Proposal  A concept for The Mob Museum, prepared by Joey Victorino. Not an official museum page. How it works, as a manga →  ·  joeyvictorino.com
Operation BlackoutProposed experience · 1st floor Book a walkthrough

Group experience · 30 minutes · 8 to 18 guests

Operation
BlackoutThe casino is down. You have 25 minutes.

An AI attacker takes down a working Las Vegas casino floor while you're standing on it. Your crew finds the intruder, kicks it out, and brings the slots back before the ransom clock hits zero.

Special ticket requiredAges 13+Sessions every 40 minMinimum 8 to startCrews mixed by the engine

Ransom clock · live demo

25:00

Pay $4,750,000 in BTC or the floor stays dark.
Every wrong move costs the room two minutes.

SlotsLOCKED
CageLOCKED
Room keysLOCKED
ATMsLOCKED
OverviewWhat you'll doYour crewThe attackerTry a beatHoursCostsWho builds itBook

Overview

The old mob skimmed the count room. The new mob encrypts it.

In September 2023 a crew called Scattered Spider talked its way past a casino help desk, deployed ransomware, and took slot machines, room keys, ATMs and reservations offline across the Strip. The company told the SEC it cost about $100 million. That is a mob story: a crew, a mark, an inside man, and a city running on handwritten receipts.

Operation Blackout puts you in that night. You walk onto a small, working casino floor built into the museum. The dealer deals, the slots pay, a phone rings at the front desk. Sixty seconds later the lights drop to red and a voice on every screen names its price.

From there it is the Crime Lab and the Firearm Training Simulator at once: real evidence, split-second decisions, a live opponent, and a scoreboard. Every move you make is a real incident-response skill, learned by doing it under a clock.

Good to know

Ticket
Special ticket required. Fits the museum's existing interactive add-on passes.
Ages
13 and up. Guests under 18 accompanied by an adult.
Length
30 minutes of play, in crews of four or five.
Group
Sessions start at 8 guests and cap at 18. You don't pick your crew; the engine mixes parties on purpose.
Difficulty
The attacker reads the room. First-timers get a clumsier crew; veterans get a second foothold.
Keepsake
A printed incident report with your crew's score and a replay code.

What you'll do

Nine beats. One clock.

Each beat is a thing real responders did on the MGM night. The time stamps are where they land in a 30-minute session.

02:00

Take the call

Someone from "IT" phones the front desk asking for a password reset. Whatever you say, the screens flicker a minute later.

Skill · social engineering

04:00

Stabilize

Pull the plug or keep the floor running? Each choice shows its cost on the big board. There is no free move.

Skill · triage

07:00

Preserve

Find the laptop the call came through and capture its memory before anyone touches it, with a timer burning down beside you.

Skill · volatile evidence

10:00

Hunt

Three screens of sign-ins. One of them is impossible. Tag it and the attacker's path lights up across the casino map.

Skill · log analysis

14:00

Shift change

The attacker mocks the slowest crew and pivots somewhere new. The bell rings: every crew rotates one station and has 20 seconds to hand off, ER-style.

Skill · handoff under pressure

17:00

Contain

Four heavy levers, one 90-second window, all four crews at once: account, network, host, cage database.

Skill · coordinated containment

21:00

Eradicate

The malware hides as a scheduled task with a boring name. The room votes. A wrong vote brings it back and costs two minutes.

Skill · persistence hunting

24:00

Recover

Restore from backup or pay. Pull the lever and the slots reboot one by one. The first payout gets the whole room cheering.

Skill · recovery planning

28:00

Debrief

The attacker's whole playbook replays on the big board against your crew's moves, scored. Winners go on the leaderboard by the exit.

Skill · timeline reconstruction

Your crew

You don't pick your crew. The incident does.

An emergency department never chooses who walks through the door, and a real breach is run by whoever is on shift. So the engine builds the crews at badge pickup and splits friends on purpose. Your crew is strangers, the clock is running, and the handoff is the whole game.

Group rules

Minimum
8 guests to start a session (two crews). Under 8, the slot merges with the next one and you get a drink ticket for The Underground while you wait.
Maximum
18 guests, four crews of 4 or 5. One operator watches the whole floor.
Mixing
No two guests from the same party on a crew until every crew has a stranger. Couples and friend groups are split and told why.
Buyouts
A company that books all 18 seats is still mixed across departments. Finance sits with IT. That is the point.
Walk-ups
Join the next session under 18. A party of two is seated into two different crews.

Triage tags. Every finding gets a red, yellow or green tag before the board accepts it, so the crew argues priority out loud, the way a charge nurse does.

The page. When the attacker escalates, every crew's screen flashes one line. Crews decide who answers; the attacker punishes the one that ignores it.

Shift change. At 14:00 the bell rings, crews rotate stations and hand off in 20 seconds. A crew that inherits a station without the key fact loses time. This is the beat that teaches most: the room finds out what it knew was never written down.

The code call. At 17:00 all four crews converge on the breaker board. One lever each. Nobody can do it alone.

The debrief runs like a morbidity-and-mortality round. The operator asks the room one question: where did the handoff break?

The attacker

It never runs the same play twice.

The attacker is a language model playing a ransomware boss. It watches your crews through the game engine, picks its next move from an approved playbook, and talks back in a voice it keeps all session. A room that is winning gets a second foothold; a room that is lost gets a clumsier attacker that leaves bigger clues.

  • DoesChoose the opening, read the room, taunt in character, escalate on a clock, and lose honestly when you execute the right containment.
  • Can'tTouch anything outside the game engine. Its tools are a signed list of game actions; anything else is refused.
  • Can'tImprovise malware. The "malware" is a prop inside the engine. No real payload exists anywhere in the building.
  • Can'tSay anything unfiltered, or remember a guest. Every line is logged and replayable; nothing a guest says survives the session.

Try a beat

Find the impossible login.

The 10:00 beat, on your phone. One employee signed in from two places no human could be in four minutes apart. Tap the sign-in that gives the attacker away.

Cage crew · sign-in log · last 20 min

Clock 25:00

    Pick the sign-in that could not have happened.

    Hours

    Sessions every 40 minutes.

    10:30AM

    First session

    Thirty minutes of play plus a ten-minute floor reset.

    7:30PM

    Last session

    Matches the Crime Lab's window inside the museum's 9 AM to 9 PM day.

    18

    Guests per session

    Four crews. The same headcount IBM's touring cyber range was built for.

    Costs & equipment

    The software is donated. The museum buys $34,000 of hardware.

    Joey Victorino sponsors the exhibit the way a foundation sponsors the Firearm Training Simulator: the game engine, the attacker and the operator console are built at no charge and donated outright, with source. Nothing else in the room is a specialist machine: a web page on cheap tablets, a small open-weight model on one consumer GPU, used slot cabinets bought in the city with more of them than anywhere on earth. Pre-quote estimates; the first phase replaces them with receipts.

    $0

    Software

    Engine, AI attacker, operator console, scoring, manuals and every future season: donated by the founding sponsor. The museum owns it.

    $34K

    Hardware, one time

    One GPU box, two big TVs, six used cabinets, tablets, lights, levers, paint. Includes 10% contingency. Pays back in about two weeks.

    $5K / yr

    To operate

    No new headcount: Crime Lab staff run it. No cloud AI, no licences, support included in the sponsorship. Spares and printing.

    Equipment list

    $0
    Engine, attacker, operator console, scoring, manuals. Donated, source included
    $8K
    Set materials: paint, cage window, front desk, used blackjack table, signage. Facilities crew labor
    $5.4K
    Six used slot cabinets, each retrofitted with a 24-inch monitor
    $4K
    DMX LED bars, smart bulbs, PA with sub
    $3K
    Twenty 10-inch tablets with cases
    $2.8K
    Two 75-inch consumer TVs as the big board
    $2.8K
    Mini-PC with one 24 GB consumer GPU: the attacker
    $1.2K
    Four 43-inch crew screens
    $1.2K
    Breaker board: industrial switches on a microcontroller
    $2.2K
    Show PC, isolated network, props, receipt printer
    $3.1K
    Contingency, 10%

    Nightly generation, not live improvisation. A scheduled task runs after close: the local model writes tomorrow's attacker (name, voice lines, opening move, taunt bank, decoy tasks). The operator skims it over coffee and the day runs on it. Live inference is only the reactive taunts, which are short and filtered.

    Browser everything. Tablets, slot screens and the big board are all web pages served from one show PC. No forensic workstations, no software licences; the "memory capture" is a progress bar and a story.

    One GPU. An 8B-class model on a single consumer card handles 18 guests with room to spare, because most of the session's text was written the night before.

    The compact room (4 cabinets, 12 guests, 650 sq ft) comes in near $26,000 on the same engine. What the museum is really spending is wall space, not capital. A second named cash sponsor stays open for the development office.

    Who builds it

    Built by someone who has fought the real version. Run by your staff.

    This attraction needs four things in one person: real ransomware response, the team that built the original cyber range, an AI attacker the museum can trust, and a Las Vegas address. Joey Victorino is all four, and he is the founding sponsor: the software is built at no charge and donated to the museum with its source. The dependence ends at opening: he builds it, writes it down, and trains the people who run it.

    Inside IBM X-Force when the range went on the road

    Principal Consultant at IBM X-Force IRIS, 2018–2020, the years IBM launched its touring Cyber Tactical Operations Center, the precedent this experience is built on.

    Responded to the real attacks

    Microsoft DART incident responder on ransomware and nation-state intrusions across identity, endpoint and cloud. Cloud security at CrowdStrike. Every beat above is a thing he has done on a live incident.

    Builds governed AI agents, and publishes the code

    His current work is AI that is allowed to act inside real companies: signed tools, deny-wins policy, append-only audit. That is exactly the leash the attacker runs on.

    Lives here

    Based in Las Vegas. The build, the operator training and every seasonal attacker update are a drive downtown, not a flight.

    CISSPGCIHGCFAGREMGNFAGCFEGCIAGCDA+3 more GIACM.S. Cybersecurity

    Next step

    Walk the room with me.

    Thirty minutes in the museum to pick the space and confirm the ticket tier. A playable prototype of the attacker follows within 30 days of a signed scope, so you see the game before you see an invoice.