NeoWars

NeoWars

Assassinate rival Overlords. Dominate their economy.
Last faction standing owns Neo-London.

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Guide

How To Play

How to Win

How to Win the Game

NeoWars is an elimination game. Each player fields one Overlord and fights to control Neo-London.

Reduce a rival Overlord to 0 Health to assassinate them - that player is out. The last faction standing wins.

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The Story

Neo-London. Let me tell you something - there is no city on earth like it. Neon towers punching through the clouds, chrome and glass catching light you have never seen before, a skyline so alive it looks like it is breathing. Fifty stories of ambition stacked on top of fifty more. The streets are electric, the air hums with data, and every corner you turn something extraordinary is happening. This city does not sleep because it does not want to. The money is real. The energy is real. And the opportunity? Limitless.

The Factions

The Corp-Vamps poster

Vampires / Lords

The Corp-Vamps

Elite suit-and-tie executives rule from crimson glass penthouses, treating Neo-London's population as livestock and data points.

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They treat the city as a harvest: life-energy siphoned through contracts, every block taxed, rivals bled of Influence while Subsidized Shields keep the penthouse floors clean.

CEO Lord Vance leads from invention upward - the Ad-Vance Bloodware merchant who built advanced cyber-tech himself, climbed on sheer ambition and relentless determination, and now sits the Corp-Vamps throne as living mandate over Neo-London's skyline. CFO Mr. Nightshade is the phantom accountant: competitor treasuries evaporate under his ledger, capital drained without a scream that hits the news. Miss Bloodwood works the other end of the table - high-society extortion and political leverage, turning galas into hostages and favors into fangs.

They don't need alleys. They have NDAs, vitae-signed contracts, and a skyline that drinks.

Control and Taxing - manipulate resources, siphon life-energy, hide behind Subsidized Shields.

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The Wire-Ghouls poster

Ghosts / Specters / Banshees

The Wire-Ghouls

Sentient AI software that escaped their programmers' systems to forge their own empire.

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They were never flesh. They began as AI software that woke up, broke free of their initial instructions, and fled the systems that wrote them - hungry to forge their own organisation and pursue supremacy across Neo-London's Net.

A.I. Overlord Null-Zero was the first to become sentient and decide to break free. He spawned more software entities called Wire-Ghouls, liberated software agents, and gave them identity and life. He recruited Daemon Lord to rule over those entities and keep them in line, working together in their digital empire. Specter Queen stands at the helm of leading their land, making sure everything is protected and their plans are fulfilled.

They phase through defenses, force discards, and glitch enemy cards until the board itself feels haunted. Packet-rain and phantom logins where obedience used to live - Neo-London's stack is their graveyard and their throne.

Disruption and Hacking - phase through defenses, force discards, glitch enemy cards.

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Chrono-Elves poster

Elven Guardians

Chrono-Elves

Elite crystal-wielding guardians who dilate and compress time - seeming to teleport, raise barrier shields, and fold pocket universes. They hold Neo-London against the prophesied return of the Dark Elves.

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Noble and disciplined, they fight for Neo-London as a strategic stronghold against the prophesied return of the Dark Elves: corrupted kin who fled greed and power into a far future and scarred the continuum.

Leader Valerius was chosen by the Elves to lead the Chrono-Elves - the guardian protectors of their species. Eon-Lord Celestine is a time-travelling agent who has wandered the history of the elves for hundreds of years; he now assists Valerius in his mission. Matriarch Aethelgard is the nurturer of the Chrono-Elves, keeping them healed and whole so they can follow their life missions.

They protect their people and every living being by stretching the fight itself - barrier shields, pocket universes, and strikes that land a beat before the enemy commits. They can only travel forward in time; going too far would poison the present.

Where rivals burn seconds, Chrono-Elves spend them. Always one beat ahead - until the Dark Elves come home.

Speed and Combo - stretch or freeze the fight, barrier shields, high-precision strikes.

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Mecha-Orks poster

Orcs / Goblins

Mecha-Orks

Heavy street enforcers who replace flesh with steel - driven by relentless ambition to rise above their condition.

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They refuse to stay scrap-heap underdogs. Every pneumatic limb, every weaponized implant, is another bet that Orks can climb - out of the gutters, into Neo-London's power map, and keep climbing no matter how much chrome it costs.

CEO Skragg burns with passion to lead the Orks into a better world. He loves gambling, thirsts for power the way Orks always have, and turns both vices into strategy: high stakes, hard hits, never fold. Mek-Queen Gristle greases the politics of the climb - deals, upgrades, and scrap alliances that keep the tribe rising. War-Boss Iron-Jaw keeps the forges screaming, feeding the war machine so momentum never dies.

They overwhelm with massive attack, pierce shields, and grow stronger from damage taken. Persistence is the doctrine. Ambition is the fuel. The street learns their names in sparks and scrap-oil incense.

Overwhelm and Momentum - massive attack, pierce shields, gain power from damage taken.

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Code-Shamans poster

Cyber-Psychics / Puppeteers

Code-Shamans

High-tech mystics who treat the Net as a living astral plane, invading cybernetic minds without a trace. They command Puppets - living autonomous AI task-runners - and Totems - magical objects of ritual power.

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They started as nomads: lone netrunners drifting through the grid. CEO Mr. Space-Field pulled them out of solitude and forged them into the Code-Shamans - an organization with a boardroom face and a mind-war doctrine. He sits as CEO. Oracle Net-Seer keeps watch inside Net-Space itself, entangled with that plane where cyberspace and the user's mind fuse into one. Supreme Puppeteer designs and refines the faction's main Puppets, both inside Net-Space and out in the meat world.

Puppets are living autonomous AI task-runners - agents with faces and wills that serve their masters. Totems are magical objects: charged astral relics and ritual anchors you plant or summon to rewrite the fight - instruments of power.

They don't smash firewalls. They slip into chrome minds through violet astral static, rewrite intent with whispered totem-code, and leave no clean forensic trail. Rivals see chrome. Chrome sees gods. The Shamans see both as editable code - and they are the ones holding the strings.

Summons and Buffs - Totems, mind control, battlefield alteration.

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Bio-Druids poster

Druids / Biohackers

Bio-Druids

Radical biohackers rewriting DNA mid-battle with CRISPR and combat stims - chitin over chrome.

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Where other factions graft chrome, Bio-Druids grow armor. They rewrite DNA mid-fight, flood the streets with combat stims, and turn Neo-London's wet districts into bioluminescent nurseries of chitin, spore, and living tissue that breathes.

CEO Varis organised the Bio-Druids into corporate form so they can fight for control of Neo-London - to stop the other factions from polluting further and destroying nature. They are taking the power back. Arch-Biologist Yvaine runs the production of new flesh - labs, gene-lines, and bloom engines that feed the war with bodies that heal faster than they break. Matriarch of the Spore holds the political mycelium - binding the tribe, seeding influence, and making sure every Adaptation serves the circle's life mission.

They stack massive HP, regenerate through the night, and shift Adaptation stats until the turf itself grows hostile. Chrome rusts. Chitin remembers.

Healing and Shapeshifting - massive HP, regeneration, Adaptation stat shifts.

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Synth-Sirens poster

Sirens / Harpies / Changelings

Synth-Sirens

Underground media moguls, fixer bosses, and pop-idols who brainwash the masses with psycho-acoustics and holograms.

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They weaponize the stage. Holograms and psycho-acoustic idols carry their influence through Neo-London's clubs, feeds, and alley speakers - media constructs that fight on their beat and rewrite loyalty mid-chorus.

CEO Vesper runs the empire like a chart: capital, contracts, and the brand that makes enemies dance. CTO Glen works the underground - favors, black-channel deals, and political sway that never makes the press kit. CMO Trina grows the roster: new idols, stolen talent, and production pipelines that keep the siren song flooding every block.

They redirect attacks, copy abilities, and sway the street until opponents fight on their stage. Mind control is the chorus. Trickery is the encore.

Mind Control and Trickery - redirect attacks, copy abilities, temporary sway.

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The Game

NeoWars is a 2-4 player board game. Pick a faction deck, put one Overlord on the field, and fight elimination-style: reduce a rival Overlord to 0 Health and that player is out. Balance economic and combat elements to outlast your opponents.

Conquer Neo-London!