INWO Deck -- General Disorder Rides Again
by Mad Chris
The Deck
A Society of Assassins Production
Starring
Featuring
- Church of Violentology
- Dittoheads
- Moral Minority
- Nephews of God
- Professional Sports
- Reformed Church of Satan
- Religious Reich
- Rosicrucians
- South American Nazis
- TV Preachers
- Vatican City
Filmed in Glorious
Special Thanks
- Annual Convention
- Charismatic Leader
- Commitment
- Crusade (x2)
- Good Polls
- Hat Trick
- Hit & Run
- Jihad (x2)
- Messiah
- New Blood
- Read My Lips (x2)
- Rewriting History
- Secrets Man Was Not Meant To Know
- Slush Fund (x2)
- Sucked Dry & Cast Aside (x3)
- Sudden European Vacation
- Truck Bomb
- Volcano
- You Are What You Eat
Original Story by
- NWO Yellow: End of the World
- NWO Yellow: Law & Order
Screenplay by
- NWO Red: Australian Rules
- NWO Red: Solidarity
Casting by
Produced by
Directed by
(k) 6AA Mad Chris Productions. All the characters and events in this
deck are completely true, and any similarity to world events -
secret or otherwise - is completely intentional.
Strategy
There are two ways to play this deck: either for an all out win, or
for fun - taking a win if it floats your way. I recommend the latter,
not least of all because this is the easiest way to win. The more you
get into your role of raising General Disorder's Power & Resistance,
the less seriously the other players will take you and the more chance
you have of sneaking in a suprise win.
Act I, Scene I: The Birth of a Legend
Lead with General Disorder. If the General bounces, panic. Lead the
Rosicrutians and get him out as quickly as possible. Although the
deck can be played without him, he is the centre of the deck's
action, and you should ensure that at all times you can do a good
job of protecting him.
The Rosicrucians are your only Secret group, so be sure to 'tut'
when someone plays a Secret group and they no longer count double
for you. You don't need them to count double, so it's important
to make it look like you wanted them to. Don't overdo it though!
Act I, Scene II: The Rise to Power
As quickly as possible, you should play the following cards on
your hero:
At an appropriate time you are also looking to make him the
Messiah, but this can wait until you've got several Churches
already in play. When it comes to playing churches, play Conservative
churches in preference to all other kinds (assuming you have a
choice), followed by Fanatic churches.
Act I, Scene III: The Path to Glory
You should aim to lead Groups in roughly the following order,
varying according to what you need in play to combat the other
players:
- General Disorder (lead group, if possible)
- Rosicrucians
- Nephews of God
- Professional Sports
- South American Nazis
- Conservative Churches (Religious Reich, Vatican City)
- Fanatic Churches (TV Preachers, Reformed Church of Satan,
Church of Violentology)
- Moral Minority
The Dittoheads and the Orgone Grinder are a special case which
we will discuss later.
The Rosicrucians should be brought out early as there are specific
plots you will want at specific times, and the Rosicrucians are
a direct line to them. The Nephews of God put you up to averaging
1.42 Groups per turn without you having to spend Action tokens. They're
both Conservative and Fanatic, which is ideal for your deck, and don't
give away what you are up to.
All the other Groups (except the Moral Minority) are there to boost
General Disorder in some way. The Moral Minority is included because
they are both Conservative and Fanatic, but are a minimal priority
because just about every other group is more useful to you. Also,
bringing them out late allows you to use the TV Preachers to take
them over - and they are the only group which the TV Preacher's
special ability is useful for!
Act II, Scene I: The Plan
Your basic trick is to use Sucked Dry & Cast Aside on the
General, giving him x 4 Power for one Action. You make attacks
to destroy groups in other people's power structures - ideally
Liberal groups - and after the dust settles, the General returns
to your power structure more or less intact.
If you have You Are What You Eat in your hand, you can also use
attacks to destroy to take control of enemy groups. Make an
attack to destroy using Sucked Dry and Cast Aside on the
General. Afterwards, play You Are What You Eat. The destroyed
Group joins your power structure where the General used to
be, and you get him back at the end of the turn!
Act II, Scene II: The Plot Thickens
To help you get really carried away, you can use Truck Bomb
in conjunction with Sucked Dry and Cast Aside to create
truly deadly Instant attacks to destroy!
And if anyone destroys or devastates a place (including you
with your Volcano), the General's special blend of Wierd
Science allow you to do the same with Annual Convention -
even if it's not your own turn.
These two cards in conjunction with Sucked Dry and Cast
Aside allow you to perform truly devastating instant
attacks to destroy organisations.
Act II, Scene III: The Heights of Power
Your maximum Power & Resistance using this deck is a
Power 46, Resistance 38 General Disorder. This is achieved
as follows:
- GD has New Blood on him (Power -> 6)
- GD has Commitment on him (Resistance -> 8)
- GD controled by South American Nazis (+3 Power)
- GD controls the Dittoheads (+2 Power, x 3 Resistance)
- GD linked to Professional Sports (+3 Power)
- GD linked to Messiah (+4 Power, +4 Resistance)
- 5 Churches in Play (+10 Power, +10 Resistance)
- GD plays Sucked Dry and Cast Aside (x4 Power)
- Power = (6 x 4)+3+2+3+4+10 = 46
- Resistance = (8 x 3)+4+10 = 38
Without the Sucked Dry and Cast Aside the math is:
- Power = 6+3+2+3+4+10 = 28
- Resistance = (8 x 3)+4+10 = 38
Obviously, higher totals are possible if you add in the Church
of Elvis, Recording Industry and you include Never Surrender and
get General Disorder to be Fanatic. This is left as an exercise
to the psychotic student.
Note that the +10 cards in the deck are NOT for use with
General Disorder. The bulk of the deck is a blend of
Conservative churches, Fanatic churches and Conservative
Fanatic groups. The three types of +10 are intended to
be used with these groups, and specifically in the endgame
(see below).
Act III, Scene I: Under Attack
There are three ways you will come under attack:
- 1. Attempts to take General Disorder away
from you.
- 2. Attempts to kill General Disorder
permanently.
- 3. Attempts to undo the General's power
The first method can be protected against by using Read
My Lips - or by playing Sucked Dry and Cast Aside on him
in his own defense. However, even if you lose control of
him, The South American Nazis, backed by your Fanatical
Global Power should take him back with ease.
If you fear that sooner or later they are going to try
and take him away from you, it is time to play the
Dittoheads. It is worth saving them until you think
they are necessary, however, as it is awkward to have
to keep getting them out every time you use Sucked
Dry and Cast Aside.
The second method is more tricky. Your Secrets Man Was
Not Meant to Know should be saved for defense against
just this kind of attack, and Sudden European Vacation
can also be just what the doctor ordered to help
protect from a card being used to knock out the General.
If you know that your group uses Paralyse cards, then
you can resort to linking him to the Orgone Grinder. This
gives him the Power 6 that the New Blood would normally
give him, but takes away his Alignments and hence his
vulnerability. You can always unlink him on your turn,
if you intend to use Sucked Dry and Cast Aside (if he
is linked to the Orgone Grinder when he gets sucked,
it will be destroyed).
Similarly, if they undo your New Blood, you may be
forced to use the Orgone Grinder as a life support
machine. It is most useful as a backup.
Act III, Scene II: Going Psycho
The primary use of the Rewriting History is to convert
a destroyed non-Liberal group into a Liberal group for
the purpose of Let Them Eat Cake. However, it can also
be used to make the General a Fanatic, thus giving him
Global Power equal to his regular power. Simply wait
until he's dead once again, then play the Rewriting
History with your Illuminati action to make him Fanatic.
When he comes back, he'll be permanently Fanatic, because
the wording on General Disorder allows him to keep all
changes, for good or bad.
Act III, Scene III: The Finale
Obviously, you are intended to use Let Them Eat Cake
to win, but if this isn't possible, give up on the
path of destruction, get the General to control the
Dittoheads and/or be linked to the Orgone grinder and
take control of the largest chunk of enemy Power
Structure you can lay your hands on. If your opponents
have let you get set up, it'll prove particularly hard
to stop you.
The Crusades, Jihads and Slush Funds mean that despite
the image you should have fostered in the early stages
of the game, the rest of your groups aren't just there
to boost General Disorder. In fact, by the time the
end game comes up, you should find you can get +20s
with at least one of your groups, and possibly more
than one. Since up until this point you've been focussed
on the General, most people are likely to have not paid
attention to what the rest of your power structure is
capable, and you can use this to bring the General's
forced in for final victory.
Epilogue
A word of warning about The South American Nazis: although
you do give the General +3 Power whilst he is controlled
by them, you should be careful about when you do this. If
he is not controlled by your Illuminati, it is obviously
that much easier to take him, or to take both him and the
Nazis, which could be disastrous.
As a general rule, if you have Sudden European Vacaction
or any other defense, it's probably safe to have him
controlled by the Nazis. But keep a control arrow open
on your Society of Assassins whenever possible.
The General's ability to spend his Action to give +10
to a Disaster, which can then only devastate, is mostly
useless to you. But if someone tries to destroy Vatican
City, or if you are up against a Disaster-rich Cthulhu,
you can always use this ability to thwart any attempt
to destroy using Disasters by insuring that they can
only devastate!
The INWOs included give you a good range of response,
from the defensive (Solidarity) to the offensive
(World Hunger). Both of your Yellow NWOs (Law & Order
and End of the World) are most useful to you in the
endgame, to boost the bulk of your power structure,
but if you need to use them earlier you should feel
free.
You should try and use your variety of NWOs to
remain in control of the pace of the game: if when
you first attack someone you can play Australian
Rules first, you can encourage other players to
throw in "just a little power" so they can get
plot cards. This will make the player being
picked on more likely to believe that they are being
picked on by everyone at the table and less likely to
take retribution out on you specifically (especially
if you later on point out that so-and-so did throw
in power against them in that attack earlier in the
game...). The more you are able to manipulate the
psychology of the players you are playing with,
the more success you will have - and the NWOs are
a good tool for this.
Changes in the Video Version
You can't build this deck without at the very least General
Disorder, some Sucked Dry and Cast Asides and the Society
of Assassins. Let Them Eat Cake and the South American Nazis
are also fairly central. There is room for change with other
cards:
- Church of Violentology is mainly used as a church.
Replace with Church of Elvis.
- Orgone Grinder can be replaced with your favourite
resource. Orbital Mind Control Lasers are
a good choice, and the Perpetual Motion
Machine is another option.
A fairly general Group replacement is the Recording Industry,
which gives General Disorder an extra +1 Power. If you are
in need of additional Groups to plug gaps, put in some
reasonably decent Conservative groups - the Republicans are not
bad in this role.
- Rewriting History can be changed for Hidden Influence
(although this obviously cannot be used to
help you fulfill Let Them Eat Cake).
- Sudden European Vacation can be replaced with an
Are We Having Fun Yet.
- Annual Convention, Truck Bomb, and just about any
other plots you may be missing could be
replaced with Terrorist Nukes or
your favourite generic Plot cards.
If you have a lot of Plots to replace, you might like to
consider including Unmasked (assuming you have one) and a
Servants of Cthulhu.
Lastly, I encourage your to play with the deck design -
extemporise! Think wildly! Play with the cards you enjoy
playing with, because the only thing better than winning
is having fun - and the only thing better than having fun
is having fun and STILL winning!
Mad Chris.
(With thanks to Aaron Curtis for the Rewriting History schtick,
and to whoever suggested using You Are What You Eat on top
of the General Disorder/Sucked Dry and Cast Aside schtick).
Back to the Deck of the Week.