Deep State: New World Order
Published
2020
Publisher
CrowD Games
Description
Deep State: New World Order is a dystopian game of world domination and global conspiracies. The game takes place over several rounds, and in the course of a round, players begin with the action phase, which is followed by the takeover phase. Those two phases repeat, then at the end of the round comes the treaty phase.
During the action phase, each player performs one action, the most important of which is to send your agents to infiltrate political, financial, and research institutions represented by objective cards in the Infiltration Zone. You must race for objective cards as other players can send more agents to intercept the card they need. Players can also advance toward World Domination projects, including Comintern, Unified Nations, Spyware, and Deep State itself, which gives players tangible advantages in the game. They may also choose to carry out covert operations that provide a lot of influence while requiring the sacrifice of agents.
During the takeover phase, players take their captured cards and return some of their agents from them.
The treaty phase begins when all objective cards in the Infiltration Zone have been captured. Each player can then make one treaty that gets them working with mighty organizations, some known the world over, while others hide in secret.
At the end of the game, players calculate their influence (victory points) that are generated by their objective cards, by participation in global projects, and by their treaty cards. Many cards interact with each other, generating even more influence. The player with the most influence wins the game, becoming master of the world we know.
During the action phase, each player performs one action, the most important of which is to send your agents to infiltrate political, financial, and research institutions represented by objective cards in the Infiltration Zone. You must race for objective cards as other players can send more agents to intercept the card they need. Players can also advance toward World Domination projects, including Comintern, Unified Nations, Spyware, and Deep State itself, which gives players tangible advantages in the game. They may also choose to carry out covert operations that provide a lot of influence while requiring the sacrifice of agents.
During the takeover phase, players take their captured cards and return some of their agents from them.
The treaty phase begins when all objective cards in the Infiltration Zone have been captured. Each player can then make one treaty that gets them working with mighty organizations, some known the world over, while others hide in secret.
At the end of the game, players calculate their influence (victory points) that are generated by their objective cards, by participation in global projects, and by their treaty cards. Many cards interact with each other, generating even more influence. The player with the most influence wins the game, becoming master of the world we know.
Cards
1 of 2
63.5 x 88
79 Cards
2 of 2
44 x 68
113 Cards
Sleeves: 63.5 x 88
Arcane Tinmen Gloss
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Arcane Tinmen Matte
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79 sleeves
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Dragon Shield
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$11.00
includes 1 (100) 63.0 x 88.0 packs
includes 1 (100) 63.0 x 88.0 packs
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Legion
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Mayday Premium
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$8.95
includes 1 (200) 63.5 x 88.0 packs
includes 1 (200) 63.5 x 88.0 packs
Card Game
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79 sleeves
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Mayday Standard
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price
$2.25
includes 1 (100) 63.5 x 88.0 packs
includes 1 (100) 63.5 x 88.0 packs
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79 sleeves
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Percival
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79 sleeves
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Sleeve Kings
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$2.50
includes 1 (110) 63.5 x 88.0 packs
includes 1 (110) 63.5 x 88.0 packs
Card Game
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79 sleeves
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65x90mm
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Swan Panasia Standard
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$3.95
includes 1 (160) 65.0 x 90.0 packs
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Ultra Pro
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$4.69
includes 1 (100) 66.0 x 91.0 packs
includes 1 (100) 66.0 x 91.0 packs
Clear Standard Deck Protector
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packs
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79 sleeves
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