INWO Deck: Open 23 Hours a Day, 5 Days a Week
by Jeff Bailey
Note: This deck was built with a particular goal in mind: to use
Convenience Stores as a centerpiece. For those who didn't get a copy of
Pyramid #15 (currently the only source of the card), here's the major
power of the card:
If you control the Covenience Stores, every agents card you
play, for offense or defense, gets an additional +5. You may choose to
give this bonus to other players' agents as well. This does not affect
Illuminati agents.
Stream-of-Altered-Consciousness for Deck Building Strategy
OK. Convenience Stores is Corporate, so Gnomes immediately rush to
mind.
But I want to be more creative and unexpected than whatever rushes to
mind.
I'm obviously building a sandbag deck, so want to pick out lots of
popular
groups. New York, Japan, the Pentagon, the Vatican, Nuclear Power
Companies, and the IRS are all good choices.
- Adepts
- Could use a steal and resources to jump to a win, but overall the
Adepts' focus is not too relevant to CS.
- Shangri-La
- Hmm. All these agents are too attacky for Shangri-La.
- UFOs
- Nice, but not powerful enough for successful steals.
- Gnomes
- The first obvious choice. Too obvious.
- Bavaria
- Another obvious choice. But too easy to get teamed up against
after you've stolen a big group.
- Bermuda
- Another obvious choice that offers a little rearranging after a
big takeover. But it's hard to count on alignments when you're stealing
them.
- Cthulhu
- Since agents cards can be used to destroy, another great
choice. But this has the same pile-on tendency as Bavaria.
- Network
- This could work. Nice power and the Video games have a bonus to
control. I don't want to us, though, as Convenience Stores does little
for
Network's special needs/powers (more plots, more Computer bonuses).
- Discordia
- I'm going with this one. It's Illuminated enough to be a
surprise. CS doesn't help a lot with Discordia's goal, but it certainly
has
the defense needed for the inevitable revenge/response. With one of the
Kill x and Control y Goal cards, this could rock. Also, Discordia is
immune to the groups you're planning to sandbag. I want to play Discordia
because nobody suspects that a Weird isolationist will go towards a
destructor goal.
The sandbags I want to put in here are:
- New York
- IRS
- Pentagon
- Japan
- Vatican City
- Clone Arrangers
- Nuclear Power Companies
Since most of these are Government, Don't Forget to Smash the State will
work very well, as will Energy Crisis. Also, the destructor card I want
is
obviously Up Against the Wall. Plus I need Faction Fight, and I also am
interested in Rewriting History for the surprise value.
The regular groups I will use:
- Convenience Stores by design
- Tabloids to break through Secret defense like NSA
- Underground Newspapers for its destruction bonus
- Punk Rockers for its anti-interference ability
- Gay Activists for the alignment control
- American Autoduel Association so Violent can kill Violent
And some resources:
- OMCL to control alignments
- Perpetual Motion Machine to give Discordians extra defense actions
And now plots.
- Up Against the Wall
- Goal
- Faction Fight
- Goes well with Con Stores and
Agents
- Rewriting History
- Make something violent after
it's dead
- Pulitzer Prize
- ONLY use to power Rewriting
History
- Don't Forget to Smash State (2)
- Weaken the targets before the
kill
- Energy Crisis
- See Don't Forget TSTS
- Nationalization (2)
- Immune by me & hit by Smash the
State
- Second Bullet (2)
- Make sure the attacks work
- Bribery
- Make those destruct rolls
- Seize the Time
- Use as a Reload
- Hoax
- Protect your stuff
- Hat Trick
- Always Useful
- Weird Turn Pro
- Best to use on Punk Rockers
- New Blood
- Best to use on AADA
- Self Esteem
- MUST go on Underground
Newspapers
- Albino Alligators (3)
- Kind of obvious
- Terrorist Nuke (2)
- Kind of obvious
- Nuclear Accident
- Helps set up an attack on the
NPCs
- Annual Convention
- Great card! 2 kills with 1
attack!
- Atomic Monster
- Destructo on Japan or
California
- Revolution
- Japan, Vatican, and who knows?
- Solidarity
- Not fighting resistance, so who
cares?
- Forgery
- Get out OMCL even after someone
else
The Deck
Illuminati
Discordian Society
Groups
- American Autoduel Association
- Clone Arrangers
- Convenience Stores
- Gay Activists
- IRS
- Japan
- New York
- Nuclear Power Companies
- Pentagon
- Punk Rockers
- Tabloids
- *Underground Newspapers
- Vatican City
Resources
- OMCL
- *Perpetual Motion Machine
Plots
- Albino Alligators (3)
- *Annual Convention
- Atomic Monster
- Bribery
- Discordian Society
- Don't Forget to Smash the State (2)
- *Energy Crisis
- *Faction Fight
- Forgery
- Hat Trick
- Hoax
- Nationalization (2)
- New Blood
- Nuclear Accident
- Pulitzer Prize
- Revolution
- *Rewriting History
- Second Bullet (2)
- Seize the Time
- Self Esteem
- Solidarity
- Terrorist Nuke (2)
- The Weird Turn Pro
- Up Against the Wall (Goal)
Substitutions
The * cards are rares and can be substituted as follows:
- Underground Newspapers: Probably Semi Lib Army would work well.
- Perpetual Motion Machine: The Necronomicon on AADA would be nice.
- Annual Convention: Substitute another Disaster, like Volcano.
- Energy Crisis: World Hunger would work similarly, but the
anti-Liberal part
hurts.
- Faction Fight: Purge is a good counter card; if you have duplicates,
so do
they.
- Rewriting History: Assertiveness Training (before the fact).
Strategy
Lead
Probably either the Gay Activists or the AADA. DO NOT lead
Convenience Stores; build up some defense before you bare that much or
the
deck's soul.
Play
Early game: Watch for an early leader and destroy one of his groups,
preferably with an Agents card. Get help and agreements from any other
players; after all, you could be taking it! If no early leader shows up,
play the Vatican and look isolationist.
Mid-Game: This is where you have to start showing off. Keep negotiating
for alliances in your destruction attacks, but since by this time you
should
have Convenience Stores out and have used at least two agents, your
fellow
players probably won't be as ready to commit for you. Hold off on an
attack until it's at a weak moment, as you don't get to try again with an
agent.
End-Game: Faction Fight, an Agents card, and a +10 or two. Ideally, use
a
Disaster to weaken the target Place before you go in for the kill.
Back to the Deck of the Week.