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Kirimana.
Play & Learn · Memory

Kiri: Runbook

Silo, Shadow IT, Drift and Breach flash in a random chain. Watch it, then repeat it back — one link longer and a beat faster every level. Clear one and you leave with one lesson from running an incident.

Level 1Score 0Chain 0/0Strikes ○○○
Detect & declare

Watch the chain. Repeat it back. Every level adds one more link.

The four villains flash in a random order — longer and faster each level. Clear it and you leave with one lesson from incident response. Progress is stored in this browser; sign in to keep it on your account.

1. Detect & declare
2. Contain
3. Communicate & restore
4. Learn

12 of 12 levels built · clear one to unlock the next.

High scores

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Your progress is saved in this browser. Sign in to keep it on your account and post a score here.

0 / 12 cleared · keys 1–4 or tap. This game needs timed input; practice mode removes the clock.

What the chain is telling you

A wrong step rerolls, it doesn't repeat

Every attempt is a genuine memory test, not a puzzle you can solve by elimination — same as a real incident never runs the identical way twice.

The steps existed before the pager rang

You can't invent the order under pressure. The chain has to already be somewhere you can reach it — which is what a runbook is for.

Longer chains reward the boring habit

The player who wins at fourteen steps isn't faster — they rehearsed. Same is true of the team that handles its worst incident calmly.

One step at a time, in order

Getting the next step right matters more, right then, than understanding why the last one was wrong. Containment first, always.

Progress is kept in this browser — no account needed. Sign in and your scores follow your account instead, and you can put a name of your choosing on the high-score board. Practice mode removes the clock and adds a replay button, if you'd rather just learn the chains.