Saturday, April 18, 2026

Neuroscape Deck Design Part I: Unboxing and Deepnet Hacker Deck

 

I took the plunge. I bought a box of Neuroscape, Genesis set. 

I have not been disappointed.

Neuroscape is a head-to-head cyberpunk themed competitive trading card game that was recently released and initially kickstarted by 1,891 backers.  I am a non-backer recent convert, and I reviewed playing the sample starter decks about a week ago

Back to the box. By the numbers, in a box of Neuroscape Genesis boosters packs you get 24 booster packs at 16 cards per pack. And you get one bonus promo card in the box as well. In summary you get 385 cards per box. 

So, what’s in a booster pack? As printed on the side, a booster pack includes: 9-10 common cards, 3-6 uncommons, and 1-3 cards of rare or higher rarity.  The approximate rates of the higher rarities are 1 in 4 packs will have a Quantum Rare, 1 in 342 will have an Art Rare, and 1 in 1526 packs will have a Serialized card.  In addition, you may get a foil version of a card. I do not know the rarity frequency of foil cards.  Also, you may get basic RAM, but very rarely.  In my box I pulled a total of 6 cards of basic RAM, one of which was a foil.   


In order to play a game of Neuroscape you need exactly 25 basic RAM per RAM deck, so to resolve this issue I bought a deck of 100 basic RAM for around $10.  That fulfills the need of RAM for 4 separate decks of Neuroscape.  Which is convenient, because after opening my box and analyzing my cards, I found that I could construct four 50 card decks that have enough synergy to be playable with plenty of cards left over.  I think at least. I’m still learning the systems here. 

Another thing to note, the left-over basic RAM box is the perfect size to carry a 50 card deck, covered in Dragon Shield matte card sleeves, plus 50 RAM cards not covered in sleeves with some room to spare. 

My main concern with buying a box of booster packs (which was available) over premade decks (which were unavailable at the time of my purchase) was the frequence and amount of Mainframe cards in a booster box.  A Mainframe card represents your cyberdeck and is necessary to play a Neuroscape game.  It also sets up at least two synergies with the cards in your deck.   In the Genesis set, there are 20 distinct Mainframe cards of rarities common, uncommon and rare.  To date there are no Quantum Rare Mainframes. 

I should not have worried. There are 12 common Mainframes. In one box, though everyone’s milage will vary, I pulled 17 Mainframe cards, at least one Mainframe from all rarities; and 7 of the Mainframe cards I acquired were duplicates.  Some of the Mainframes were foil cards and are very pleasant to look at.  I did not acquire all Mainframes in the core set, but that is to be expected. I did get both rare Mainframes, Hive Dynamics and Wndrtech, lucky enough though. 


That’s neat and all, but where can you peruse the spectrum of Neuroscape cards and see for yourself?  I have found that the website NeuroDB is your answer. In fact, since I don’t have access to the prebuilt decks available for Neuroscape, I found the website’s deck database to be invaluable to see what the card distribution is for those starter decks. In addition to being able to make your own decks and share a virtual catalogue of your card collection, NeuroDB lets you look at a Meta Overview of what cards users that are making decks are using and at what frequency.  Now at the time of this writing, the Meta Overview is a new feature and was temporarily unavailable, but I had accessed it in the previous day.   I found the website very useful for theorycrafting, looking up potential card synergies and for hosting the two decks I recently constructed with my collection, which I will discuss a bit below. 


Here are some more observations on the cards I pulled from my box. After buying one box I found myself wanting more uncommons to fill out the decks I was attempting to make.  For example, I wanted to put together a Wonderland heavy faction deck with the Wndrtech Mainframe, but I didn’t draw any of the Wonderland uncommons White Knight or Red Knight that would have been useful for that type of deck. 

I also noticed that the non-faction utility cards were relatively rare.  By non-faction utility cards, I mean cards like Antivirus, Short Circuit, Terminate and Delete that have no faction and are useful counters in any deck one makes. Even though those cards mentioned are common, I only drew less than 20 of these types of cards total, which is a small amount relative to the other factions in the box. 


I am going to make a correction on a statement I made in my previous blogpost on Neuroscape. I said deck design is not limited by class restrictions. I am clarifying that statement now that I am more educated in the rules.  Some cards are dependent on other cards being in play in order to use them.  In the rules this is called a Synergy Requirement. For example, if I wanted to play the program script (Tarot) The Fool card, I would need a card from the Mystic faction in play to do so.  Now this doesn’t mean that only Mystic faction cards can be in a Mystic faction deck or with a Mystic faction Mainframe.  In fact, in one of the decks I designed below I added Dustrunner faction cards to a Hacker centric deck with a Hacker Mainframe. Now I don’t know if that deck design strategy will work too well; but I could do it, so we will see what happens when I playtest it. 

At any rate, I decided to construct two 50 cards decks with the cards I obtained from my single box. The first deck is a Hacker focused deck that I made to model the playstyle of the Hacker starter deck I played initially against Leo as I reported in my previous Neuroscape blog post.  In short, this deck focuses on playing Viruses and Trojans on my opponent’s Mainframe that do direct damage to his Mainframe Health (blue health).  This deck is also an experiment in that it only has 4 rare cards, and the rest are uncommons and commons. I am testing the viability of playing a “budget rarity deck”.  The second deck is a Cybernetic and Corpo deck where I slammed together my strongest cards of each of the factions without regard to rarity limitations and I focused on dealing out damage to the opposition’s Bioframe Health (red health).


Deepnet Mainframe Hacker Deck


The first starter deck I played with was the Hacker starter deck with the Firestarter Mainframe.  This deck revolved around placing Trojans and such as Power Spike and Memory Leak as well as Viruses like System Error on the opposing Mainframe to do Mainframe Damage to the opponent. This direct damage to the opponent was supported by the Firestarter Mainframe’s synergy, the Script Programs Overload MK. I and Overload MK. II along with other cards in the deck. 

I wanted to see if I could replicate this theme of direct Mainframe damage and Trojans/Viruses while improving upon its design. So, I chose the Mainframe Deepnet (a common card) as the center of this deck.  The first synergy of Deepnet requires two Hacker cards, then upon playing a protocol, Deepnet will deal two Mainframe damage to target player.  So far so good. Now I just needed protocol cards.  So, I then added all the Trojans and Viruses I obtained from my box to my deck.  This consisted of 4 Memory Leaks, 1 Power Spike and one Simulated Solace.  Trojans and Viruses are protocols. 


The Memory Leak Trojan will only do damage to the opponent, if the opponent’s RAM is running or committed.  So, a canny opponent will just not run all of his RAM when a Trojan shows up face down connected to his Mainframe.  To solve this problem, I turned to the Dust Runner faction.  The Dust Runner faction has a number of cards that destroy opponent’s RAM.  These include characters like Badlands Marauder and Coyote Raiders and the script EMP Grenade. Also, the Dust Runner faction has the Virus Growing Unrest, which punishes the opponent with one Mainframe Damage per RAM they install.  Together these Dust Runner cards of RAM destruction and punishment for RAM installation should function well with the Memory Leak Trojan strategy.  

The issue is, the 3 EMP Grenade and Growing Unrest cards require a Dust Runner faction card to be in play before they can be played.  I hope the six Dust Runner character cards I’ve added will be drawn frequently enough to play an EMP Grenade or Growing Unrest card when I need them.  I may have to add more Dust Runner cards to change this ratio in my deck in the future. 


Moving on, Hacker cards such as Anima Proxy and Black Hat, of which I only have one of each, also support this Trojan and Virus deck strategy.  Anima Proxy can be used to damage a player for each program attached to their Mainframe.  Trojans and Virus programs fit that criteria, so Anima Proxy is a damage amplifier.  Black Hat can put Corruption tokens on an opposing Mainframe, and the opponent takes Mainframe damage equal to the number of Corruption tokens every Netcheck.  This is useful because, not only does it do the damage I want to the opponent; if the opponent plays the big counter to my Trojan focused strategy, the Antivirus card, they will have to choose between destroying one of my hidden protocols (Trojans) attached to their Mainframe or the Corruption tokens that are damaging them every turn. 

To get through my cyberdeck quickly and obtain the cards I need, I included 3 Phantom OS characters. I can activate and purge the Phantom OS cards to look through my deck for Virus or Trojans.  Also, I included 2 Hyperclock scripts.  Hyperclock is a rare card that is the exception to the rule that this deck consists of common and uncommon cards.  This 1 RAM cost card (very cheap) allows me to temporarily install more RAM for a health penalty so I can speed up the pace of using cards from my deck. I wanted to see how Hyperclock functioned in play and determine if they were too deleterious or not to my deck’s focus, so I included them as a test.   


Lastly, I included cards that buff Hacker character’s Mainframe damage like Tagger and Binary Blast.  This in general is a good strategy since I’m using a lot of small damage (1/1) Hacker characters in my deck and I will likely need to enhance their capability to make them competent attackers or blockers. 

So now my strategy is laid out, what are the possible problems that could come up with the Deepnet deck? I have already mentioned that I may not be running enough Dust Runner faction cards to justify running Dust Runner dependent cards (EMP Grenade, etc.).  In addition, this deck needs more Trojans like Power Spike and Viruses like Simulated Solace, but I just don’t own more, so that is not a problem I can finesse with more deck design.   The other issue is that I only included 18 character cards out of a 50 card deck.  Most of the starting decks have 25 character cards and 25 other cards in their cyberdeck.  Am I too light on character cards? I don’t know. I know that having the option to draw two cards from my cyberdeck per turn may alleviate this issue, but I need to test it.  Which is one of many reasons I’m playing with this Deepnet deck at Brookhurst Hobbies soon. 

Friday, April 10, 2026

Age of Wonders 4, Vampire Bunnies Setting

Age of Wonders 4 is a wonderful fantasy grand strategy 4x game.  “4x” stands for eXplore, eXpand, eXploit, and eXterminate.  Think of the venerable Civilization series for reference. 


With the recent patch and Rise from Ruin DLC, Age of Wonders 4 has introduced a Hare-peoples race.  Naturally I called them Bunny-folk and started an empire with an Elder Vampire Bunny Leader called Bunnicula, after the legendary and oh-so-cute vampire bunny of the children’s series authored by Deborah and James Howe. 

Inspired by the events in the game so far, I have written up setting information about Bunnicula’s world as if it was a tabletop roleplaying game setting to be explored.   I might actually use it as such.  Here are the races, locations and potential backgrounds that characters could come from in this snapshot of the game at Turn 55. 

Setting Races

Overlord Leporids (Primary) – These bunny-peoples are athletic, have quick reflexes and are light footed to outmaneuver their foes.  Ruled by the Elder Vampire Bunnicula Balloch they have adopted the Dark culture, the Cult of Death.  They are Prolific Swarmers and have a Vision of Destiny as they pursue the magic of Shadow. 

Moonrock Dwarves (Secondary) – These dwarven folk are tough, adapted to the underground and practice defensive tactics.  The ones in the Empire of Bunnicula are either conquered peoples from Omenhallow or refugees from Fangir, their Wizard King’s other wars. They have adopted the Mystic culture, focusing on Summoning.  They are Great Builders and Runesmiths, so they often carry enchantments.  

Monolilthic Humans (Tertiary) – Either slaves of their Eldritch Sovereign, Elgoroth the Hedonist, or zealots of him; these humans recuperate quickly, are adaptable and practice defensive tactics. They are Architects of Chaos, follow a racial Cult of Personality and are Bannerlords. Their Cult of Personality means they look up to Heroes of all stripes. 

Galetoads (Tertiary) – Citizens of the Storm Giant King Singaith Sky-Shatter, the frog-people the Galetoads are now in a defensive alliance with the vampiric Overlord Leporids. Both evil empires, Galetoads are adapted to the swamp, resilient, hardy and are known for their sharp eyes which aid in scouting. A Mystic culture, they focused on Attunement to magic.  They are Scions of Evil and live in Hermit Kingdoms. 

Locations


Nilzahdum- Founding settlement of the Vampire Bunnies. Now a full fledged City (13 population) this industrial heart of the empire is located on a juncture of sprawling Ashlands bordered by the East and the North by lava seas.  The Eastern Lava Sea is called the “Crusader Sea” as beyond the lava sea is where the Celestial Crusaders originate from. 

a. Features 3 gold mines, 3 quarries and 3 foresters.  One of the gold mines is located off the coast in lava, ie a Smelter Mine.  One of the Foresters is a Ritual Pyre founded by Abboth the Strong a Champion hero who wanted to impress his Elder Vampire sire, Bunnicula Balloch. 
b. City’s garrison is a unit of Death Guard (pikemen who self heal)
c. City can produce Inferno Puppies which are puppies constructed from elemental fire. 
d. Possible Backgrounds:

Ashland Stickpicker Settlers – Settlers who eke out a meager life from the border lands in huts.

Mining Thralls – either stone or gold miners, their exposure to the Ashlands and Lava seas has reduced their constitution but made them accustomed to the sweltering heat and harsh conditions of the worst of the land. 

Blood Thralls – Primarily Overlord Leporids, Blood Thralls of all races aspire to become full-fledged vampires or orbit in those elite social circles. 

Death Guard Pikemen – Either mustered to patrol the City or sent south to Gnolmoch to the battle zones, these citizens are elite troops who practice together in disciplined formation.

Inferno Puppies Beast Masters – Constantly singed and burned, these hardy citizens are very familiar with handling fire beasts. 


Gnolmoch- Center of War and Research. Now a Town (7 population). Governed by Horras the Uncanny the Scholarly Governor. Located embedded into the northern face of a mountain, this Town sprawls East towards a Celestial Crusader Incursion and West towards the former battleground lands of Omenhallow, now pacified. 

a. 2 Research posts.  Eastern Research Post investigates the problem of the Celestial Crusaders. Western Research Post was forcibly taken over from Omenhallow in the war and reorganized by Horras himself (+5 Research Points). Now it studies the latest magical theories of the Empire, specifically how to destroy enemy morale. 
b. The Town had fallen in Turn 33 to the marauding Celestial Crusaders to the East after a defensive battle in the Town center. The Town did not have walls and so it was a pitched battle in the streets. 
c. The Walled Waterworks Ancient Wonder was explored and conquered around Turn 40 and converted into a Hidden Wellspring after Turn 43 (cost 500 mana for this conversion). 
d. Possible Backgrounds:

Scavengers of Celestial Remnants – The fall of Gnolmoch to the rampaging Celestial Crusaders has left remnants all over the town and its provinces.  These remnants are important experimental materials for the Eastern Research Post and some citizens specialize in gathering them.

Diplomats to the Fae Courts of the Seasons – The infrastructure conversion of the Walled Waterworks to the Fae-friendly Hidden Wellspring has brought Fae of three Season Courts to Gnolmoch.  These diplomat citizens interact with the Fae warriors, keep them happy and make them useful to the empire. 

Dark Magic Researcher – At the cutting edge of the empire’s Dark Magic research, these citizens report to Horras the Uncanny himself and labor on reducing the morale of their opponents.

Enlisted Citizen – With the wars with the Moonrock Dwarves, the Celestial Crusaders and more on the horizon, military minded citizens of any stripe can be found hailing from Gnolmoch.

Anti-Celestial Researcher – Firmly focused on ensuring that Gnolmoch never falls again, these zealous researchers interrogate, experiment on and theorize against the Celestials. They are particularly wary of the Dawn of the Lodestar event and it’s bolstering effect on the Celestials. 


Omenhallow – Suzerain of Conquest. Recently (Turn 55) integrated Moonrock Dwarf Town (8 population) rested from the grasp of Fangir (Moonrock Dwarf Wizard King).  The transition of the city from Fangir to Overlord Leporid hands has not diminished the populations’ morale (+20 currently).  Many attribute this to the excellent Dwarven infrastructure and indoor plumbing. 

a. 3 Quarries, 2 research posts
b. No Overlord Leporid Governor yet
c. Half the Provinces are Sunless from Gnolmoch’s influence. 
d. Possible Backgrounds:

Omenhallow Bureaucrat – Given the lack of an official Overlord Leporid Governor, these citizens are often Leporids who are looking to make a name for themselves in the expected new administration.  Devious maneuvers and powerplays are common.

Leporid Secret Police – Given this is the first conquered settlement by the Vampire Bunnies, the Overlord Leporids are leaving nothing to chance.  Ferreting out civil corruption, as well as Moonrock Dwarf partisans, these citizens are the mailed fist of the Bunnicula empire.  

Moonrock Dwarf Lightning Researcher – Citizens of the Fangir Wizard King rule, these researchers have previously focused on bending electricity and lightning to all forms of industrial and martial ends. 

Moonrock Dwarf Stonecutter – Moonrock Dwarves are as Tough as they come and the ones that work in the quarry are more robust still.  Alternatively, some are fine stone craftsmen with a delicate touch and artisan’s eye.

Omenhallow Criminal Underground – Government upheaval, invading Leporid armies in the streets and half the Town blighted by Sunless terrain creates opportunities. These citizens were mostly once Omenhallow defenders, sometimes partisans and all of them full-time opportunists. Contraband flows freely through these individuals’ hands. 


Dominance- The Bucolic Wonder.  Ironically named by the Vampire Leporid Prospecting Governor Keryn the Friendly, this Village (6 Population) aspires to be a manufacturing and gold mining center of the empire. It is not that. Not yet. 

a. Located on Sunless forests and fertile planes with one entrance to the underground for Province growth, Dominance is overall a nice settlement to be from. 
b. 2 Farms, 1 gold mine. The gold mine is particularlly rich, (+5 gold) because of the Prospecting Governor.
c. Unscouted lands to the West.
d. Possible Backgrounds:

Dominance Farmer – Oddly bucolic despite proximity to lava seas to the North and the East, farmers from Dominance are none the less hardy folk with their head on a swivel, constantly alert to monster attacks from the frontier.

Government Spelunker – The Governor has made it a mandate to expand into the lands under the earth. A surveyor, caver and adventurer; a government funded Spelunker is a jack of all trades. 

Dominance Tradesman – a frontier Tradesman and sometimes laborer, these citizens work in the vendor or workshop halls. They remember erecting Dominance’s palisade walls as a group effort and are social because of that.

Dominance Monster Hunter – Being on the frontier means being under threat from wandering monsters and bandits.  Monster Hunters focus on the Iron deposits West of Dominance that are occupied by Celestial marauders that threaten Dominance miners. 

Ruins Adventurer – East of Dominance is a temple where Archons once worshiped the Allfather.  The Altar of Devoration is still and quiet now, but rumors persist that cults and sinister entities have taken up residence. These citizens scourer the area for artifacts and bits of magic that will earn them a quick bag of coins, while staying away from mad cultist’s blades. 

Afterword

Even a simple game of Age of Wonders 4 easily creates a rich environment for a tabletop RPG setting.  Granted, I used a lot of creative liberties with the possible backgrounds of the settlements of the setting, but the core origins of the Age of Wonders 4 Vampire Bunnies game are there.  I hope this bout of creative writing illustrates how enjoyable the game is and inspires others, whether they use Vampire Bunnies as a set piece or not. 

Tuesday, April 7, 2026

Neuroscape, After Action Report and Review



So, how much time do you have to devote to entertainment?  Seriously, sit with that question for a moment. What if I told you there was a competitive card game with minimal setup, engaging gameplay, interesting tactical decisions, card synergies, and you could get a game done in 10 minutes, 25 if you are learning the game?

It exists. I’ve played it. It’s good. It is called Neuroscape and it is a cyberpunk themed trading card game where decks revolve around card synergies, but do not limit you with arbitrary blockers like color requirements or class restrictions for deck design. This means you can use pretty much any card in your collection to make a deck. The reason why is that every card is fueled by RAM, which is a resource you can accumulate and, in some cases, must devote continually to certain cards in order to play them.

Let’s get into the two games I played with the intro decks at my Friendly Local Game Store, Brookhurst Hobbies, with the excellent advocate for Neuroscape, Leo.

I was playing the Hackers deck (control) while my opponent was playing Cybernetic deck focused on cyberpsychosis (very aggressive). More on that last word later.

In Neuroscape gameplay there are two unique elements of the system that are immediately apparent.  The first is that there are two forms of life points: 20 Mainframe Health and 20 Bioframe Health.  These represent the health of your neural computer or physical body, respectively. If either of these health pools reach zero, you have lost the game.

The Hackers deck I was playing focused on doing Mainframe damage, while my opponent’s deck was pure Bioframe damage execution.  To distinguish them in game, I just thought of them as “digital damage” and “meat damage.”

The other unique element of Neuroscape gameplay is the use of the Mainframe card.  Your Mainframe card is sort of your neural computer and the center of your deck. You only get to use one Mainframe card in a deck.  I mentioned that Neuroscape is foundationally built on card synergies.  Your Mainframe card gives your deck potentially two synergies.  For example, with the Mainframe card Synthetix if you have two Cybernetic Characters, all Characters you control get +1/+1 for each cyberware attached to them. That is the first synergy.  You don’t have to commit any RAM for that particular ability; it just happens.

So, the Mainframe cards function as a force multiplier and increase the pace of the game.  This adds to the tension of play and makes every decision count, because you are not spending a lot of your time slowly building up your forces to eventually make a strike. 

Speaking of strikes, when you put a Character card into play from your hand you may use it immediately to attack or carry out an action if you have the RAM to run to do so.  “Running RAM” is basically the equivalent of tapping lands (in this case RAM) in that venerable five color fantasy card game that we all know and love.      

To add to the pacing discussion, every turn (with the exception of the first turn of the player that goes first) each player may decide to draw 2 RAM cards, 2 cards from their deck, or one RAM card and one card from their deck.  Again, this accelerates the speed of gameplay as a player almost always has a card they can play from their hand or the resources to do so.     

So how did it play?

To summarize, the gameplay was fast, brutal and tactical.  Since I was playing the Hackers control deck, my strategy was to load up my opponent’s Mainframe card with Viruses or Trojan programs.  My Characters on the field had utility abilities, were sometimes offensive like the awesome Digital Spectre that could be unblockable and dealt more damage to a player if it successfully attacked, or were speedbumps to prevent the opponent’s Characters from damaging me.

This begs the question however, what are Trojans and Viruses and how do they play?  Trojans and Viruses are essentially “enchantments” that occupy a slot next to or above the opponent’s Mainframe.  Not only does this take away a Mainframe slot from the opponent, they also function as Trap cards in Yu-Gi-Oh.  Virus cards are played face up, but Trojans are played face down so there is an element of bluffing and known unknowns with Trojans.

Specifically, in my Hackers control deck, the Trojans I deployed were cards that could damage my opponent in digital damage for each attacker he declared or annihilate all of his attackers outright.  However, victory was not certain, because my opponent had counters, including a card that could destroy one of my Trojans/Viruses for a certain amount of RAM.

In my first game that is exactly what happened.  I heavily invested in Trojans that would damage my opponent when they attacked and then committed the remainder of my RAM to deploying Characters that would block the opposing attackers. 

Now my opponent had an aggressive Cybernetics focused deck.  He could summon strong Cybernetics Characters that would attack me for meat damage exclusively, had equipment to buff their damage, and had cards that make the Cybernetic Characters even stronger…if he took a chance with Cyberpsychosis. Cyberpsychosis is a risk/reward mechanic. If your attacking Character has a Cyberpsychosis rating, then when attacking there is a chance that your attack fails and you hit yourself instead for your Character’s damage value. To determine if your Character fails an attack and hits you instead, you would have to roll lower than the Cyberpsychosis rating on a d20.  Roll higher than your Cyberpsychosis rating and you successfully attack with your cybered up Cyberpsychosis Character.

The d20 is provided with a basic deck as a marker for Mainframe and Bioframe hit points. It is a really nice die; sharper edged than the plastic ones you normally get from a game store and delightfully denser than normal.

Back to the game. My opponent’s primary Cybernetic Character had a Cyberpsychosis rating of 10. He rolled above 10 several times, crushing the blocking Characters I threw in his way and eventually punching me in the face for 9 damage per attack, ending my existence.  It was an excellent fast match. 

In the second game, I found my footing. The game evolved similarly to the previous one, in that my opponent was building up Cybernetic Characters with Cyberpsychosis, but this time I focused equally on my Characters and Trojans. I played the Singularity Character, which destroyed all of my RAM, but allowed me to play two cards of any value from my hand per turn. I began loading up Trojans on my opponent’s Mainframe again, zapped him a couple times with a Digital Spectre and was hit once in meatspace for damage that brought me down to two Bioframe hit points.  In my opponent’s next turn, he was down to three Mainframe hit points and proceeded to attack me again. However, I revealed that I placed a Trojan that would deal three digital damage to him when he committed an attacker.  That Trojan fired before the Cyberpsycho’s attack could complete, and I won the second game.

First Impressions

Overall, playing the introductory Hackers deck designed for control, gave me a refreshing memory of playing Blue control decks early on in the Revised set for Magic: the Gathering.  More importantly, the experience of playing the game was fun. I can’t stop thinking about it a day later and I want to buy my own cards and play again.  The only thing stopping me is that … well Neuroscape is all sold out where I am, so I have to wait until next week!

In other thoughts, the artwork on the cards is gorgeous. I’ve noticed the occasional nod to foundational cyberpunk media like the Matrix, Edgerunners, and real-world penetration testing techniques.   I’ve mentioned the twenty-sided dice you get in the core sets before, but their quality bears mentioning again.  Everything I saw of Neuroscape’s presentation struck me as designed towards quality.  I’m looking forward to buying my decks. 

I was also impressed by the design of asymmetric themes. Control vs Aggressive were both on display in the introductory decks.  If I had the cards from both decks, I could incorporate both themes into my deck. Choosing the right Mainframe would just help my synergy and focus my play style.

I am also happy with the light bluffing aspect that slotting Trojans (facedown) onto a Mainframe creates. This forces the opponent to deal with a few questions. Which Trojans are you going to destroy, opponent? Are you going to devote your precious RAM to cleaning your Mainframe or use the RAM for something else more aggressive this turn?

On point for a cyberpunk themed tcg, Neuroscape has an app for iOS and Android.  They include access to a Lifepoint counter for both Mainframe and Bioframe  points, the free Rulebook pdf, Learn to Play resources like a Quick Start and Tutorial video, and social media links.

In this writeup, I may have made some mistakes with the specific terminology of Neuroscape’s rules or the mechanics, but I hope my enthusiasm for the game and its exciting designs are clear.

Outstanding Questions

Granted I’m excited, but I did only play two games of Neuroscape with introductory decks. Further questions need to be addressed. What about deck building? How does that feel? What about the mechanics of Instability when you have less RAM than you require for the Characters you have on the field?  That’s a mechanic we didn’t even get into in the example of play.  What about the Dustrunner cards that eat opponent’s RAM? How does that work?

I can only address the question about deck building now because I was able to talk with Leo who has been building decks as soon as he got the cards.  I think you can include any of the cards in the set in your deck (remember, just one Mainframe though).  However, your deck won’t be optimized unless you start building around card synergies.  The Mainframe you choose offers some synergies, but other cards offer opportunities as well.  And then some cards break the system.  Remember The Singularity that I played in my second game? If I relied on synergies with The Singularity then I would lean towards stacking my deck with high RAM cost cards, because The Singularity would allow me to deploy two cards of any RAM cost per turn.

In closing, I had a lot of fun playing Neuroscape. Frankly more fun than I have playing tcgs in years.  It is designed to be fast, brutal and have your decisions matter.  There are still some questions I have in terms of the design space of making decks, but I’ll explore that when I get my cards and start dreaming up my own combinations.

Neuroscape. It got it’s hooks into me.


Tuesday, March 3, 2026

Antler Valley: A Hexcrawl For the Great Plains Apocalypse RPG, Book Review


I like tabletop roleplaying hexcrawls. I think they are a neat way of telling a story though environmental descriptions, encounters, and snippets of world lore that players gather and ponder over, while maintaining players’ freedom of exploration. 

I own a few hexcrawls that I’m very happy with. The OSR juggernaut, Luke Gearing’s Wolves Upon the Coast Grand Campaign. Times that Fry Men’s Souls, the weird hexcrawl set in Colonial New York and New Jersey by Seann McAnally. Gods of the Forbidden North: Volumes 1 and 2, a fantastic frozen hexcrawl, dungeon crawl, and campaign setting. 

This begs the question however, “what is a hexcrawl?” Eric Diaz of the blog Methods & Madness describes a hexcrawl as “exploring a territory that is divided by hexes, with no clear paths.” He goes on to briefly define the sister type of map adventure called “pointcrawls” as “exploring a territory through preexisting paths and points of interest.”

This blog post will be about one type of hexcrawl that I think is a bit rare in the tabletop roleplaying space.  Specifically, the post-apocalyptic hexcrawl for the OSR genre. I am talking about the book Antler Valley: A Hexcrawl For the Great Plains Apocalypse RPG which was released on the 20th of February 2026.  Now this one has a heady injection of supernatural horror added to it, but in it’s bones it is firmly in the post-apocalyptic genre. 


Most hexcrawls, like the three I listed in the second paragraph, are fantasy based.  Post-apocalyptic hexcrawls are few and far between, but there are handful I can think of. The Mutant Year: Zero series of books by Free League Publishing have systems for developing a “squarecrawl,” which is essentially just a hexcrawl but with squares.  Kevin Crawford, rpg author of Other Dust and Ashes Without Number, provides excellent worldbuilding tools for hexcrawls with post-apocalyptic themes in those two books.  

The author of Antler Valley: A Hexcrawl For the Great Plains Apocalypse RPG specifically cites Rural Apocalypse: Antler Valley by David Woodrum (Fishwife Games) as an inspiration and collaborator for his creation.  I’ll be referring to Antler Valley: A Hexcrawl For the Great Plains Apocalypse RPG by Daymon Mills hereafter as “Antler Valley.”

Book Review and Mechanics of Antler Valley

In short, Antler Valley is a 78-page post-apocalyptic hexcrawl inhabited by cryptids, spirits, mutants and the desperate.  It features 58 entries on a 3d20 random encounter table, 27 hexes that are fully described, 5 hooks to snare players into the area, multiple stories that cover several hexes, weird weather with mechanical effects, and a cryptid bestiary: all for under $5.  

I really like Antler Valley and for the price it is a steal.

The characters and combat encounters in Antler Valley are specifically built for the Great Plains Apocalypse (GPA) RPG system.  

I don’t own the GPA core book, but it is my understanding that it is a rules light system based on OSR bones that has 3 stats: scientist, scoundrel, and soldier.  Skill checks are resolved by rolling 2d6, adding the stat that is most relevant to the challenge, and comparing the result to an 8 or higher if the action is difficult. 

Functionally characters and combat encounters in Antler Valley are described with hit points, equipment and possibly a talent or two. This makes it very easy to adapt the encounters from the GPA framework to any other system you desire. 

For example, on page 23 some Thugs are described as having 4 HP, 9mm pistols (1d6+1 damage, have a -1 penalty for far range), and combat knives (1d6 damage).  This stat block is easily convertible to any OSR modern system or even something like GURPS or Delta Green’s 1d100 system.


Setting and Plot

Speaking of Thugs, the setting of the hexcrawl is very “Fallout-like” with gangs, mutants, survivors, cryptids and a variety of supernatural creatures. This also influences the treasure found in caches and abandoned buildings in the valley. No magic items here; treasure is mostly supplies, fuel, food (including animals/plants) and weapons. For example, the players may be overjoyed to find heirloom apples (including Arkansas Black, Geneva Crab and Virginia Beauty) in an Old Apple Orchard. It will keep them going for at least one more day. 

Another focus of the treasure pool is vehicles or important parts for vehicles. Part of the plot of Antler Valley is trying to find the equipment and fuel sufficient to leave the valley.  The driving reasons for this is that there are two existential threats hanging over the hexcrawl.  The first is that two monstrous kaiju fought and killed each other in the woods, leaving strange mutating phenomena that is slowing spreading to the enclaves of survivors in the valley.  The other is a growing supernatural threat that sort of serves as a “countdown to doomsday” tracker for the game as a whole.  I’ll leave that undescribed, however. 

Speaking of the hexcrawl’s plot, there are two major story threads that are woven into multiple hexes in the valley. Imagine Jason from Friday the Thirteenth but with a shotgun, a two-handed butcher blade named Hog Splitter, and three enormous mutant hounds.  This is the Butcher, a once-man now-cannibal malevolent presence that predates on the locals, be they human or animal.  A good number of hexes have evidence of that disturbing bushwhacker, and he can be considered one of the major bosses of the scenario. 

The Butcher’s story intersects with that of Cole and Lauren, two survivors whose narrative is doled out in letters and caches of supplies scattered over the land.  Unless the GM decides otherwise, Cole and Lauren are unmeetable presences that describe part of the valley’s history.   This type of storytelling is similar to the story of the Survivalist illuminated in letters found in the Fallout New Vegas DLC Honest Hearts.  This plot thread is very flexible and can be as poignant or melancholic as the GM decides. 

In addition to the main plots of the hexcrawl, there are 58 entries on a random encounter table. These random encounters are suggested for spicing up some of the non-keyed hexes in the valley.  The encounters range from cryptids such as the smelly sheepsquatch (evidently a creature in Virginia’s folklore) to a junked-out car that is home to a stray mother cat and her kittens.  The entries can be used for flavorful post-apocalyptic stories, and there are elements that point to the main plots of the Butcher, and Cole and Lauren’s activities in the valley.  My personal favorite entry is Dale. He’s just an elderly man in a rocking chair out in the post-apocalypse with a hidden hunting rifle that he will immediately greet you with if you approach. 

Layer onto these encounters, seasonal tables for weird weather with 7 unique entries.  You do need the Great Plains Apocalypse core book for some of these weather entries.  However, the three weird weathers described for Antler Valley (drifting pollen, prismatic mite winds, static blizzard) are all interesting, mechanically distinct, and described in the book.  They certainly add a layer of complication to encounters found in the valley either in keyed hexes or randomly generated. 

Also, some of the hexcrawl encounters are dynamic.  For example, clearing the Junked Cars (#5 keyed hex) of its mysterious inhabitant allows the players access to a treasure trove of vehicle parts, tools, scrap metal and some basic supplies.  The players could use such a location as a base of operations!  However, the author notes that liberating the junkyard could make the players’ situation even more dangerous, as the local gang the Wildfire Boys (from hex #4) will investigate habitation of the junkyard and try to claim it violently.  Another example is most of the factions of the valley responding significantly more favorably to the party if the Butcher is slain. Some of them will even provide their relevant trade goods. 

The bestiary at the end of the book contains some mundane threats but mostly supernatural ones. There is not one, but two variants of sasquatches that come from Virigina folklore. My personal favorite is the “REGS” or Rainbow-Eyed Goats.  The are man-eating aggressive mutant animals that can basically paralyze you with the prismatic light flashing from their eyes.  And yes, they hunt in packs. Now the reason why the goats have rainbow eyes is related to the prismatic mutation influence from one of the kaiju who died outside the valley whose taint is infesting the area.  All these little story details are really well tied together in Antler Valley. 

Conclusion

So how is the Antler Valley Hexcrawl? I haven’t run it myself, but I find the book very inspiring for post-apocalyptic adventures that have a strong undertone of horror. It is well written, details of themes are tied up nicely together over several encounters and hexes, and for 78 pages of material it is a steal at less than $5.  Antler Valley may require some mechanical adaption to your favorite system, but I think it’s worth it.  My only quibble is that I would like to have seen more trading opportunities and goods between factions in the valley, but wanting more content only reinforces the excellent material that is there in the book. 

Sunday, February 22, 2026

Luna Uber Alles


NASA/GSFC/Arizona State University

I am a big fan of the modern Cthulhu investigative game Delta Green. In fact, that is why I made this blog. 

For some years now, I have been researching an idea for a game where Delta Green and other Mythos investigation agencies encounter each other on the Moon and decide to unite against the Unnatural or battle it out for national interests.  I call this near future setting Luna Uber Alles

This ‘hard’ science fiction setting would ask several questions.  How would the other Mythos fighting agencies like GRU-SV8, M-EPIC, PISCES and others, compromise their agenda and agents if national interests were on the line in a space-land rush scenario? In the Great Dark of Space when we are competing with orbital mechanics, confronted with the choice of cybernetic augmentation, assisted by some form of artificial intelligence, and dealing with a national mandate to exploit space before our competitors do; would we still be human?  What will individuals be willing to sacrifice to stave off humanity’s eventual apocalypse by mind warping forces we will never be able to understand?  Will we even want to? 

Above all, hangs our grey satellite as a harbinger of our uncertain future. Luna Uber Alles. 

Image by congerdesign from Pixabay

News Reports and Papers

I’ve been fired up with these questions for some time. Over a few years I’ve been researching a few selected sources to create a background for this setting.  I’ll detail a few of these sources here, mostly news reports and scientific papers, with a summary of my thoughts under them. 

1) Demand Drivers of the Lunar and Cislunar Economy by T.J. Colvin et al. April 2020. From the Institute of Defense Analyses (IDA). 

In order for the USA and other nations to go to the moon and want to establish bases there, there should be more of an incentive than colonizing the moon purely for defense or scientific reasons.  Colvin et al., have created an interesting paper describing possible commercial interests that could drive people to invest in lunar and cislunar projects in the near future. 

Specifically, they mention that they have “identified goods and services that might generate sufficient non-government revenue [so that lunar investment could] to be commercially viable.”

Apart from space tourism, which I personally don’t think is economically sustainable to consistently fund long term lunar settlements, the paper describes that households on Earth may want moon rocks or lunar memorials (ie sending ashes of the deceased to the moon) from the lunar economy.  I think those economic drivers are a little anemic. However lunar advertising, mining precious metals from the Moon, extracting Helium-3 for sale on the Earth, disposing of hazardous Earth waste on the Moon, manufacturing in the lunar vacuum, and supercomputing and data storage as driven by corporations might be more feasible.  I’m taking this data from Table 1, page 8 of the pdf. 

Anyway, there are a lot of ideas to mine in this reference that would be useful for the Luna Uber Alles setting. 

2) Manufacturing In Space: An Inside Look At A Seemingly Crazy Idea by Ethan Karp. September 2024. From Forbes.com.

So, are space factories true and feasible? 

Pharmaceutical companies are interested in the lunar space for manufacturing chemicals in a no-gravity or microgravity environment.  Specifically, this relates to slowing the kinetics of crystal formation which is a useful method for identifying the mechanism of pharmaceutical function. Merck is doing this right now evidently. 

Heavy industry and polluting industries might also be considering operations in the lunar and cislunar space. 

3) In exchange for a lunar rover, Japan will get seats on Moon-landing missions by Stephen Clark. April 2024. From arstechnica.com.

Japan is partnering with the USA to have a Japanese astronaut join a USA team under the NASA-led Artemis program. Also, UAE, Canada and the European Space Agency are involved as well. 

In Luna Uber Alles, Mythos exploiting and Mythos suppressing organizations could have a presence on the Moon in future.  In the case of Canda, Delta Green lore already describes M-EPIC as a counter-Mythos agency. 

What Mythos organization should I look at including in Luna Uber Alles that could have an interest in Japanese lunar operations? In Delta Green (pages 34-37 of the Delta Green Handler’s Guide) the Black Ocean Society is directly described as being in Japan and other countries. That may have potential. 

News report describing interest in and feasibility of harvesting helium-3 from the lunar regolith and selling it on Earth. Helium-3 does not occur naturally on Earth and “it exists in only very limited quantities from nuclear weapons tests, nuclear reactors, and radioactive decay”.  May be an important component in the quantum computing and medical imaging sectors. 

The news article specifically describes the company Interlune. 

5) Soldiers, Spies and the Moon: Secret US and Soviet Plans from the 1950s and 1960s edited by Jeffrey T. Richelson. Posted July 2014. From The National Security Archive. 

A series of declassified USA documents about potential miliary applications of lunar occupation. Deals with the Cold War, and US and Soviet interests in the Moon. Project Horizon is mentioned, which includes technical details from the US Airforce and Army about building a military Moon base. 

There is a section in the article A Study of Lunar Research Flights that talks about the feasibility of detonating a nuclear device on the Moon. 

Both of these articles would be useful for developing the setting Luna Uber Alles, particularly on the US side, and Project Horizon has details for military personnel on a theoretical militarized Moon base. One of the questions I must address in future is, “Are all nationally and corporate funded moon bases in Luna Uber Alles built with the military in mind, or instead do they consist of quasi-militarized or dual-use architectures?”

Books

I have several additional news references for Luna Uber Alles, but that’s enough for now. 

In terms of books that may have information I want for the setting, I’m looking at On the Future: Prospects for Humanity by Martin Rees. Specifically, Chapters 2.1-2.2, biotech and cybernetics, and Chapter 3, which deals with the solar system/space exploration, may be of use.

For historical reference I picked up Moon Shot: The Inside Story of America's Race to the Moon by the Mercury Seven astronauts Alan Shepard and Deke Slayton. I wanted a rough timeline of lunar exploration and mission objectives. 

Games

Now the question is, has anyone published a ttrpg similar to the setting I’m working on? There are a few Cthulhu in Space games, but one of the more recent ones that is closest to my ideas for Luna Uber Alles is Eldritch Horizon


Eldritch Horizon is a game set in the “early star-faring future of the human race” where humans are exploiting the outer horizon of Earth’s Solar System to support civilization back on Earth.  Add to this the alien and ancient things that already occupied the Solar System from the Cthulhu Mythos, and you have Eldritch Horizon.  

The setting is somewhere between the scope of Eclipse Phase (without the transhuman tech and themes of that setting) and Orbital Cold War (which I discuss below).

I skimmed Eldritch Horizon and found some elements that could be interesting in a Luna Uber Alles setting. Specifically, I like how Eldritch Horizon deals with Artificial Intelligence, and how AI would react to exposure to the madness of the Cthulhu Mythos. 

There are Sanity rules for Artificial Intelligences.  AIs are treated as being based on AIs of the modern day, just refined and moderately competent.  At least for mundane jobs. AIs are also prone to hallucinations when they encounter data or situations that are outside their training data baseline.  Also, the United Nations has mandated a kill-switch for higher level AI functions (like mining or attacking or so forth) while maintaining life-support and power generations.  This kill-switch is called the Skynet Protocol.  

So how and when do AIs take Sanity Damage? AIs are rather mentally fragile. If they encounter an observation or data outside of their training data, they accumulate Sanity Damage that cannot be removed. Eldritch Horizon calls AI Sanity Damage “Paradox.”  Whenever an AI would take a Sanity Check from the Unnatural/Cthulhu Mythos, they take maximum Sanity Damage equal to “the maximum human loss from a successful SAN test” or 1 Sanity Damage, whichever is higher. AI’s do not take San Damage from Helplessness or Violence sources, unless the GM decides the AI has an empathy prototype and wants to make that call.  

AI Sanity Damage (Paradox) matters because that value subtracts from the AI’s ability to make skill checks.  So, if you have 20 Paradox and your AI’s Mining skill is 65%, it’s effective Mining skill becomes 45%.  Essentially, exposure to the Unnatural/Mythos will degrade an AI’s ability to carry out actions until it is destroyed.  However, if an AI attempts to use a skill where the modified success score is zero or below, roll d100.  On a failure it just shuts down. On a roll of doubles, it develops an aggressive psychotic response.  

I like the AI rules from Eldritch Horizon because they are appropriate for Artificial Intelligences (AI) that are marginally better than we have today. I think these rules work well for the Luna Uber Alles setting.

I am not going to include Artificial General Intelligences (AGI) in Luna Uber Alles because frankly I don’t think AGI will be developed in the timeline I foresee Luna Uber Alles taking place in.  So, AGI is out in my setting, and I don’t have to worry about rules for it. 

Eldritch Horizon is currently available as a 73-page free quickstart pdf.  They advertise that the full game will come out in 2026 sometime. 


The other question I had was, is there any near future space game that I could use as a backbone to build Luna Uber Alles on? The answer is “yes” and that game is Orbital Cold War.

Orbital Cold War is an alternate timeline near-future setting where the Space Race between the USA and the Soviet Union never stopped and continued through the early 1990s.  Player characters are astronauts, scientists or possibly soldiers, with the objective to maintain or have adventures in space stations in orbit or on the Moon. 

The geopolitical tensions in this setting between the USA-European alliance and the Soviet Union is exactly the type of drama I want to replicate in Luna Uber Alles.  However, in my setting I want more factions vying for space and the Moon. I am envisioning the following nations/agencies as having stakes in the lunar surface: USA, Canada, UAE, Russia, UK, European Space Agency, Japan, China, and the corporation Intuitive Machines (USA). 

Some of these nations/agencies have organizations aware of the Mythos according to the Delta Green lore; namely: USA (Delta Green), Canada (M-EPIC), Russia (GRU-SV8), and UK (PISCES).  In addition, Japan is mentioned as having the Black Ocean Society embedded in their territory, and that organization may have Lunar ambitions.  

So, what does Orbital Cold War provide as a backbone for my setting? It has a great deal of excellent information about spaceflight with historical examples of space vehicles, information for human survival in space stations and on space walks, and detailed diagrams on Moon bases and space stations.  I’ll be using all of that information to inform the development of Luna Uber Alles. 

Conclusion

Looking back on the past few pages, I think I have a decent rough sketch of some of my ideas for the Luna Uber Alles setting.  The idea of mankind colonizing the Moon, and the Mythos’ response to our first halting steps to get off our singular planet, is very exciting to me.  I have at least 15 news sources or scientific papers that are relevant for research for the setting, and I have broadly detailed five here.  I’ve found two books and two ttrpgs that would be relevant for Luna Uber Alles; and I think that is a solid enough foundation to build upon to move forwards with this Delta Green-spinoff without succumbing to research inflation. 

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