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Card game based on the Internet and its systems. Players manipulate server capacity to correspond to internet demand. Much better than this description reads, the game is garnering excellent reviews.
In this game, each player starts out with a supply of networks, servers and streamers. The size of the network determines the number of users you can serve, and the number of servers determines the quantity of services you can offer. A streamer can be purchased that allows you to expand your server(s) by one extra service. Your goal is to ensure that your users are getting the services that are in demand--that is how you score points and the one who first reaches the agreed upon point total wins.
There is a deck of service cards--Art, Music etc. that have numbers from 1 to 9 on them. Three of these are chosen at the beginning of the game to represent the current demand for services. There will ultimately be six services in the demand pyramid on three levels, the level determining the payoff rate for that service.
You begin with one network that can service four users and one server. Throughout the game you can purchase additional servers (up to three total), upgrade your network (7, 9, 12 users) or purchase a specialist (enables you to have more than 2 of a particular service card).
The initial demand is determined by placing three service cards on the table oriented with a bottom, middle and top row. These form one side of a six place pyramid.
The game now begins. Each player is dealt 5 service cards and at the beginning of his or her turn takes five more. These cards are used to purchase additional servers, to place by an existing server to provide the service to the user, to purchase additional users, to purchase a specialist or a streamer, to fill in the demand pyramid, or to oust a service on the pyramid and replace it with another (this is where the numbers matter) or move a service up a level.
At the start of every subsequent turn you score points. Your points are determined by multiplying the number of users you have by the value of the qualified services you provide. A service is qualified if it is on the demand pyramid and if you have the most number of cards exposed of that service or the second most.
This game has great potential. It includes interesting features such as the upgrade capability, and the multipurpose deck of cards which is used both to supply the demand and pay for the extra components. However, it is sorely hindered by its instructions. The playgroup read the instructions aloud and was progressing nicely until item 6 which says 'It's my turn'. And the first thing you are to do on your turn is remove your x from the demand pyramid. With no previous mention of an x or why you put one on the demand pyramid, it was only our commitment to the task that persuaded us to continue.
The game proceeds slowly and is greatly improved by a modification of the rules giving each player ten cards at the outset of the game and ending the turn by picking the five new cards for the next turn. This permits the players to plan instead of just watch.
This should be a game of attack. If everyone politely sets their cards down and scores their points, the 120 suggested win level is reached easily and quickly, not even requiring more than one network upgrade. It shouldn't be as easy as that. The rules also say that first one to reach that point count wins. There is an attempt to reduce the first player advantage by giving the ones at the tail end an extra card or two but that is not adequate. Play should progress in rounds and high count at the end of the round where any player reaches the agreed upon win point should win.
I hope to play this game again with a much more aggressive approach, it is certainly worth a second look.