Lurk Phase

During the Lurk Phase, the active player can deploy several kinds of cards. During this phase, the acrive player can deploy punks, heroes, vehicles and supply cards.

The onlymain restriction to the cards that can be deployed is given by the supplies the players already deployed on the board. If the active player has insufficient supply to deploy a card, the card won’t be deployed.

Once the cards are deployed, the active player refills his hand by the same number of cards he or she has played, for a maximum of 6 cards.

Each Lurk Phase, the active player can only deploy cards of a specific faction. This faction can change each Lurk Phase, and the player can spend supplies of a specific faction to deploy cards of another faction.

Example: it’s the first phase of the first turn, and Player A wants to deploy two cyberpunk cards for a total cost of 7 supplies. Player A will deploy those two cards, depleting the Base Supply Card by 7 supplies. Player A can’t play a retrowaver card that she has, because she already played two cyberpunk cards.

Once finished, Player A draws two cards in his hand, refilling the two cards that she has played.

Strategy
The Lurk Phase should be the first phase of your entire game, unless your hand is a total mess. You should try to deploy as many supply cards as you can in the first turns, but you should also deploy at least a punk during your first Lurk Phase. This way, you’ll be able to play most of other phases before being allowed to play the Lurk Phase again.