INWO Deck - Alternative Government? Excellent, Dude!
by James Eddleman
Introduction
Ever since Assassins! arrived, I've been trying to use its Special
Goal. This is not as easy as is seems because Clone Arrangers is a
popular group in my neck of the woods. And when it comes out its not
too long before its Cyborg Soldiered or Necronomiconed, making it tough
to count your Secret groups double. So, my strategy was to boost other
Secret groups and kill/capture Clone Arrangers later. I also added Hail
Eris with W.I.T.C.H. and Hackers just in case it failed. I almost won
with this, but I was stopped, drat! :( Anyway, at this point I noticed
I had 50+ power! And _ALL_ of it was global! Well almost all. Can you
say 'Power For Its Own Sake'? I knew you could. Then someone posted a
question about Libertarians inheriting doubled power(which it can't) for
a Bavaria Deck, and this deck was born. Besides Libertarians, Lyndon
LaRouche inherits power and (netrep confirmed) you can _double_ the
power that they inherit. It's not often that these two get doubled, but
it is a backup in case your other violent groups get destroyed and you
are forced to take control of other players' groups. Disclaimer: the
games I play in normally go to 12 groups. Therefore this deck may not
be as effective when playing to 11. It looks like it will, but I give
no guarantees.
The Deck
Illuminati
Groups
- C.I.A.
- Clone Arrangers
- Fiendish Fluoridators
- Libertarians
- Lyndon LaRouche
- N.S.A.
- Nephews of God
- Rosicrucians
- Texas
- W.I.T.C.H.
Resources
- Blivit
- Clipper Chip
- Crystal Skull
- Cyborg Soldiers X 2
- Flying Saucer
Plots
- Are We Having Fun Yet?
- Assertiveness Training X 2
- Backlash
- Brushfire War X 2
- Charismatic Leader
- Deasil Engine
- Frankenfood X 2
- Gremlins
- GOAL: Power for its Own Sake
- Good Polls
- Jihad X 2
- Martial Law X 2
- Murphy's Law
- NWO: Chicken in Every Pot
- NWO: End of the World X 3
- NWO: Gun Control
- Reverse Whammy
- Secrets MWNMTK
- Swiss Bank Account
- This Was Only A Test X 2
Strategy
Lead
Rosicrucians
It is VERY valuable for any deck to be able to look for plots. Besides
who would guess someone who leads with a Power 1/1 group is going for
Power? And if you do bounce, you just slowed someone else down. If you
bounce, go for Fiendish Fluoridators, it has that all important science
action to power Frankenfood for Texas. (Frankenfood adds any alignment
to a place, alas there is no card that adds Fanatic to a group so this
will have to do.) After that NSA, WITCH or one of the power inheritors.
Leading with Clone Arrangers
Whatever you do, don't go for Clone Arrangers, it's far too obvious for
Illuminati. ;) Seriously, leading with this group is a controversial
subject with me. I figure anyone who has this card will lead with it if
they see the Society on the table. However, if you know no one else has
it, or you feel no one will choose it for their lead, then by all means
go for it. Cyborg Soldiers stands a good chance of showing up in your
first set of cards and once linked, the Clone Arrangers will be
difficult at best to get away from you (as long as you keep a token on
it.)
Game Strategy
I always hate this part. Strategy depends so much on the cards you
draw. Rosicrucians and Crystal Skull do help with plots but this deck
really depends on the groups you draw and how you intend to win. You
have two ways of winning, with Power for its Own Sake or your special
goal. If you manage to be able to lead with Clone Arrangers or think
you have a good chance of controlling it, go for the special goal.
Otherwise you will probably be better off going for power.
If you plan to go for you special goal, get out your Secret groups
first and then boost them any way you can. If you don't have very good
groups, or happened to draw all of your resources, bring out Nephews of
God as soon as you get it(start rolling low!) and/or spend Illuminati
tokens to get more groups.
If you plan to go for power, still bring out a Secret group or two,
lull your opponents into a false sense of security! Let them worry
about how many Secret groups you have that are worth double. This will
distract them from how much power you have. (Thank Aaron for that
Bermuda idea!)
Remember the Society's special ability: global power for all your
Fanatic groups and you _may_ treat the Fanatic alignment as the same as
any other Fanatic. Whichever way you plan to go for the win, you may
want to wait to place a doubled Texas under Libertarians. If you add a
Fanatic alignment to Texas with Frankenfood and place it under one of
your Secret groups, you have 12 global power to aid any attack made by
that Secret group. This is a good way to go after Clone Arrangers if
you need to. Make NSA Violent. Make a Cyborg Soldiered, Fanatic Texas
a puppet of the Fiendish Fluoridators. Attack with Fiendish
Fluoridators with a Jihad, aid with Texas (and any other puppet of FF)
and aid with NSA using a Martial Law. You've got (in order, not
including NWO's) 13 + 12 + 15 = 30 plus your agents makes it 40. The
resistance would be at most 28 (with good polls). No other groups may
aid or oppose your attack except Secret groups or Illuminati or groups
that have a special ability that allow them to. This includes your
power structure so be careful. Also, the only bonuses that count from
non-Secret groups are those that are the master or puppets of the
originating Secret group or the Secret target. Again, it would be a
good idea to have another powerful Fanatic, Criminal or Violent puppet
of Fiendish Fluoridators. CIA (with the other Cyborg Soldiers) for
instance.
General Tips
On your first turn bring out a resource, no one can cancel/interfere
with you on your first turn. If you have it, Flying Saucer is a good
first choice. Once you have it out no one can stop you from bringing
out resources unless they take Flying Saucer away from you. It's so
nice being able to bring out resources and not have anybody be able to
stop you!
When you bring out Libertarians or Lyndon it would be a good idea to
move a group under them to boost their power to keep Cthulhu types from
salivating over you.
When you take over Texas be sure to remember you can put 'This Was
Only a Test' underneath it and not count it towards the five plots in
your hand when its not your turn (I forget this repeatedly.)
Another thing I sometimes forget is NSA's special ability. Use it to
look at your top plots to see what you are going to discard if you use
Flying Saucer.
If OMCL and/or Nuclear Power are in the game, bring out Blivit.
Blivit makes you immune to Nuclear Power and has an action that can
cancel OMCL.
If you lose your Goal card you're going to have to go after Clone
Arrangers. You do have an agent after all. :) You will probably
have an easier (and get help) time attacking to destroy if Clone
Arrangers is controlled by the player in the lead.
Use Charismatic Leader to boost Fiendish Fluoridators (if you lose
your Goal card) or WITCH to get you closer to you 50 power.
Going for Power Tips
If you can't get CIA out, make Libertarians or Lyndon Violent and you
can double the power they inherit.
End of the World will hurt you as much as help, so it's good to have
Cliper Chip out if/when you play this.
If Phone Phreaks are in the game try to save the Are We Having Fun Yet
if it tries to move a group or simply destroy it as soon as possible.
End Game
If going for power, you're going to need at least one group doubled,
have Texas controlled by Libertarians and, NSA or CIA controlled by
Lyndon. Play your NWO's to your advantage and move groups as necessary.
Play only the NWO's that you need to reach 50. Someone may replace one
or play Sweeping Reforms or cancel one. Whatever you do, do not play
Chicken in Every Pot. Save this in case someone plays Interesting Times
(see 'Disadvantages' section.) Save an End of the World in case someone
plays Don't Forget to Smash the State. Try to get to 56 power that way
if someone manages to destroy a Cyborg Soldier you can still win.
Reasons for certain cards(beyond the obvious)
- Clipper Chip- Regain Power lost if you play End of the World.
- Crystal Skull- bring this out if you can't bring out Rosicrucians
- Texas- Hide plot cards. Double power with Cyborg Soldiers. It's a
place so you can use Frankenfood to make it Fanatic. Libertarians can
only inherit power from Nations or U.S. States.
- Backlash- In my deck to guard against Shangri-La making your groups
peaceful. You may like something else.
- Brushfire War- Another anti Shangri-La card. A Zap. I know someone
with a FAST Shangri-La deck. Also can help to keep someone from taking
over Goldfish Fanciers.
- Deasil Engine/Gremlins- Destroy/get rid of OMCL or slow Adepts down.
- +10 Cards- These are here mostly for defense, but use them if you are
being outpaced by a rival.
Disadvantages
Bavaria
The Bavaria deck I occasionally play against has plenty of Violent
Criminal groups including Texas, CIA and Clone Arrangers. If you play
against this type of deck prepare yourself for a tough game. I haven't
tried this yet but I'm thinking of replacing Texas with California and
using an Assertiveness Training to make it violent so I can double its
power. I would use New York but it's in the Bavaria deck as well.
Goldfish Fanciers
(Ugh!) Usually played by a Shangri-La Deck. Gives immunity to Fanatic
groups. Very devastating. If this comes out _destroy it_ with a doubled
Texas BEFORE you Frankenfood it.
NWO: Interesting Times, Option (a)
Spoiler: the only goal that counts is the number of groups controlled,
no goal cards, no special goal, no double groups, nothing.
In my opinion, the single most devastating card in Assassins.
Especially if no one has any more Blue NWO's. If this comes out and you
have lost Chicken in Every Pot, you may be toast. You don't have enough
groups if you play to 12. You do have enough power to take what you
want, but expect HEAVY resistance because its easy to see how close you
are to winning. Of course you could add in Partition and take out the
other Texas if you play to 11.
Lack of Plot cancelers
This deck played pretty well even without them, but that was a four
player game. You could probably take out one or maybe two +10 cards or
the two Brushfire Wars and add some more in without affecting the deck
too bad.
Other Options
Replace something with Death Mask. Link this along with Cyborg
Soldiers to WITCH and with the End of the World gives you 8 global
power you can add after the dice have been rolled to any attack on or by
a Fanatic group, i.e. you can roll on a two. Boost WITCH to 6 first and
you've got 14 to add!
Add Grave Robbers. If your Illuminati group plays with a lot of resources
use this to look through your group deck for Flying Saucer.
Back to the Deck of the Week.