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Tips & Strategies (20)
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If your equipment draw includes a resource to unlock tec locks consider advancing quickly to the second floor. The locks are worth more there, possibly up to 8 DF tokens.
This is a very simple house rule but one that adds a bit of suspense to the endgame.
In the “Open and Hidden Information” (Pg. 10) section of the rule book, DF tokens are kept hidden from players at all times, with the exception that a player may look at their own DF tokens as any time.
It provides a bit of suspense and mystery to never look at any of your own collected tiles at any time (even if you have to return them and shuffle the Server Pool). When the final points are tallied it really adds to the build-up of the conclusion of the game.
In two games I have played the Starting Room that was revealed happened to be the Research Admin Office. – this room card allows access to the Secret Room. In each game, the first player ( decided randomly by die roll) Interfaced, entered the Secret room gathered alot of DF files and (and in one game a Prototype) and in each game this player won the game.
This prompted an immediate house rule that makes the game a bit more fun and it involves the two Level One ( Blue) Room Cards Research Admin Office and Moving Sidewalk.
During set-up, when shuffling and setting up the facility, remove the Research Admin Office and The Moving Sidewalk room cards. Shuffle the remaining Level One Room Card, draw and reveal to everyone the Starting Room. Place the Characters on the room, then shuffle the two removed cards back into the Level One Room card deck and randomly lay down the rest of the first level rooms.
This insures that the first player doesn’t receive a huge advantage in the game (simply by going first) in the case of the Research Admin Office Room Card, and also that the Moving Sidewalk Room Card provides a bit more of a challenge when encountered later in the facility.
One option for the game and leave it very exciting is you do Labyrinthian Facility described rulebook and add to the game EVERY Secret Room. This will cause many players to advance enough in the rooms only to find a Secret Room and get more DFs or more dynamic Interfaces.
Obviously the area in which the card would be Secret Room would be empty in the initial setup.
Just keep forging onward. You’ll risk getting nailed by environment actions sometimes, but it’s usually worth it.
Unless everyone is close to an exit at the end the game, you’ll likely have something that can increase the alarm anyways and trap everyone.
Those trapped cut their data files in half, so you might as well forge on collect everything, and drop the hammer when the time is right.
*Deal 2 operative cards to each player.
*Deal each operative their designated specialists card
-Gabriel Correa Santiago: “Disrupter Laser” and “Remote Drone”
-Hugo Cash: “Call for Backup” and “Sledehammer”
-John “Animal” McEvoy: “Diesel” and “Gauss Pistol”
-“Marilyn” 7Y3T9D: “Slider” and “Qianju PT”
-Monica Singh: “Flechette Pistol” and “Movement Tracker”
-Mr. White: “Informant” and “Secretaries”
*Shuffle the remaining items and deal 2 to each operative.
*Give each operative one “Action deck” each (1 of each card: “Advance”, “Download”, “Interface”, and “Retreat”)
*Selection phase plays per operative per player. That is to say, each of your operatives selects one card from each of their respective hands. Cards resolve in order of the first player. Each operative that player controls flips over their cards one at a time, in whichever order he/she chooses.
*At the end of the game DF totals are tallied based on that player’s operatives combined total (providing of course any of their operatives escaped successfully).
When playing the Specialist variant listed in the rulebook consider switching it up a bit with this variant. To do this, give each player their designated cards:
-Gabriel Correa Santiago: “Disrupter Laser” and “Remote Drone”
-Hugo Cash: “Call for Backup” and “Sledehammer”
-John “Animal” McEvoy: “Diesel” and “Gauss Pistol”
-”Marilyn” 7Y3T9D: “Slider” and “Qianju PT”
-Monica Singh: “Flechette Pistol” and “Movement Tracker”
-Mr. White: “Informant” and “Secretaries”
Next have each player choose only ONE of these cards to keep and put the other face down in the middle of the table.
Once all extra cards have been added to the pool they are shuffled and added to the item deck and shuffled once more.
Deal 3 cards to each operative and proceed to start the game as normal.
This is a simple rule that I think really adds a lot to the game. After a good number of play throughs I noticed that not many of us were making it to the final room and those of us that went deep into the building would never get out.
What we came up with is that you could escape from the last card on the second level, essentially the roof. If your group finds this too easy simply turn up the alarm dial by one at the start of the game to make it more exciting.
We’ve found that this makes the game fit the theme a bit more and at the same time gives us more options and strategy to work into the game.
In case anyone else is as obsessed about storage as I am, I have designed and posted tuckboxes for the game and posted them in the files section on BGG. Feel free to print these out and have the coolest copy on the block.
http://boardgamegeek.com/filepage/88937/small-cards-tuckbox
http://boardgamegeek.com/filepage/88936/tuckbox-for-large-cards
I’ve found that Infiltration can be good fun as a solo or cooperative game. If playing solo, then pick three or more operatives to use as your team. If cooperative, then just set up as usual.
The way I play is to set a target for data to download. 20 zettabytes per operative in play seems a reasonable starting point, though 25 or 30 makes for a more serious challenge. As per the original rules, only the data held by operatives who escape counts towards your score.
Incidentally, several of the items in the game exist purely to mess with other players. You may want to remove these if playing cooperatively.
During a game of Infiltration, you are a cyber-thief sent to steal secrets – download data mostly, and not get caught. Your score is totaled from the value of the Data Files (DF) you get while in the facility. There is however a way to virtually seal your victory: steal a Prototype.
There are only 4 Prototype Cards included in the game (although any player may only have one) and several ways to get your hands on a Prototype Android: several Room Cards allow you to Interface with them and take a Prototype card. And there is a Secret Room that (if found) actually allows two Interface actions – each to steal a Prototype.
So why are they so valuable? A Prototype card, if in a player’s possession if they escape the facility, is worth 10 additional points. Or in other words, one Prototype is worth 10 “1-value” DFs, or five “2-value DFs and 3 and 1/3 “3- value” DFs.
So let’s say you collect 10 random DF tokens. Based on percentages, (and being optimistic) half (50%) of them will have a value of one (1). Three of them (35%) will have a value of two (2). And two (15%) will have a value of three (3). That’s a total of 17. (that’s the liberal side of percentages!) Add a Prototype to that mix and you have a score of 27.
Another player, without a Prototype card would have to collect (based on the percentages above) an average of an additional 5 more DF tokens just to tie. With competition fierce and the often lack of DFs available, this is more than it seems. (Because often times you will grab nothing but “1-value” DFs).
So if you see one, grab one. Percentages say, it’s an almost assured victory.
If anyone has seen the anime Ghost in the Shell’ll find yourself within the anime.
For the fans of the game and the series, a recommendation is to play with the music of singer “Origa” – yes this is the same name.
This is the singer’s official series and if you have not heard this Russian singer not know what you’re missing.
(Yes, Origa is Russian and works as a singer in Japan)
Really gives even more excitement to the game.
Infiltration come with two options for Action cards that allow you to grab those Data File tokens from Room cards. Download and Extract.
A brief rules review. A Download card allows the first player to Download in that room in the same round to take 2 DF tokens, anyone else downloading in the same room on the same round can only take 1 DF token. The most you can ever download in a round (barring any special items or effects) is 2.
Extract allows a player to take more DF tokens if they are alone in a room, (4) slightly less is 2 players are extracting ( 2) and only (1) DF token if there are 3 or more players Extracting in the same room.
But is “Extracting” really an Advanced rule? Let’s look closer…
Download When players use the Download card as an action, there is a more even distribution of DF Tokens. Simply, no matter how close another player is in proximity ( the same room) the most you can get is 2 DF tokens. If all payers in a 6 player game are in the same room, as long as there are enough DF tokens, everyone gets a little something. The primary effect is, there is not as much worry about separating from other players – movement effects that carry you further into the facility are not as important since it means you will only get a turn or so of more DF tokens (again max of 2 per round) and it doesn’t really cause a huge swing in the final scoring.
The side effect of this is that all those Item cards and Interface effects that affect other players and Room cards that are adjacent or in the same room can really achieve their full potency. You can stay closer to other players and really affect their game play and options in a round – without losing much in the way of DF tokens. Keeping other players in close proximity makes the game very interactive and cutthroat. It also makes the game work better with 2-4 players.
Extract Extraction cards immediately add the ability to get 4 DF tokens if you are alone in a room. This promotes player separation in the Facility ( gaining distance from other players so you can get he most DF tokens per round. Play becomes more spread out and a lot of times, more independent. This takes the bite out of those cards that affect other players and adjacent rooms and could promote more of a “chase down” effect. If you really want to ruin another players plans, you may have to get to them first. There might also be a bigger difference in DF tokens and scores at the end of game. Extract does allow for a better experience for 5-6 player games since with so many players, you are often all concentrated in a certain area of the facility.
The game is balanced well, but using Extract cards doesn’t really make the game a more advanced version, just a different play experience. It allows a choice in the fundamental way the game unfolds depending on your play style ( cutthroat vs. independent) and depending on the number of players.
Download or Extract? What sort of Cyber-thief are you?
My first handful of plays with Infiltration were with 3-4 players. It performed well mechanically, it was a good game, but not great. There simply wasn’t the impetus there for characters to explore deep into the complex, and go for a big DF haul, so players would mill around the bottom level, soaking up what tokens were available. Bottom feeding was rife.
Then by chance we played a very-busy 6-player game, and Infiltration’s full potential was realised. Bottom-feeding is simply not a viable strategy with that number of operatives all jostling for position in the same few rooms. Some players rush forward, keen to get to higher level and risk a convenient exeunt, others look for what booty they can get mid-way through the complex with an eye on the lower level exit. Either way, many players means serious competition for the relatively rare resources … and decisions become more meaningful when a second player is looking over your shoulder, ready to rush into the secret room and grab the lone, lucrative Prototype as soon as you open the door.
Definitely best played with 5-6, where the game’s depth of interaction becomes a big player.
We love to play Infiltration, but the setup time is tedious for length of the game. One way to shorten the setup time significantly is to put the DF tokens in a bag you can’t see through (cloth preferably, but it does not really matter). This eliminates the need to turn over all the DF tokens and try to mix them around before the game and between games. Just toss them in the bag and start playing.
Infiltration Quick Tip ~ Put the DF Tokens in an Opaque Bag
This has been a public service announcement from Granny!
After playing our first game we found that all the players were on the entry tile when the dial hit 99. So we were all arrested by the security team and nobody won. We then played again obviously all trying to avoid being caught but again all of the players were caught out on the entry tile with the dial hitting 99. We then tried a third time deciding that we were all too greedy and didn’t have enough haste about leaving and 3 out of 4 of us were still caught out on the entry tile when the dial hit 99.
From this we decided our house rule would be that you either have to leave the building before the dial hits 99 as normal, however if you are on the entry tile when security arrives at 99 you can roll the dice to see if you can evacuate at the last minute. On a 4,5 or 6 you succeed on a 1,2 or 3 you get get caught as per usual. This rule is only valid if you are on the entry room (first room card) and gives players a 50/50 chance of escaping the grasps of this evil corporation.
Infiltration is a “Push Your Luck” game in the vein of Incan Gold… but a much more difficult path to escape. After a few failures, you might stop venturing too far from the entrance, but that would be a MISTAKE! Why? Because, on the second floor there are two shortcuts outside… the Executive Elevator and the Blackmail card. Should you risk getting one of these? Yes! There is almost a 75% chance one of these will come up (it’s actually 73%… but that’s only a tiny matter of 2%… right?). So, the alert meter rises quicker, but you have a good chance as you venture forth to making it out before anyone else does. Don’t be a coward!!!!!
Strategic Tip ~ Don’t be Afraid! Run to the Second Floor!
So says Granny.
Some discussions of the game have included complaints about the ease of escape once the Loading Dock or Executive Elevator cards show up (assuming they do show up). At that point, players have a much easier escape route, and it seems the all the teams can escape. To make things a little more cutthroat, we added the house rule that when using the Interface function at either of these cards, you remove the Interface token. Playing this way, the Executive Elevator and the Loading Dock can only be used as escape routes by one person. This makes for more opportunities to mess with an opponent. Someone who thinks they have an easy way out may suddenly find their take away by an operative that was previously lagging behind.
REASON: It is just my partner and myself that play this game in our house. And since he has been gaming years longer than I have (due in large part that he gave in to his geek long before I did and was able to acquire friends that would play games with him)- he wins about 80% of all the board games we play. He can see how game X is a little like game R and will form successful strategies from there. He even has his own victory dance. It is a little funny and a little annoying, so I developed this kamikaze move for Infiltration…
I only use this when he starts retreating and ends up using the secret room or jet packs to get way ahead of me. I download as much as I possibly can and slowly retreat. I figure out about how many rolls it will take to hit 99. I then use any item cards I can to increase the alarm.
This is an effective suicide mission. The one time I used it, it killed us both before he could escape with his loot. He was in the last room and only needed to use his retreat card at the time. His expression was priceless! hehehe
Again, this strategy is just a suicide mission, as the title says. It won’t help you win; it will just help you not to be the only loser. When the ship is going down, I do not want to be the only person on the boat- the more the merrier. Please don’t click that this was not helpful just because it is merely a last resort tactic. Thank you.
We’ve played with a few variants to mix up and improve the special cards you start with to give us more options in game play. We have used drafting and the prerequisites the game suggest, but I think the one that like the best is starting with one less card, at three, but when you play a card you draw a new one.