud and describe if and how the threat could impact the system. Record the issue.
  • Play proceeds to the next player who picks a card from their hand that belongs to the same suit which in the first round is Tampering.
  • Each round, they must follow the suit that was led, with the highest-value card winning unless an Elevation of Privilege (EoP) card is played, in which case the highest EoP card wins. The round’s winner leads the next turn, and play continues until all cards are used.
  • After the game, the team reviews identified threats and discusses how to address them, turning gameplay insights into actionable security improvements.

Play to learn EoP?

Want to get a real feel for how the Elevation of Privilege game works? The best way to learn is by playing, and that’s exactly what our 'Play to Learn' sessions are for.

Join us for a hands-on virtual session where you'll learn by doing, have a bit of fun, and come away with a much clearer sense of how the game helps teams think about security.

Hybrid teams? No problem

We developed a style of play where everyone has the physical deck, but plays the game through video conferencing.

Why teams love Elevation of Privilege?

  • Discover 5 reasons

  • 1. Perspective

    Developers focus to make things work. Finding security problems before they happen, requires them to see the whole system from a whole other perspective. The game prompts developers with specific security questions supporting creative and broad threat modeling.

  • 2. Inclusive Insights

    Games that draw developers and product people into security conversations can help unlock insights that no third party or automated tool will find. Elevation of Privilege can be played competitively, an incentive to speak up, or collaboratively, allowing insights to be combined.

  • 3. Engagement

    Research shows people are most productive in a flow state that balances challenge and comfort. The game design offers players choices, encouraging self-challenge, and creating a playful space where junior developers can safely question senior engineers and security experts.

  • 4. Early feedback

    You can threat model as soon as you have a design on the whiteboard. You don't have to wait to "pentest" a finished solution. Early feedback gives you project management options, more predictable delivery, and helps eliminate wasteful rework.

  • 5. Real Work

    The game that produces real outcomes for as long as you play it. Players earn points for text-book security flaws that are found in your own system design; as well as missing test cases, and investigative work. No work. No points. No prizes! That's as real as it gets!

  • Bonus: Conflict Resolution

    Inclusive engagement. Upfront clarity. Playful collaboration, and friendly rivalry. It's a recipe for a smooth relationship.

    Defuse difficult deliveries and get back to working on business value, not office politics.