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What is a vulnbox in attack-defense CTF?

The vulnbox is the center of every attack-defense game: the box you defend, study and, in rival copies, attack. Here is what runs on it, how teams reach it and how organizers make sure every team gets exactly the same one.

A vulnbox (short for "vulnerable box") is the machine each team receives in an attack-defense CTF. Every team gets an identical copy running the same deliberately vulnerable services. Teams keep the services on their own vulnbox patched and working while attacking the same services on rival vulnboxes, where the game server plants fresh flags every tick.

Vulnbox meaning

The term comes from the attack-defense (A/D) format, where teams play offense and defense at once. You will also see "vuln box," "team box" or "the image." All mean a server, usually a virtual machine, that organizers built for your team.

It is different from a jeopardy challenge server, which players only attack, and from a King of the Hill "hill," which all teams share. On the vulnbox, your team has administrator access to your own copy and nobody else's. For the full format, see how attack-defense works or the attack-defense vs jeopardy comparison.

What lives on a vulnbox

A typical vulnbox runs three to six services. Each one is a small, working application with intentional weaknesses: a notes web app, a file vault, an API or a custom network protocol. Good services feel like real software, so reading the code beats guessing.

ComponentWhat it isWho touches it
ServicesThe vulnerable applications, often written in different languagesYour team patches them; rivals attack them
Service dataStored records, including the flags the game server plants each tickCheckers write and read it like normal users
Runtime stackDatabases, language runtimes and process managers the services needYour team, carefully
Team accessThe account and keys your team uses to log inYour team only

What is not on the vulnbox matters too. The game server, the checkers, the flag submission endpoint and the scoreboard all run on organizer infrastructure. Flags arrive through the services themselves, which is why every flag has to be defended through the service and not by hiding files.

How teams get access

Most events follow the same pattern:

  1. A VPN profile per team connects players to an isolated game network that is walled off from the internet.
  2. Predictable addresses. Each vulnbox sits at an address derived from the team number, so every team knows where its rivals are.
  3. Credentials at kickoff. Teams receive login details for their own box only, usually just before the start.
  4. A setup window. For 30 to 60 minutes, teams can reach their own box but not each other's. Use it to read code, take backups and ship first patches.

Some online competitions let teams run the vulnbox image on their own hardware or cloud account, while others host every box centrally. Either way, event rules typically treat attacks on the game infrastructure, or on anything outside the game network, as grounds for disqualification.

Patching vs keeping SLA

Every tick, a checker uses each of your services the way a legitimate user would: it stores a new flag, reads back older ones and exercises normal features. If the service passes, it is UP and earns SLA points. If it fails, you lose those points, even if nobody stole a flag.

So the safest-looking defense is often the worst. Common ways teams hurt their own SLA:

  • Removing a feature instead of fixing the bug inside it. The checker notices the missing feature.
  • Blocking traffic broadly. Most game networks route checker traffic so it looks like any other team's, so a blanket block hits the checker too.
  • Restarting services carelessly, which can drop a tick or lose stored flags.
  • Breaking stored data during a patch, so older flags can no longer be read back.

Rule of thumb: fix the root cause, keep every legitimate feature working, test the patch against normal use and keep a backup so a bad change costs one tick, not ten.

Team roles for this work, such as service owners and an infrastructure keeper, are covered on the attack-defense CTF page. For the wider offense-defense picture, see red team vs blue team.

How organizers provision identical vulnboxes

An unfair vulnbox ruins an A/D game, so organizers spend real effort here:

Build one golden image

Install every service, runtime and starting data into one reference image built from source, so it can be rebuilt on demand.

Playtest and freeze

Exploit and patch every service internally, tune the checkers against patched versions, then freeze the image before game day.

Clone one per team

Create a copy per team, changing only network settings and credentials. No flags are baked in; the game server plants them once play begins.

Verify parity

Compare each copy against the reference and run the checkers against every box before the start, so no team begins with a broken service.

Plan resets

Keep a tested restore process for teams that break their box, and publish in the rules what a reset costs, if anything.

That means one box per team, a VPN, a game server and checkers for every service. Open-source A/D game servers exist, but you build and operate the vulnbox and checker infrastructure yourself. The CTF cost calculator shows how per-team boxes affect a budget.

Run attack-defense without building a vulnbox fleet. On CTF7, attack-defense runs as a managed event, so the per-team boxes, VPN, game server and checkers are handled for you. If you need services written, the challenge development team can build and test them. Ask us which plan fits your event.

Vulnbox vs KotH hill vs jeopardy challenge

AspectA/D vulnboxKotH hillJeopardy challenge
CopiesOne per teamOne or a few, sharedOne per challenge, or per player
Player accessAdmin on own boxEarned by capturing itAttack only
DefensePatch while keeping SLAHold control once capturedNone
FlagsPlanted every tickOwnership polled on an intervalFixed or per-team

For shared-target play, see King of the Hill.

  • Tick: one scoring round, typically 60 to 180 seconds.
  • Checker and SLA: the bot that tests your services and the points it awards for uptime.
  • Flag format: the pattern every flag follows, such as CTF7{This_is_an_example_flag}.
  • Dynamic flag: a flag unique to one team or player.

Plan your next event with us

A free jeopardy event for up to 50 players goes live when you publish it. For flagship events, our team can build the challenges and run the managed formats: attack-defense, King of the Hill and SOC simulations.

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