Deep State Global Conspiracy Expansion

Deep State Global Conspiracy Expansion

Deep State Global Conspiracy Expansion

Regular Price $44.99

Vendor: CrowD Games

Product Type : Board Games

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This Item is a Special Order Item.
Special Order items are generally available within 7 days for Pickup or Postage.

The Global Conspiracy expansion extends your experience of Deep State and consists of 4 modules you may add into the game in any combination you like.

Some Modules contain Projects and mini-expansions which can be added to the game separately.

All Modules and mini-expansions, with a few restrictions, work great with each other. Yet some work better than others. Recommendations are provided in the rules.

1. STRONG-ARM TACTICS MODULE

Consists of: Counter-Terrorism Project * Black Operations. XXI Century mini-expansion - 7 cards * 3 Treaty cards

The World: The Counter-Terrorism Project exploits the people’s fear of terrorism in order to concentrate absolute power in the hands of counter-terrorism organizations.

Black Operations: it might seem they have no other purpose than chaos and destruction. In fact, they change the rules. The winner will earn the ruins of the world, but it will be their ruins.

Gameplay: You discard cards to Advance in Counter-Terrorism. As a benefit, you may use Agents from your Recruitment Pool when Infiltrating an Objective or Carrying out a Covert Operation. Additionally, you eliminate your opponent's Agents while Advancing in the Project.

Black Operations are another type of Covert Operations. They require less Agents, but you discard your cards to conduct them. You Carry out Black Operations in order - Cyber Threat first, then Eco Terrorism, and finally Blackout.

2. FOURTH ESTATE MODULE

Consists of: Global Media Project * Trends mini-expansion - 6 cards * 3 Treaty cards

The World: The Global Media Project uses the media to lead the average person to the appropriate points of a view.

Social-political currents (Trends) usually originate in a highly influential country, and then like wind spread around the world. Trends should be anticipated and plans adjusted — done neither earlier nor later than necessary.

Gameplay: The Global Media Project requires you to sacrifice Treaties you have already made. But with this high cost, comes big benefits. Each time you advance in Global Media, you capture an Objective card. AND at the end of the game one of your Supreme Power cards generates MUCH more Influence for select Objective cards you have made.

Each Trend provides useful advantages for the duration of a game round and may be captured for Influence.

3. REPTILOIDS MODULE

Consists of: Reptiloid Project * 15 Reptiloid Objective cards * 3 Treaty cards * 3 Contactee cards (Men of Action) * 1 UFO Hysteria card (Trend).

The World: With the Reptiloids Module, Deep State takes a step into a fictional aspect of conspiracy theories. The ambitions of the ‘Committee’ on becoming a secret world government have become meaningless since the lizard-like aliens from the planet Nibiru are closer than ever to seizing power on Earth.

Gameplay: Reptiloids Project effectively replaces the Deep State Project. Players compete for Reptiloid Objective cards that allow them to make new Treaties while ignoring their conditions, and they Advance in Reptiloids Project in order to obtain new Treaties and gather Influence at the end — but only if they have enough Special Interest emblems on their cards!

4. SUPERIORITY DOCTRINE MODULE

Consists of: Nuclear Power, Worldwide Bank, and World, Inc. Projects

Gameplay: Each of these Projects replaces one of the base game Projects. Nuclear Power provides you with Ghost Agents for each World War card played. Worldwide Bank extends your ability to reach distant cards further down the Infiltration Zone. World, Inc. returns your Agents back from missions and generates Influence for every Project you participate in.

PLAYERS

All Modules are suitable for 1 to 5 players. Detailed solo play rules are provided in the rules for each of the Modules.

Refund & Return policy

We have a 30-day return policy, which means you have 30 days after receiving your item to request a return.

To be eligible for a return, your item must be in the same condition that you received it, unopened, unworn or unused, with tags, and in its original packaging. You’ll also need the receipt or proof of purchase.

To start a return, you can contact us at Campbelltown@thehallofheroes.com.au. If your return is accepted, we’ll send you a return shipping label, as well as instructions on how and where to send your package. Items sent back to us without first requesting a return will not be accepted.

You can always contact us for any return question at Campbelltown@thehallofheroes.com.au.

 

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Please get in touch if you have questions or concerns about your specific item.

 

CHANGE OF MIND

We are not required to provide a refund or replacement if you change your mind.

At our discretion we may offer an exchange for a Hall of Heroes Gift Voucher.

A requirement for such an exchange is that the product is sealed in its original packaging, unused, unopened and in brand new resalable condition and it is within 30 days of your original purchase (or delivery date if shipped)

Please note you would be responsible for returning the product, as well as the original cost of shipping.

If the product has a tamper-proof seal, it must be intact and undamaged. Any returns found to have been opened, used, or damaged will not be eligible for exchange, and will be held until the customer returns to collect the product or pays for return postage. If return postage is not paid by the customer within 30 days of being received by us, the product will be considered abandoned, and we will dispose of it. Restocking fees may apply if the product is not in its original condition.

 Damages and issues

Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you received the wrong item, so that we can evaluate the issue and make it right.

FAULTY PRODUCTS

If a product that you have purchased from one of our stores does not meet expectations of the item as it was advertised, or the product is faulty, then please return the product to where you made the purchase for an exchange or refund, in accordance with Australian Consumer Laws.

You can choose a refund or exchange if an item has a major problem. This is when the item:

  • has a problem that would have stopped someone from buying the item if they had known about it
  • is unsafe
  • is significantly different from the sample or description.
  • or doesn’t do what we said it would, or what you asked for and can’t be easily fixed.

Alternatively, you can choose to keep the item and we will compensate you for any drop in value.

If the problem is not major, we will repair the item within a reasonable time. If it is not repaired in a reasonable time, you can choose a refund or replacement.

Please keep your proof of purchase – e.g. your receipt, invoice or confirmation email.

 

Exchanges

The fastest way to ensure you get what you want is to return the item you have, and once the return is accepted, make a separate purchase for the new item.

 

Refunds

We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method. Please remember it can take some time for your bank or credit card company to process and post the refund too.

 

Disclaimer

We have tried our best to ensure our website is accurate however it is possible that an occasional error may occur. Therefore, we cannot be held responsible for typographical errors, product changes, availability, or price variations.

 

For additional information about Australian refunds, consumer information and retailer standards please visit (link)

 

  • Our refund policy adheres to The Australian Consumer Law (2011)

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