How does the Elevation of Privilege card deck structure a group STRIDE session?
answer
- a deck, not a checklist
- one suit per threat category
- cards carry concrete attacker statements
- follow suit, like a trick game
- points for a threat that lands
basics
~20 sElevation of Privilege deals a six-suit deck — one suit per STRIDE category — over a diagram of the system. Players follow suit in tricks, and score by naming a threat the played card actually finds in that design.
solid answer
~50 sElevation of Privilege is a card game for running STRIDE with a group. The deck has six suits, one for each STRIDE category, and every card carries a concrete threat written as an attacker statement, such as an attacker tampering with data in a store the service trusts. You need a data-flow diagram of the design on the table first, because the whole game is played against that model. Cards are dealt out and played in tricks; you follow the led suit where you can, and Elevation of Privilege is trump. You score a point for winning a trick, and a point for playing a card and naming a threat that card genuinely finds in the design — which is the point that matters. Low cards in a suit carry mundane threats, high cards more specialized ones, so the deck drags out weak-but-real threats nobody would volunteer.
go deeper
Recall that the deck has one suit per STRIDE category and that each card is a concrete attacker statement, not just a letter. Be able to say the six categories in order without stumbling.
Explain the mechanics: a shared diagram first, cards dealt and played in tricks, and a point for a threat the card genuinely finds in that design. Say which security property each of the six suits violates.
Show you have run one. Talk about how you keep played cards attached to specific elements and flows, how you handle a card that does not apply, and why the score tells you nothing about the design.
Own the framing: this is an elicitation aid that trades systematic coverage for engagement and shared understanding. Be ready to say where you would spend the group hour and where a written sweep is the better instrument.
## What the deck is Elevation of Privilege is a card game, created by Adam Shostack at Microsoft and published freely, that turns a STRIDE analysis into something a group of engineers can play through in an hour. It exists because a solo analyst staring at a diagram tends to write down the threats they already believe in, while a table of people with cards in their hands has to say something about whatever the deck hands them. ## The six suits The deck has six suits, one per STRIDE category. Each category names a threat and the security property it violates: | Suit | Threat | Property violated | |---|---|---| | S | Spoofing | Authentication | | T | Tampering | Integrity | | R | Repudiation | Non-repudiation | | I | Information Disclosure | Confidentiality | | D | Denial of Service | Availability | | E | Elevation of Privilege | Authorization | That mapping is the vocabulary the whole session runs on, and getting a pairing backwards — calling Repudiation an integrity threat, say — is the fastest way to lose an interviewer. ## What a card actually says A card is not the bare letter. It carries one concrete instance of that category, phrased as something an attacker can do: an attacker can act as another user because credentials are guessable; an attacker can write to a data store the service reads without checking it. Within a suit the ranks run roughly from ordinary to exotic — the low cards are the boring, common versions of the threat and the high cards the more specialized ones. That gradient is deliberate. The boring threats are the ones a room of engineers is too embarrassed to raise unprompted, and a low card makes raising one the correct move rather than a waste of the group's time. ## What you need before you deal A diagram of the system the group agrees on — processes, data stores, external entities, the flows between them, and the trust boundaries those flows cross. Without it the game degenerates into swapping generic attack stories, because a played card has nowhere to land. "An attacker can tamper with data in transit" is a threat only once someone can point at *which* flow, crossing *which* boundary. ## How a hand runs Cards are dealt out to everyone. Play goes around in tricks: someone leads a card, the others follow that suit if they hold it, and the Elevation of Privilege suit is trump. When you play a card you say out loud what threat it finds in the design in front of you, and the group records it against the element or flow it hits. You score a point for the trick and a point for a threat that lands. A card that genuinely does not apply is played with a short statement of why not — and that rejection, written down with its reason, is real output too: it is the difference between "we never considered spoofing on this flow" and "we considered it and here is why it does not apply." ## A worked example A five-person squad models a new refunds service. A low card in the Tampering suit hands one engineer a mundane prompt about modifying a record another component trusts. Played against the diagram, it becomes: a support agent with legitimate console access edits the refund amount after the approval step has run, and the downstream ledger trusts the record. That is an insider with authorized access attacking money — a threat weak enough that nobody would have written it on a whiteboard unprompted, and real enough that the fix (approving the amount, not the record; re-checking at settlement) is worth a ticket. ## What the deck is not It is an elicitation aid, not a risk method and not a design review. It does not rate what it finds, does not choose mitigations, and does not prove coverage: a hand ends when the cards run out, which has nothing to do with whether the model has been examined. It also is not the only way to sweep STRIDE — enumerating each element or each interaction systematically is a different pass with a different completeness claim. The score is a play mechanic to keep people engaged; it measures participation, never the security of the design.
- Why does the group need a diagram of the system on the table before the first card is played?Because a card only scores when it finds a threat in *this* design. Without a shared model the table trades generic attack stories and nobody can say which process, flow or boundary is affected, so nothing can be recorded, deduplicated or fixed. The diagram is also what makes disagreement productive: two people reading the same flow differently is a model bug the session can catch.
- What is the difference between a low card and a high card inside the same suit?Low cards carry the mundane, common form of that category; high cards carry the more specialized or creative forms. The gradient matters socially more than technically: a low card gives an engineer permission to raise an obvious threat without looking naive, and those obvious threats are exactly the ones a room of experts talks past.
- Does every card played mean a threat the team accepts?No. A card can be played with a statement of why it does not apply to this design — wrong element type, control already in place, outside the modelled scope. Recording that rejection with its reason is useful output. Treating every played card as an accepted threat inflates the list and destroys the credibility of the ones that are real.
It plays like a trick-taking card game where every card is a conversation starter: the suit tells you which kind of thing to look for, and the card tells you one specific way it has gone wrong before.
saying these in an interview costs you the question
- Says the deck replaces having a data-flow diagram
- Thinks every card played is an accepted threat
- Maps the six suits to OWASP Top 10 categories instead of STRIDE
- Treats the game score as a measure of design security
- Pairs Repudiation with integrity rather than non-repudiation
- Claims the deck includes a suit for privacy threats