[INWO-list] Something Dirty in Denmark

martin laerkes plasmoid at hotmail.com
Wed May 19 07:50:38 CDT 2004


As requested, Issue 9 of the INWO Dirty Tricks.
Enjoy :)

56
"Randomly discard all plots"
by Martin Lærkes (Feb. 2003)
Use JHVH-1 and Yacatisima against a normal 5 card hand. First JHVH-1 removes 
3 of the plot cards. Then Yacatisima "randomly" gets rid of the remaining 2.

57
"Remember the Paperwork"
by Martin Lærkes (Feb. 2003)
Whenever you put a resource in Warehouse 23, be sure to write a note and put 
under the hidden resource. Your rivals will assume that it is either Ark of 
the Covenant or Holy Grail. Perhaps this will deter them from attacking you.
Perhaps this will also stop them from figuring out what you're really hiding 
in there....

58
"Fishing for Secrets"
by Martin Lærkes (Feb. 2003)
Here's a cheap way tp get rid of a canceller or 2 when you're making a 
victory grab. Use Go Fish! to target a rival with a remaining illuminati 
token, and remember not to say which card you are fishing for until he has 
decided whether to cancel or not. Then guess for that ever present SMWNMTK.
If he chose to cancel, you got rid of his canceller for almost no cost. If 
you guessed wrong, big geal. But if you were right, you got rid of one 
canceller, and now have a canceller on hand to deal with the next one.

59
"Volkswagen Bombe"
by Martin Lærkes (Apr. 6 2003)
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 or 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?

60
"Arise Again"
by Kevin Kennedy (Mar. 28 2003)
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. 
Remember to innocently let them pick which group to discard before you do, 
so they don't discard the attacking group. Suddenly it is your last group 
that is under attack, and you are one roll away from Arising.

61
"Bad Press"
by Martin Lærkes (Jul. 18 2003)
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've got total control of that big nasty token.

62
"Illuminated Squids"
by Martin Lærkes (Jul. 29 2003)
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 illuminati, and get a bunch of group draws out of it. 
After all, plot draws are a lot easier to come by than group draws.

63
"The Small Sell-Out"
by Martin Lærkes (Jul. 29 2003)
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.

64
"An Offa Yo Canna Refusa"
by Martin Lærkes (Dec. 05 2003)
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.

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