INWO Deck: Revenge, Part 1
by Bill Kavanaugh
Premise
Anybody that's played multi-player INWO (or Illuminati) more than a few
times
has been picked on at some point. Perhaps there is someone in your
playing circle that dumps on you more often than anyone else at the
table.
Perhaps you want to make a new enemy, or just flex your muscles. Maybe
you had
a bad day and want someone to play lightning rod. This deck is designed for
those occasions.
The Deck
Illuminati
Servants of Cthulhu
Groups
- CFL-AIO
- CIA
- Cycle Gangs
- Japan
- KKK
- New York
- Nuclear Power Companies
- Phone Phreaks
- Semiconscious Liberation Army
- Tabloids
- The Mafia
- The Men in Black
Resources
Plots
- Bribery
- Murphy's Law
- Hoax (3x)
- Secrets Man Was Not Meant to Know
- The Big Score
- Terrorist Nuke (4x)
- Censorship
- Faction Fight
- The Second Bullet (2x)
- The Big Sellout
- Mob Influence
- Good Polls
- Savings and Loan Scam
- Senate Investigating Committee
- NWO - Solidarity
- NWO - World War III
- NWO - Fear and Loathing
- Criminal Overlords (2x)
- Sniper
- Car Bomb
- Tidal Wave
- Atomic Monster
- Nuclear Accident
- Meteor Strike
Strategy
This is not a subtle deck. The concepts here is to kill, destroy and maim
(why
else would you be the Servants?). The Criminal Overlords goal cards are in
the deck to make it easier to win, but that's not really the intent of this
deck. This deck is for revenge!
Lead
The selection of the lead group should be determined by the other Illuminati
groups playing in the game. If the Gnomes are in the game, then the
CFL-AIO is
a good lead. If Bavaria is not in the game then New York is a good
possibility,
although it's in the deck more as an agent than anything else. Otherwise,
lead
with either the CIA or the Mafia. Personally, I would choose the CIA,
particularly if Discordia is not around (or if the Network is).
Play
New York, Japan and the Nuclear Power Companies are in the deck as agents
cards. Be sure to play Nuclear Accident (if possible) before taking out the
NPC. Soften Japan/New York up with a disaster before destroying them. If
the
Adepts of Hermes (and/or, to a lesser extent, Discordia) are in the game, get
the Tabloids out ASAP. Use the Tabloids to attack the Adepts' secret groups.
He cannot match your raw power. If Shangri-la is in the game, bring out
the
KKK. If the Network is in the game, bring out the Phone Phreaks. Prioritize
bringing out the SLA if Bermuda is in the game. Cycle Gangs and Men In Black
are in the deck for their bonuses to destroy. The Men in Black is a useful
card if the Clone Arrangers (another target for Tabloids) are in play.
Cyborg Soldiers are probably unnecessary but can be combined with New York,
the Mafia or CIA to make a formidable lead power group.
The plots are pretty basic. The NWO cards are there more for defense than
offense, though after a couple turns Solidarity can really slow your
opponents
down. 4 disasters and 2 assassinations (+CIA) are in the deck for obvious
reasons. If someone in your play circle really likes the NPC then Atomic
Monster can be swapped for an additional Nuclear Accident.
Most of the rest of the cards are temporary power boosts. There are also 4
plots for negating other plots. Censorship will take out a key media group.
Savings and Loan Scam and the Big Sellout are for that last big push to win
the game.
A couple of brute force decks (like this one) will set your opponents up for
the subtler decks which involve guile and deception. Get them expecting brute
force and they will ignore you when you don't seem to be threat.
This deck pretty much ignores Discordia, though they can be pushed around
with the Mafia and CFL-AIO. Also, unless you play New York, you will have no
cards vulnerable to instant attack (not an accident!). It will be power on
power, which favors you, especially if you can make just 1 alliance.
There is enough power in this deck to take out whole wings of an opponent's
power structure, particularly if you have several of the bonus to destroy
cards out (SLA, Cycle Gangs, Men In Black). The Phone Phreaks will help you
arrange your opponent's power structure to make it easier to knock out lots
of groups at once (if they lose 1 group and have 3 or 4 more go back in their
hand then they're dead meat).
Have fun!
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