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- A game by Donald X Vaccarino, the celebrated designer of Dominion
- Set in the dystopian future of Android
- 2–6 players take the roles of thieves competing to collect the most data
- Players press their luck, attempting to steal the most information before security arrives
- Includes 114 cards, 149 tokens and markers, 1 security tracker dial and more
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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Designed by Donald X. Vaccarino Dominion Kingdom Builder and based in the dystopian world of Android Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves competing to steal valuable secrets from a highly secured corporate facility.The most vital information lies deep within the complex but each step inward takes you farther from escape. Worse yet corporate mercenaries are closing in How long will you push your luck as you avoid security patrols surpass rival thieves and try to download the most data before the building is locked down.. Dimension - 12 x 3 x 12 in.. Item Weight - 3.5 lbs.
From the Manufacturer
Designed by Donald X. Vaccarino (Dominion, Kingdom Builder) and based in the dystopian world of Android, Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves, competing to steal valuable secrets from a highly secured corporate facility.The most vital information lies deep within the complex, but each step inward takes you farther from escape. Worse yet, corporate mercenaries are closing in. How long will you push your luck as you avoid security patrols, surpass rival thieves and try to download the most data before the building is locked down?
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|Sold By||—||Bear Toys & More||Amazon.com||Discover Discount|
|Are Batteries Required||No||No||No||No|
|Item Dimensions||10 x 10 x 2 in||11.63 x 11.66 x 2.99 in||10 x 10 x 2 in||7.5 x 16.2 x 11.8 in|
|Item Weight||1.55 lbs||5.66 lbs||0.75 lb||20 lbs|
Top customer reviews
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The game is set up randomly each round, and the abilities and items for each player are random, which contribute to a strong replayability. The rules are fairly simple and very consistent; there are only a few rare exceptions to the usual round of gameplay and implementing these exceptions is straightforward. The result of this is that outside of set up time, the game plays very quickly. The first round that we played (three players total) lasted merely an hour, and that was primarily due to taking the rules slowly as we learned them. Subsequent games go much faster and can be completed in as little as thirty minutes, depending on how the players approach the game. The game length does not vary much with the number of players, as turns go relatively quickly. It should be noted, however, that you require alternate rules for two person play; Infiltration is meant to be played with at least three players and only improves with the addition of more.
The art for the game is lovely, and the cards are well designed. One complaint is the use of small chips to account for victory points; these chips need to be stored face-down for the entirety of the game. It can be difficult to keep these chips in order without viewing them. Moreover, the chips can have a value from 1-3, and the number of chips with these values is set. This could cause an issue if chips are lost, as they may imbalance the game (though this is not going to be an issue for all but the most obsessive players).
Infiltration is an excellent game for groups of three or more looking for a fast, easy game to fill time.
I have only played one full game (2-player where each player controls two Operatives) and it was a lot of fun! From beginning to end, the players were really involved with the whole board, the strategy of the gameplay, and the cool items from the item cards. The rules cover a LOT of ground, so they're a little long to get through -- I say make the effort because, when read carefully, they will clear up questions. The ground that the rules DON'T cover is handled by the cards themselves, whether it's an item, NPC, or action card. There was not 1 question about a rule that came up that was not covered by a card or the rules book.
The game we played took about an hour, which would have been shorter if we were more familiar with the game. This was our first time out and it was fun-but-slow (compared to it's intended speed).
Pros: Good explanations through rules or card descriptions that don't leave room for interpretation. Turns are balanced to prevent any one player from having the advantage throughout the entire game. Players can effect each other and really throw a wrench in an otherwise well-planned round. The presence of the Alarm Counter & Proximity Counter add a sense of urgency to the game that allows for several different strategies to win the game.
Cons: It's not as straight-forward as many board games, but that's actually one of the reasons I like it (twists and turns vs. roll and move). The pieces could be swallowed by children. I haven't seen a whole map yet. That's not really a con, but I really want to see them in-play!
Pros: Heavy-stock cardboard for the player tokens. Durable stock for the cards (though a child could destroy one easily). All the pieces fit into the box without issue. Nothing that is constructed (i.e., the security wheel or the player tokens) is at-risk of breaking or wearing to the point of unusability.
Cons: There are a LOT of tokens for Infiltration and many of them need to remain face-down during play. That's a bit of setup and there's no good way to grab from a bag (because there's no texture on either side) so they have to be laid out. The biggest con is the number of tokens and the setup time to play the game. It's not bad; it's definitely more complicated that a standard board game (on par with Catan).
You and up to 5 others are infiltrating (Get it?!?) a Corporation's facility, made up of randomly drawn room cards. Enter a room and you can see what happens- certain rooms have effects that have to be resolved immediately, or can be triggered, or can kick off NPC actions. You push your luck by going deeper and deeper into the facility, but you have to try to make it back out as well - if the alarm counter hits 99 before you're out, you get caught and lose everything. Can also be fun to play in teams.
I won my first play by being conservative with my exploration (I didn't venture past the first set of floors) and driving up the alarm counter myself with items and interface actions. Only 3 of the 5 of us made it out of the facility and I had the DF advantage.
This game, like many, is most fun with more players. 5 worked great because there was a lot of interaction with other players and because of the relative simplicity of the game there was little downtime. I also love how the game can be played in around 30-45 minutes making it a decent filler.
Pro tip: Always use the Extract instead of the Download action cards for your games. With the Download card, turn order gives earlier acting players an unfair advantage while Extract balances this out and doesn't make the game any more complicated.