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Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a mega corporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
7 Wonders: Babel includes two modules for use with the 7 Wonders base game, and they can be used individually or together in any combination with other expansions.
In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal.
During the game, players now have an additional option when discarding a card. Instead of gaining three coins, they place one of these tiles in the next open space on a circular display; the law on this tile remains in effect until the end of the game or until it's covered. (Should a fifth tile be placed, for example, it's placed on top of the first tile played.) At the end of the game, players receive points based on how many tiles they played.
In the second half of 7 Wonders: Babel, one of five age specific great project cards is randomly revealed at the start of each age, and a number of tokens are placed on it, based on the number of players. This card imposes a tax on players who want to play cards of a certain color. When a player pays this tax, he takes one of the tokens from this law card. At the end of the age, if all of the tokens have been removed, then players receive a bonus (which is depicted on the card) for each token they have; if tokens remain on the card, then each player without a token is penalized.
Just as the cost of cards increases in each age, the number of resources required to pay the tax also increases.
7 Wonders : Cities is the new extension of the award-winning 7 Wonders game. For an added challenge, you can play all three versions together -- 7 Wonders, 7 Wonders - Leaders and 7 Wonders : Cities.
Far from the pomp of palaces and gardens, in the darkest alleys, gold changing hands, exchanging information, alliances are formed and secrets are betrayed.
This extension provides a new family of cards that complements Ages already existing in 7 Wonders. Now, mercenaries, thieves, spies and diplomats will give a new scale to your cities. Reap the benefits by sowing discord among your opponents, play them off each other and push them into debt.
The game box contains 2 Wonder cards, 36 cards, tokens, coins with a value of 1 and 3 and a rule book
In 7 Wonders, players get hands of cards, pick those that will help them build their City and pass the rest to their neighbor. Their goal: build commercial ties, strengthen their military might and build their Wonders.
Leaders introduces in the game notable personalities, who offer various advantages. At the beginning of the game, players create a Leader hand from which they will be able to play a leader at the beginning of every Age, or use him to get money or help build your Wonder.
The recruited Leaders will allow you to build certain structures at a cheaper cost, even maybe for free, or will be worth victory points, or... Well, with Leaders, the Wonders never cease!
The box contains:
1 Wonder board,
36 Leader cards,
1 Wonder card,
3 Guild cards,
12 coins of value 6,
1 Courtesan marker,
1 score booklet and 1 rulebook.
The fastest-selling trading card game of 2014 is expanding… again! This time, the Ice King and his IcyLands deck take on Marceline’s dark and crafty Useless Swamps & NiceLands deck. The excitement is mounting, as players speculate on the direction in which the first all-new Landscape will take.
IcyLands Creatures are all about attacking directly. They would prefer to avoid attacking other Creatures. One way they can find some clear Lanes to attack down is through Frozen tokens – an all-new addition to the game. Through various means, these chilling tokens can be placed onto your opponent’s Landscapes. Opponents will find playing Creatures onto Frozen Landscapes rather difficult. Where the Ice King finds an opening, he will strike as hard as a blizzard!
Marceline’s deck is a Useless Swamps & NiceLands deck. This is the first time that NiceLands has been paired with another Landscape type, and the chemistry is going to burn hot! The Useless Swamp side of the deck is themed around denial, discard, and dirty tricks. Some of the Useless Swamp Creatures are willing victims to your dark tidings. When they go, they leave a lot of destruction in their wake.
The NiceLands side of the deck is themed around Creatures with exactly 5 Damage on them. This is a tweak to the NiceLands strategy as seen in the original NiceLands deck. There, the Creatures thrived with various different amounts of damage on them. Now the trick is to get as many of your Creatures as you can to have exactly 5 Damage on them. When that happens, look out!
96% of the cards in the set are BRAND-SPANKING new! Just a couple of rainbow cards have ever been seen before. NONE of the cards from the For the Glory! Booster set are repeated here. This Collector’s Pack gives you over 45 never-before-seen cards. This new Ice King vs Marceline Collector’s Pack is a must-buy for both casual and tournament level players!