How to Play

Player Guide

In the early 21st century, a powerful secret society called the ‘Organisation’ has developed a pill composed of a revolutionary nanotechnology. These pills are capable of storing technical information and are known as ‘Temporary Instant Knowledge’ or TIK. The Organisation has also built a private army of mercenaries to help control their interests. Each member of which, possesses a unique set of skills. These ‘hired guns’ are also helped by people with telepathic and prophetic abilities called ‘Psychics’. The Organisation understands these individuals are growing in number and power. Therefore, they have recruited the earliest for their own purposes. TIK is quickly becoming a powerful force in the way in which the world revolves. And many do not realise that they are pawns in a global game. A game, for the control of humanity.

Neomercs is a collectible card game where each player takes a customizable deck of 60 cards into battle. Players take turns to hire and train characters, ready for action. Missions are launched and characters fight for rewards in the form of Neostars. Taking TIK pills and using psychic powers increase a player’s chance of success. The game is won by the first player to get 12 Neostars.

Scoring Cards

Character Cards

TIK Cards

Training Cards

Mission Cards

Player and Game Setup

Phases

Tap and Untap

Hire

Train

Preparation

Battle

Victory and Rewards

Initiative

A character card carrying this symbol is has initiative against Defenders

Found on

Spy cards

Initiative

A character card carrying this symbol has initiative against Spies

Found on

WarDog cards

Initiative

A character card carrying this symbol has initiative against Ghosts

Found on

Defender cards

Initiative

A character card carrying this symbol has initiative against WarDogs

Found on

Ghost cards

Blade

A character card carrying this symbol attacks once, with a blade

Found on

Character cards

Gun

A character card carrying this symbol attacks once, with a gun

Found on

Character cards

Double Blade

A character card carrying this symbol can attack twice, with a blade

Found on

Character cards

Double Gun

A character card carrying this symbol can attack twice, with a gun

Found on

Character cards

Anti TIKs

A character card carrying this symbol can’t use TIK pills

Found on

Character cards

Anti Psy

A character card carrying this symbol is immune to psychic influences

Found on

Character cards

Night Fighter

A character card carrying this symbol gets bonuses when fighting at night

Found on

Character cards

Angel

A charcater card carrying this symbol is a member of the Angel team 

Found on

Character cards

Alpha

A character card carrying this symbol is a member of the Alpha team 

Found on

Character cards

Dragon

A character card carrying this symbol is a member of the Dragon team 

Found on

Character cards

Los Muertos

A character card carrying this symbol is a member of the Los Muertos team 

Found on

Character cards

Midnight

A character card carrying this symbol is a member of the Los Muertos team 

Found on

Character cards

Team Leader

A character card with stars around a team icon, denotes they are a leader of that team

Found on

Character cards

Blade Mission

Characters using blades in a mission with this symbol get bonuses

Found on

Mission cards

Gun Mission

Characters using guns in a mission with this symbol get bonuses

Found on

Mission cards

Night Mission

Characters who are night fighters in a mission with this symbol get bonuses

Found on

Mission cards

Defender Mission

Defender characters in a mission with this symbol get bonuses

Found on

Mission cards

Ghost Mission

Ghost characters in a mission with this symbol get bonuses

Found on

Mission cards

Spy Mission

Spy characters in a mission with this symbol get bonuses

Found on

Mission cards

WarDog Mission

WarDog characters in a mission with this symbol get bonuses

Found on

Mission cards

Psychic Mission

Psychic or Mesmer characters in a mission with this symbol get bonuses

Found on

Mission cards

Rare

Cards with this symbol are quite difficult to find in decks or boosters

Found on

All cards

Ultra Rare

Cards with this symbol are very difficult to find in decks or boosters

Found on

All cards

Legendary

Cards with this symbol are incredibly difficult to find in decks or boosters

Found on

All cards

A.

(Active) A character card that is in play and can be used in missions. (Anti Psy) Protects the character from psychic influences. (Attack) The offensive value found on cards.

B.

(Battle) Denotes all the duels during a mission. (Bonus) Skill increases that can be either, added to a character or used by a character during a mission.

C.

(Character Cards) Any card that represents a person. (Cost) The value to be paid in NeoCreds to bring a card into play.

D.

(Deck) A player’s remaining cards that have not yet been seen. (Defence) The defensive value found on cards. (Defender) A type of Mercenary. (Discard) When a card is thrown away for the rest of the game. (Duel) A fight between two character cards.

F.

(Fighting Area) Where character cards are placed during a mission. (Forfeit) A player chooses not to fight in a mission.

G.

(Ghost) A type of Mercenary.

H.

(Hand) The cards that the player has drawn from the deck, but that are not laid on the table. (Hire) A character card that is brought into play by paying the NeoCreds cost value. (Hiring Area) Where all character cards are placed once they have been paid for.

I.

(Initiative) An advantage in attack.

M.

(Mercenary) Denotes all mercenary types, ie: Defender, Ghost, Spy and WarDog. (Mesmer) An evil psychic character. (Mission Cards) How the players to battle. (Multiple Attacks) The character can attack more than once.

N.

(NeoCred) A unit of the monetary system of the game. (NeoCred Pointer) Keeps track of the NeoCreds you have left to spend. (NeoStar) The scoring mechanism of the game.

O.

(Organisation) The society behind all Mercenaries, Psychics and TIK that make up the Neomercs world.

P.

(Phases) Parts of the turn, followed in sequence. (Power) A Psychic or Mesmer’s abilities. (Psychic) A Psychic character.

Q.

(Quorum) 12 powerful individuals who head the ‘Organisation’.

R.

(Rarity) The availability of a card. (Reward) The Neostars a player receives when they win a mission.

S.

(Spy) A type of Mercenary. (Success) The number of character cards that must survive a mission.

T.

(Tap) When a character is not active. (Team) A unit of characters that get bonuses when they fight together. (Team Leader) The head of a team. (Team Training Cards) Make a character become part of a team. (Training Cards) Increase a character’s Attack and/or Defence. (Turn) The entire sequence of steps that a player plays before passing over to their opponent.

U.

(Union) When a Mercenary and Psychic join together to combine their Attack and Defence. (Untap) When a character who was tapped, becomes active again.

W.

(WarDog) A type of Mercenary.

If either player reaches the end of their deck, the game ends and the player with the most Neostars is dec

Having a deck full of ‘only’ high costs cards is not beneficial. The player will struggle to hire characters and have enough mercenaries to launch missions. The best strategy is a balanced deck.

Yes, you can buy additional cards in the form of booster packs and character decks. These contains cards not available in the basic game. Check out our online store!