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Rating: 5.9 Fair
Players: 2-6 players
Playing time: 30-45 minutes

Official Site: Infiltration article at FFG

Created by: Donald X. Vaccarino

Published by: Arclight, Edge Entertainment, Fantasy Flight Games

Alternate Names: Android: Infiltration, 潜入スパイ大脱出


The World Changed

"The old-timers love to go on about how the world has changed, but crime has not. They 're wrong about the second part. Crime isn't about money anymore, at least for those pursuing higher aims than a hand-to-mouth existence. It's about information. The right data can buy you anything. "-Air. White.

CyberSolutions, Inc. is on the brink of a new discovery in synthetic humanoids. If successfid, they could threaten powerful megacorps Haas-Bioroid and Jinteki, who have a stranglehold on the artificial labor market. Unfortunately for CyberSolutions, Inc., their New Angeles branch office has been compromised.

A career criminal known only as "Air: White '' has gathered together a gang of thieves to infiltrate the CyberSolutions, Inc. facility. The heavily guarded building will prove difficult to enter and navigate, but the valuable research data makes this heist worth the risk.

Mr. White s personal contract with a certain megacorporation makes the job even more profitable for him. Unfortunately for Air: White, he's not the only one on his team with a personal agenda.

Now the infiltration is underway and there is no honor among thieves. With the first layer of security bypassed. Air: White s group splits up. The alarms have been triggered, private security meres are on their way, and it's everyman, woman, and bioroid for themselves. Who will escape with the most data? And who will be left behind to take the fall?

Set in the dystopian future 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?

The layout of the complex is different every game, choosing 6 of the possible 18 first floor cards, 6 of the 18 second floor cards, and 1 of the 3 secret room cards.

These rooms are revealed to the players over the course of the game, usually by one of the players entering the room. The rooms contain traps, NPCs, valuable data and items, and even secret exits.

Each turn, players secretly choose actions they will take, then in turn reveal and resolve their actions. Advancing into the complex or retreating towards the exit, downloading valuable data, interfacing with the current room, or using an item are the actions available to players.

After the players have had their turn, any active NPCs have a turn, then the proximity dial is increased. Once the dial reaches 99, or all players have left the complex, the game ends. The players who have escaped the complex add up the value of the data they have extracted; the highest value wins!

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  • 32 Room Cards
  • 6 Operative Cards
  • 30 Action Cards
  • 35 Item Cards
  • 6 Special Cards
  • 5 NPC Cards
  • 6 Operative Markers
  • 117 Data File Tokens
  • 13 Lab Worker/Tech Lock Tokens
  • 13 Interface Tokens
  • 6 Plastic Stands
  • 1 Security Tracker
  • 1 Six-sided Die
  • Rulebook

Some item cards and room cards have abilities that contradict the text in this rulebook. In such cases, the text on the card always takes precedent.

Object of the Game

In Infiltration, two to six players control futuristic thieves, known as operatives, infiltrating a highly secure corporate facility to steal digital files. …

This section explains a few additional rules not previously explained.

Escaping the Facility

To have a chance at winning the game, operatives must escape the facility before the proximity dial reaches "99". The most common way for an operative to escape the facility is to play his "Retreat" card while he is in the entry room.

An operative also automatically escapes the facility if he is in the entry room and is forced to move backward by a game effect. Some rooms list Interface functions that allow players to escape the facility. …

The following advanced rules are designed to provide players with a more strategic game. They are recommended if all players have played at least one game of Infiltration.

Data File Extraction

As a data-protection measure. CyberSolutions. Inc. has installed data transfer reduction software to limit multiple access points in each room of the facility. As a result, operatives must use advanced techniques to extract files, and when other operatives attempt to access data in the same room, download speeds slow down. …

This section explains several variant rules that players may freely use in any combination to customize the game to their liking. Before each game begins, players must agree on which of these variants to use, if any.

Labyrinthian Facility

This variant further randomizes the layout of the facility and creates potential for very unusual interaction between rooms. During the "Build Facility" step of setup, shuffle all the first floor and second floor room cards together into one deck and deal 12 cards facedown from this deck. …

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