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Choose a Faction
Each syndicate fields a 45-card kit: 41 faction cards plus 4 shared Mercenaries.
Vampires / Lords
The Corp-Vamps
Elite suit-and-tie executives ruling from high-rise penthouses. They view NeoLondon's population as livestock and data points.
Playstyle: Control and Taxing - manipulate resources, siphon life-energy, hide behind Subsidized Shields.
Open deckGhosts / Specters / Banshees
The Wire-Ghouls
Beings of pure corrupted data. Hackers who shed their bodies to wander the Net as malicious code.
Playstyle: Disruption and Hacking - phase through defenses, force discards, glitch enemy cards.
Open deckHigh Elves
Chrono-Elves
Genetics-obsessed aristocrats using extreme cybernetics and time-dilation tech for artificial immortality.
Playstyle: Speed and Combo - extra actions, turn-order manipulation, high-precision strikes.
Open deckOrcs / Goblins
Mecha-Orks
Heavy-hitting street enforcers who replace flesh with steel, pneumatic limbs, and weaponized implants.
Playstyle: Overwhelm and Momentum - massive attack, pierce shields, gain power from damage taken.
Open deckCyber-Psychics / Puppeteers
Code-Shamans
High-tech mystics who treat the Net as a living astral plane, invading cybernetic minds without a trace.
Playstyle: Summons and Buffs - AI Totems, mind control, battlefield alteration.
Open deckDruids / Biohackers
Bio-Druids
Radical biohackers rewriting DNA mid-battle with CRISPR and combat stims. They choose chitin over chrome.
Playstyle: Healing and Shapeshifting - massive HP, regeneration, Adaptation stat shifts.
Open deckSirens / Harpies / Changelings
Synth-Sirens
Underground pop-idols, fixer bosses, and media moguls who brainwash the masses with psycho-acoustics and holograms.
Playstyle: Mind Control and Trickery - redirect attacks, copy abilities, temporary sway.
Open deck