NeoWars

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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 deck

Ghosts / 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 deck

High 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 deck

Orcs / 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 deck

Cyber-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 deck

Druids / 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 deck

Sirens / 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