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On the Reboot Project main page is this comment: "Once you get to around the end of Spin Cycle, every faction should feel viable." Well, we have arrived at the end of the Spin Cycle, the halfway point of the FFG portion of the Reboot Project cardpool. After some relevant feedback from the Reboot community on the last episode, we dive into the Runner side of Double Time, which includes one nerf. Following that, we'll take a closer look at the ten Runner doubles that came in the Spin Cycle and try to figure out how many of them are worth playing. Presented in nine segments:
By Remy Gibson5
33 ratings
On the Reboot Project main page is this comment: "Once you get to around the end of Spin Cycle, every faction should feel viable." Well, we have arrived at the end of the Spin Cycle, the halfway point of the FFG portion of the Reboot Project cardpool. After some relevant feedback from the Reboot community on the last episode, we dive into the Runner side of Double Time, which includes one nerf. Following that, we'll take a closer look at the ten Runner doubles that came in the Spin Cycle and try to figure out how many of them are worth playing. Presented in nine segments:

347 Listeners