[INWO-list] Dirty Tricks 2003
martin laerkes
plasmoid at hotmail.com
Sun Jan 4 14:32:30 CST 2004
Hi all,
well, a new year has begun, so I thought it would be a good time to sum up
the dirty tricks of 2003.
This is not the official Dirty Tricks issue 9 (or 10), it's just a list for
you to peruse and enjoy.
------------------------------
*And Stay Discarded!
Schizm is such a lovely way to get everybody to agree on a gang-up attack.
Unfortunately the victim is only discarded, and there is always someone
prepared to play his own copy of the groups that you really want to get rid
of.
So let the Men in Black aid that schizm! Sure, the victim is still only
discarded, but it can no longer be returned to play.
*Arise! Both of You!
If your rivals suspect that you have Arise! then they're unlikely eliminate
your last group. Usually they'll be happy to eliminate your second to last
group, those fiends. So, wait for them to pounce on the second to last
group, and when they're at 10+, discard your remaining group with Upheaval.
Suddenly it is your last group that is under attack, and you are one roll
away from Arising.
*Bad Press
Media Connections is one of those "improvement" cards that doesn't have to
be played on your own group. Perhaps you could cut a deal with the owner of
a huge group (Clone Arrangers with Cyborg Soldiers?), to give him that
global power equal to his regular power. Surely he will pay you well for
that.
Then put into play anything that cancels media actions - like Big Foot?
Now you can make sure that that huge token isn't spent on messing with you!
*Illuminated Squids
Group and group _card_ is not the same thing. This is why the Thule Group
can use illuminati agents to power their special ability. This piece of
twisted logic also applies to Rain of Praerie Squids:
Discard any number of groups from hand, and draw that many new ones. So
discard a handful of illuminaties, and get a bunch of group draws out of it.
After all, plot draws are a lot easier to come by than group draws.
*The Small Sell-Out
Another way of getting the most from the distinction between group and group
card:
The Big Sell-Out. You can get a token for each illuminati group discarded
from hand, and unlike voodoo economics it can be played more than once per
game, and can even give a token to your illuminati.
*An Offa Yo Canna Refusa
Want to make "An Offer You Can't Refuse" even better? Combine it with Shroud
of Turin.
Now you can see which card(s) you were about to steal from your rival, and
if you didn't like what you saw, you can take his bottom card instead.
You know - that's where some people prefer to store their goal cards.
*Volkswagen Bombe
Truck bomb is extremely powerful, but it can be hard to accumulate enough
power using a single violent group and your illuminati. If only more groups
could help.
Have Germany accumulate a handful of tokens, and then make it violent (Big
Prawn and Dictatorship will do this, and increase the power of each token at
the same time). Then throw several Germany tokens into the same Truck Bomb.
Who needs 4 groups, when you've got 1 group with 4 tokens?
Happy New Year :)
Martin
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