INWO Deck: Abduction Moon Party
Premise: The Moonbase says that if it "is destroyed, all Personalities
there are killed." No caveat about not counting as destroyed, and the
rules say that, yes, "killed" is just a permanent form of "destroyed."
Therefore, linking a slew of Personalities to a Moonbase, and then
destroying the 'base, should be a viable method of quickly reaching a
"destroy X groups" goal.
The Deck
Illuminati
The UFO's
Groups
- Moonbase x 2
- George Bush
- Ollie North
- Ross Perot
- Dan Quayle
- Ronald Reagan
- Margaret Thatcher
- Fidel Castro
- Hillary Clinton
- Princess Di
- Al Gore
- Gordo Remora
Resources
Plots
- (Goal) Let Them Eat Cake! x 2
- (Goal) Power to the People x 2
- (NWO) Solidarity
- Servants of Cthulhu
- 18 1/2 Minute Gap
- Benefit Concert
- Bodyguard x 2
- Combined Disasters
- Earthquake x 2
- Good Polls
- Hoax
- Imposter
- Let's Get REALLY Organized
- Meteor Strike x 4
- Power Grab x 2
- Rewriting History
- Savings & Loan Scam
- Secrets Man Was Not Meant to Know
- Seize the Time
- Slush Fund
- Sniper
- Unmasked
Strategy
While this would be a natural Cthulhu deck, I've chosen UFOs for a few
reasons. Since - ideally - you only need to destroy the Moonbase to
reach your goal, Cthulhu's special ability isn't terribly useful; the
UFOs' extra token, however, is *always* nice. Additionally, when Cthulhu
starts playing many Personalities, the strategy tends to be, well,
transparent. Since there are appropriate Goal cards for the UFOs to use
(and Unmasking as Cthulhu offers another pseudo-Goal card opportunity)
and since you don't want to Assassinate your Personalities (you will, in
fact, be *protecting* them, as best you can, anyway), your Power
Structure will be simultaneously puzzling and unthreatening. Finally, I
like the UFOs thematically - the Secret Masters recruit powerful
individuals, promise them the world, whisk a select few to their secret
base on the Moon . . . and then ice them.
Play
Lead with either Perot or Gore (primarily for their control
arrows), but be aware of Ross's alignment-changing ability. Play
defensively; don't make enemies - Personalities are too vulnerable. Power
Grab when you can, and don't hesitate to use an Illuminati action to move
a group to a more defensible position. By the time you have 7-8
Personalities out, you *should* be holding 1) a Goal card, 2) a Moonbase
and 3) a Disaster or two (since Earthquake or [preferably] Meteor Strike
are the only Disasters that can touch a Moonbase, having these is
vital). Drop the Moonbase; link the appropriate Personalities (or all of
them if you're Unmasking); hit the 'base with the Disaster(s). Show your
Goal/Unmask as Cthulhu, and it's game over. This can be done with as few
as six Personalities, if you Rewrite History on the Moonbase.
Deck design by Mike Dalton.
Back to the Deck of the Week.