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#415 From: plasmoid_dk
Date: Mon Aug 2, 2004 1:43 pm
Subject: Re: Worthless Cards
plasmoid_dk
 
Hi Leviticus,

>Going back to the Ollie North issue again:  If you take the Reagans
>out of the equation, there really isn't much Ollie can really do
>for you.  Ditto with Jimmy Hoffa.  Without the CFL-AIO, he's pretty
>much useless (unless you're playing an anti-Corporate deck against
>Zurich).

My point is:
If you use Nancys ability to slurp Ronnie, and Nancy then bites it,
you still got Ronald to show for your efforts.
If Elvis comes into play, you get a bonus - but when he goes again,
you having nothing to show for it.

Cheers
Martin

#416 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Tue Aug 3, 2004 12:30 am
Subject: Re: Worthless Cards
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, plasmoid_dk
<no_reply@y...> wrote:
> Hi Leviticus,
>
> >Going back to the Ollie North issue again:  If you take the Reagans
> >out of the equation, there really isn't much Ollie can really do
> >for you.  Ditto with Jimmy Hoffa.  Without the CFL-AIO, he's pretty
> >much useless (unless you're playing an anti-Corporate deck against
> >Zurich).
>
> My point is:
> If you use Nancys ability to slurp Ronnie, and Nancy then bites it,
> you still got Ronald to show for your efforts.
> If Elvis comes into play, you get a bonus - but when he goes again,
> you having nothing to show for it.
>
> Cheers
> Martin

I think you meant Ollie, not Nancy, since that was the subject, but I
see your point.  That is the problem with co-dependent cards (such as
Elvis and the Church of Elvis).  If you lose one, the other becomes
useless.  I still feel it's kind of hard to build a deck around Ollie
North with so few Conservative Media.  Using him to slurp Nancy
Reagan (then having her slurp Ronnie) is a neat trick if you can do
it, though.

Fnord.

*Leviticus Darksyde*

#417 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Tue Aug 3, 2004 12:36 am
Subject: Re: Worthless Cards
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, smacinwo
<no_reply@y...> wrote:
> > Earthquake Projector isn't totally useless, but it's pretty
weak.
> > You need two of them to really be effective.  Good thing it's not
> > Unique.
>
> Remember: you can't use the same card twice in the same attack.
> About the only good thing Earthquake Projector can do is be used
> against Space places, which cannot be done with the Weather
> Satellite. The Earthquake disaster itself is pretty awful--I think
> it's a coaster, if I'm remembering correctly. The very least they
> could have done was say, "...or a +10 when used with Earthquake."

Your mistake here is you cannot use the same PLOT card twice in the
same attack.  Earthquake Projector is a RESOURCE, and not a Unique
one, so you CAN use two of them in the same attack (each has its own
action, remember).  If you can do it with Weather Satellite (and you
can), you can do it with Earthquake Projector.

It's called attention to detail.

Fnord.

*Leviticus Darksyde*

#418 From: plasmoid_dk
Date: Wed Aug 11, 2004 9:06 am
Subject: Jonno/Diesilla77?
plasmoid_dk
 
Hi Jonno,
could you please email me: plasmoid at hotmail dot com
Cheers
Martin :)

#419 From: plasmoid_dk
Date: Fri Aug 13, 2004 1:22 pm
Subject: 1OWE
plasmoid_dk
 
Hi Leviticus (and all),
did you see the 1owe-sets that I've added to my site? I thought that
this variant might be interesting for you.

Basically, the idea is this: You take 1 OWE (One With Evrything /
Factory Set), and create several decks from that 1 OWE. Ideally, the
decks should interact well. That way you can play a multiplayer game
of INWO, using the standard rules of play (i.e. not OBD or SubG),
based on a single OWE.

If anybody has designed such a 1OWE deck-set, I'd be happy to host
them on my site.
Cheers
Martin

#420 From: plasmoid_dk
Date: Fri Aug 13, 2004 2:22 pm
Subject: 6 illuminati uploaded to Files
plasmoid_dk
 
Hi all,
I've just uploaded card versions of the 6 illuminati that I created
based on Diesilla77's massive work. Note that while I've done some
tweaking, the cards are made up of mostly his ideas. I've just
rearranged stuff and added a little but.

I've changed some of the fonts (out of necessity), and I went with
gold headers to mirror the designs on the OWE cards.

Comments regarding balance, artwork, wording and playtest are
naturally more than welcome.
Enjoy :)
Martin

#421 From: plasmoid_dk
Date: Fri Aug 13, 2004 2:29 pm
Subject: Re: 6 illuminati uploaded to Files
plasmoid_dk
 
Oh yeah,
the seers of Kronos become the Kronopians for "letter" reasons.
Not that I've chose the letters that look like the roman(?) letters,
rather than the right greek letters for the sounds.

So, it looks like Kronopians, but really says something like
KGoeorians. Kind of like the old "don't bite the wax tadpole......"

Cheers
Martin

#422 From: plasmoid_dk
Date: Mon Aug 23, 2004 8:44 am
Subject: BFD card revealed!
plasmoid_dk
 
Yeah, that's right. Good things happen on the 23rd.

Remember that planned INWO expansion which went through playtest, got
announced, and then went on indefinate hold?
I'm talking about Bavarian Fire Drill.

Well, now a single card from the vaults of the secret masters
themselves has been revealed in conjunction with a Deck of the Week
contest. Go check it out:
http://home.worldonline.dk/nyskes/dotw.htm

And hey, submit a deck will ya'?
Thats one way of letting the good people at SJG know that we would
like to see the remaining 99 cards :)
Cheers
Martin

#423 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Tue Aug 24, 2004 1:03 am
Subject: New Editorial Is Up!
leviticus_da...
Send Email Send Email
 
It took a while, but I finally found something that would start some
discussion.

http://geocities.com/leviticus_darksyde/editorial.html

Fnord.

*Leviticus Darksyde*

#424 From: muskiemckay
Date: Fri Aug 27, 2004 4:04 am
Subject: Changed Email Addresses
muskiemckay
 
I happened to actually check my Yahoo email and noticed I had mail
from this group.  I thought it had died...  Anyway now I'm getting the
posts sent to my main email address.

I'm actually super busy and haven't played INWO in over a year but
plan to inflict it on some new people soon.

Muskie

#425 From: plasmoid_dk
Date: Fri Aug 27, 2004 1:53 pm
Subject: Re: Changed Email Addresses
plasmoid_dk
 
Hi Muskie,
well - if you plan to infect newbies, then I suggest visiting my
site, and checking out the 1OWE section.

The 1OWE allows newbies to play with real INWO rules (rather than One
Big Deck) rules, without having to construct a deck of their own.
Have fun:

http://home.worldonline.dk/nyskes/13th.htm
Martin :)

#426 From: "vivisectandrew" <vivisectandrew@...>
Date: Mon Sep 20, 2004 1:13 am
Subject: Appetite for Destruction.
vivisectandrew
Send Email Send Email
 
hey all,

nice to see that the INWO Support Group still exists in some form.
:)

since our group's interest has been rekindled, so have some old
disputes (due to card wording, of course).

our dispute has to do with Disasters and Destruction.
how exactly is destruction determined?  say for instance,
since i don't have any cards in front of me at the moment,
that my Disaster destroys if the roll "succeeds by 6 or more",
the target is destroyed.  and as such, say the power/bonuses
are calculated that i have to roll a 10 or less to succeed.

two factions exist:
1.  [2-4] Destroy, [5-10] Devastates. Calculated by taking the
     required roll to succeed minus the roll value.  if greater than
     or equal to value to destruction, target is destroyed.

2.  [2-5] Devastate, [6-10] Destroy.  Calculated by taking the
     roll value compared to the value to destruction.  if greater
     than or equal to the value to destruction, target is destroyed.

arguments for Camp 1 being:
"Rolls of 2s and 3s are representative of success.  The bar was
set higher, and you sailed past (underneath) it."
"It's more complicated, it has to be that way."

arguments for Camp 2 being:
"It's more representative of the 'final power' of the destruction."
"Higher number means more power."

we tend to play Camp 1 style more often than not, but we tend not
to use Disasters either.

any help?  or can anyone else explain it to me better with less
ambiguity?

thanks,
-andrew.

#427 From: Björn Lagerström <rick_s_chris@...>
Date: Mon Sep 20, 2004 7:28 am
Subject: RE: [Illuminati New World Order] Appetite for Destruction.
rick_s_chris
Send Email Send Email
 
Camp 1 is almost right. Since all disasters (that I can think of right now)
have the wording: "If the attack succeeds by more then X the target is
destroyed." If you need to roll 10 or below and X=6 then you need to roll 3
or less to destroy. A roll of 4 doesn't succeed by more then 6 and hence
doesn't destroy it.

/Björn




----Original Message Follows----
From: "vivisectandrew" <vivisectandrew@...>
Reply-To: illuminatinewworldorder@yahoogroups.com
To: illuminatinewworldorder@yahoogroups.com
Subject: [Illuminati New World Order] Appetite for Destruction.
Date: Mon, 20 Sep 2004 01:13:30 -0000


hey all,

nice to see that the INWO Support Group still exists in some form.
:)

since our group's interest has been rekindled, so have some old
disputes (due to card wording, of course).

our dispute has to do with Disasters and Destruction.
how exactly is destruction determined?  say for instance,
since i don't have any cards in front of me at the moment,
that my Disaster destroys if the roll "succeeds by 6 or more",
the target is destroyed.  and as such, say the power/bonuses
are calculated that i have to roll a 10 or less to succeed.

two factions exist:
1.  [2-4] Destroy, [5-10] Devastates. Calculated by taking the
      required roll to succeed minus the roll value.  if greater than
      or equal to value to destruction, target is destroyed.

2.  [2-5] Devastate, [6-10] Destroy.  Calculated by taking the
      roll value compared to the value to destruction.  if greater
      than or equal to the value to destruction, target is destroyed.

arguments for Camp 1 being:
"Rolls of 2s and 3s are representative of success.  The bar was
set higher, and you sailed past (underneath) it."
"It's more complicated, it has to be that way."

arguments for Camp 2 being:
"It's more representative of the 'final power' of the destruction."
"Higher number means more power."

we tend to play Camp 1 style more often than not, but we tend not
to use Disasters either.

any help?  or can anyone else explain it to me better with less
ambiguity?

thanks,
-andrew.

_________________________________________________________________
Hitta rätt på nätet med MSN Sök http://search.msn.se/

#428 From: plasmoid_dk
Date: Mon Sep 20, 2004 8:42 am
Subject: New DotW: Adepts of Khermit
plasmoid_dk
 
#429 From: smacinwo
Date: Wed Sep 22, 2004 4:50 am
Subject: Re: Appetite for Destruction.
smacinwo
 
> we tend to play Camp 1 style more often than not, but we tend not
> to use Disasters either.

Not use disasters? I wish! It's like freakin' Silent Spring every
game we play.

#430 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Thu Sep 30, 2004 12:58 am
Subject: Re: Appetite for Destruction.
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, "vivisectandrew"
<vivisectandrew@y...> wrote:
>
> hey all,
>
> nice to see that the INWO Support Group still exists in some form.
> :)
>
> since our group's interest has been rekindled, so have some old
> disputes (due to card wording, of course).
>
> our dispute has to do with Disasters and Destruction.
> how exactly is destruction determined?  say for instance,
> since i don't have any cards in front of me at the moment,
> that my Disaster destroys if the roll "succeeds by 6 or more",
> the target is destroyed.  and as such, say the power/bonuses
> are calculated that i have to roll a 10 or less to succeed.
>
> two factions exist:
> 1.  [2-4] Destroy, [5-10] Devastates. Calculated by taking the
>     required roll to succeed minus the roll value.  if greater than
>     or equal to value to destruction, target is destroyed.
>
> 2.  [2-5] Devastate, [6-10] Destroy.  Calculated by taking the
>     roll value compared to the value to destruction.  if greater
>     than or equal to the value to destruction, target is destroyed.
>
> arguments for Camp 1 being:
> "Rolls of 2s and 3s are representative of success.  The bar was
> set higher, and you sailed past (underneath) it."
> "It's more complicated, it has to be that way."
>
> arguments for Camp 2 being:
> "It's more representative of the 'final power' of the destruction."
> "Higher number means more power."
>
> we tend to play Camp 1 style more often than not, but we tend not
> to use Disasters either.
>
> any help?  or can anyone else explain it to me better with less
> ambiguity?
>
> thanks,
> -andrew.

Here's the thing:

Nowhere in the rules explains where the base number (the highest
number needed to succeed) would be.  Does it start at 10, or does it
go according to the net Power?

One way to look at it, since 11 and 12 are automatic failures, you
have to start at 10 and work you way down.  Meaning if you need to
beat a roll by more than 6, you have to roll a 4 or lower.

However, that rule doesn't work for The Oregon Crud.

Because with The Oregon Crud, you have to beat the die roll by more
than 10 to destroy.  Under the above rule, that would be impossible
(10 being the maximum number).  So my guess would be you have to set
the bar according to the net Power, and beat THAT by X to destroy.
It makes almost perfect sense, except 11 & 12 would still be failures.

Hope this helps.

*Leviticus Darksyde*

#431 From: "vivisectandrew" <vivisectandrew@...>
Date: Sat Oct 2, 2004 7:45 pm
Subject: Re: Appetite for Destruction.
vivisectandrew
Send Email Send Email
 
<snip>
> So my guess would be you have to set the bar according
> to the net Power, and beat THAT by X to destroy.  It
> makes almost perfect sense, except 11 & 12 would still
> be failures.

yeah, that's exactly what i thought.  that's what i
meant in the 'Camp 1' explanation, it's just that my
example, (a 10 or less to succeed) an Oregon Crud
can't destroy because there's not enough chance of
success.  i believe we are in total agreement.

Guess you've got to stack up those bonuses to destroy
with an Oregon Crud then, huh?  :D

thanks for the help all!
-Andrew.

#432 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Wed Oct 6, 2004 12:34 am
Subject: Re: Appetite for Destruction.
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, "vivisectandrew"
<vivisectandrew@y...> wrote:
>
> Guess you've got to stack up those bonuses to destroy
> with an Oregon Crud then, huh?  :D
>
> thanks for the help all!
> -Andrew.

My favorite trick is to combine OC with a Volcano, using the Volcano
a the "lead" disaster (makes perfect sense, when you think about
it).  You don't need as low a roll to destroy, and you can wipe out
even the closest Place to its Illuminati.  Even better if you can use
two Earthquake Projector actions on it (remember, they're not
Unique).  Don't forget that Combined Disasters card!

Fnord.

*Leviticus Darksyde*

#433 From: plasmoid_dk
Date: Thu Oct 7, 2004 1:11 pm
Subject: BFD card contest
plasmoid_dk
 
Just reminding everybody of the contest to design a deck based on
the BFD card "The 9 Unknown Men".
It makes about 40 cards more viable, so there should be plenty of
options for clever deck design.

Deadline on the 23rd.
Cheers
Martin

#434 From: "Patricia" <sailorsaturn200102@...>
Date: Tue Oct 19, 2004 3:30 am
Subject: hi all
sailorsaturn...
Send Email Send Email
 
hi everybody.
what's up!!!

#435 From: Gary Groeneweg <groeneweg72@...>
Date: Thu Oct 21, 2004 2:44 am
Subject: Re: [Illuminati New World Order] hi all
groeneweg72
Send Email Send Email
 
what's up?

ooer
Not a whole lot...

Gaz

=====


Find local movie times and trailers on Yahoo! Movies.
http://au.movies.yahoo.com

#436 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Sat Oct 23, 2004 12:09 am
Subject: Re: hi all
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, "Patricia"
<sailorsaturn200102@y...> wrote:
>
> hi everybody.
> what's up!!!

Hi, Patricia!

There hasn't been a lot going on the last few days, but that's
largely because I haven't come up with any new ideas for decks the
last month or so.

Of course, feel free to read the past posts, and check out my INWO
website:

http://www.geocites.com/leviticus_darksyde/inwo.html

Hopefully, I'll see you later.

Fnord.

*Leviticus Darksyde*

#437 From: "Phraktal Snipe" <phraktal_snipe@...>
Date: Wed Nov 10, 2004 6:50 pm
Subject: hi from Portland Oregon
otaku_b0y
Send Email Send Email
 
Any INWO players in this city besides me?

Is it ok to discuss card trading in this group? There's a few
Assassins cards i want to get ahold of..

Also - what are the rules regarding discussing .torrent sites? Like,
if I find a cool conspiracy/illuminati documentary for download
somewhere, can I post a link here? (some yahoo groups are very strict
about discussing access to copywritten media).

quick bio - Been playing INWO since its first incarnation as
Illuminati the "board" game, love it - have hundreds (and hundreds)of
cards - bought a box of Assassins way back when, but unfortunately
don't have all of that set.. Have 1 German card tho :) (not sure where
I picked that up).. Nice to be in the company of other fans. I think
this is the best card game on the planet.

#438 From: smacinwo
Date: Thu Nov 11, 2004 5:49 am
Subject: Re: hi from Portland Oregon
smacinwo
 
> Is it ok to discuss card trading in this group? There's a few
> Assassins cards i want to get ahold of..

Sure. It's how I got my only copy of Strange Bedfellows...

> Also - what are the rules regarding discussing .torrent sites?
Like,
> if I find a cool conspiracy/illuminati documentary for download
> somewhere, can I post a link here? (some yahoo groups are very
strict
> about discussing access to copywritten media).

Uh, don't do it. We've had our share of people posting long
conspiracy diatribes. It's not welcome; there's plenty of sites that
don't deal with INWO that would be more interested. (Although if you
occasionally find news articles and such that deal specifically with
the cards, I'm sure no one would mind.)

> quick bio - Been playing INWO since its first incarnation as
> Illuminati the "board" game, love it - have hundreds (and hundreds)
of
> cards - bought a box of Assassins way back when, but unfortunately
> don't have all of that set.. Have 1 German card tho :) (not sure
where
> I picked that up).. Nice to be in the company of other fans. I
think
> this is the best card game on the planet.

Never cared for the board game version--it seemed pointless to me
when you had very little control over what happens. Then again, I
played INWO before Illuminati, so that probably spoiled me. Welcome!

#439 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Fri Nov 19, 2004 9:55 pm
Subject: New Editorial Put Up On My Website!
leviticus_da...
Send Email Send Email
 
This one is an "audience participation" type of deal.

http://www.geocities.com/leviticus_darksyde/inwo.html

Fnord.

*Leviticus Darksyde*

#440 From: plasmoid_dk
Date: Wed Nov 24, 2004 9:28 am
Subject: Re: New Editorial Put Up On My Website!
plasmoid_dk
 
Hi Leviticus,
nice to see that you're still at it. The hard core never does - it
just goes comatose now and then. :)
I've got a few suggestions, and I've decided to post them here
rather than mail them to you. Perhaps they could spark some
discussion, or inspire others.

Note that all of these decks could be improved with cards from the
other sets, but they should be viable with just the basic set. Also
note that the titles are entirely optional:

1. Super Sandbag: (UFOs)
Have a big group deck with all of the best and most popular liberal
and conservative groups. Include Fred Birch and the Triliberals.
Lead with Fraternal Orders for group draws. If anybody uses a
liberal deck, play your conservatives. If anybody has a conservative
deck, play your liberals. You'll have tons of sandbag agents to
pummel your opponent. Use Let Them Eat Cake and Power to the People
as goals. (If no liberal or conservative rival is at the table, just
destroy yourself).

2. CthuLaw (Cthulhu)
Why does cthukhu always have to be violents, criminals and weirds?
Be the law, and kick butt with the states approval. Punk Rockers as
the puppet of Ross Perot is your number one lethal combo. But groups
like Deprogrammers, LPDs, Big Media, Fast Food, Ronnie Raygun and
Gordo Remora etc. should really allow you to go after those liberal
weird left wing hippies.

3. Prank Callers. (Bavaria)
One trick pony - but still to be the predator. Global power Bavaria
deck, using media groups (and different alignments). Don't go for
Bavarias goal, but use a doubler goal/basic goal. When you are
ready, use Scandal on a monochromatic rival, then ATO Phone Phreaks,
and use the Center for Weird Studies on them to move 2 groups in the
naked rivals power structure, and rip off that huge arm. Instant
basic goal.

4. Dire Straights (Bermuda)
An all-straight Bermuda deck. There are so many triple alignment
straight groups. And Moral Minority accumulates power. You can get
both alignemnets and power playing the straights. For the dash of
weird - Ross can protect weirds with his special ability, and Gay
Activists can make themselves straight for a while, if the need to
fit in.

5. Ross Perot, Son of God. (Discordia/PfiOS).
Use Ross' special ability to change the alignments of a few
churches. This means that you can have all 5 churches in play
without having one of them stick-out. Messiah and 5 churches equals
a lot of power. Or - move your 2 weird churches away from Ross, ATO
Gay Activists and turn a straight group or 2 (with Center for Weird
Studies) weird, for a classic discordia win.

6. Zero Tolerance. (Shangri-La)
The humble clipper chip is really quite powerful when going for just
30 power. Use NWO:MIC (and NWO:PiOT) to protect yourself, while at
the same time making your corporate groups government. Use Supreme
Court, Fnord Motor, Japan, CDC and Canada. Kinder and Gentler, and
power-ups as always (and probably Vatican City - and a
Nationalisation?). Take over the Clipper Chip to get an 8-10 power
bonus right there. Remember to use 2 Clipper Chips, just in case one
is destroyed.

7. XeroX (Bermuda).
When Bermuda loses a key group it can be hard to replace the lost
alignments. So use duplicates and Media Blitz! Use 2 of each:
Madison Avenue, California, Vatican City, TV Preachers and Mafia.
Add a big group (perhaps NY or OPEC/Murphys Law?) and some power-
ups. Also add stuff that gives global power, like Midas Mill, Hidden
Influence and Media Connections.

Have fun
Martin :)

(See more ideas (for all sets) here:
http://home.worldonline.dk/nyskes/13th/Ideas.htm)

#441 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Wed Nov 24, 2004 7:33 pm
Subject: Re: New Editorial Put Up On My Website!
leviticus_da...
Send Email Send Email
 
--- In illuminatinewworldorder@yahoogroups.com, plasmoid_dk
<no_reply@y...> wrote:
>
> Hi Leviticus,
> nice to see that you're still at it. The hard core never does - it
> just goes comatose now and then. :)
> I've got a few suggestions, and I've decided to post them here
> rather than mail them to you. Perhaps they could spark some
> discussion, or inspire others.
>
> Note that all of these decks could be improved with cards from the
> other sets, but they should be viable with just the basic set. Also
> note that the titles are entirely optional:
>
> 1. Super Sandbag: (UFOs)
> Have a big group deck with all of the best and most popular liberal
> and conservative groups. Include Fred Birch and the Triliberals.
> Lead with Fraternal Orders for group draws. If anybody uses a
> liberal deck, play your conservatives. If anybody has a
conservative
> deck, play your liberals. You'll have tons of sandbag agents to
> pummel your opponent. Use Let Them Eat Cake and Power to the People
> as goals. (If no liberal or conservative rival is at the table,
just
> destroy yourself).
>
> 2. CthuLaw (Cthulhu)
> Why does cthukhu always have to be violents, criminals and weirds?
> Be the law, and kick butt with the states approval. Punk Rockers as
> the puppet of Ross Perot is your number one lethal combo. But
groups
> like Deprogrammers, LPDs, Big Media, Fast Food, Ronnie Raygun and
> Gordo Remora etc. should really allow you to go after those liberal
> weird left wing hippies.
>
> 3. Prank Callers. (Bavaria)
> One trick pony - but still to be the predator. Global power Bavaria
> deck, using media groups (and different alignments). Don't go for
> Bavarias goal, but use a doubler goal/basic goal. When you are
> ready, use Scandal on a monochromatic rival, then ATO Phone
Phreaks,
> and use the Center for Weird Studies on them to move 2 groups in
the
> naked rivals power structure, and rip off that huge arm. Instant
> basic goal.
>
> 4. Dire Straights (Bermuda)
> An all-straight Bermuda deck. There are so many triple alignment
> straight groups. And Moral Minority accumulates power. You can get
> both alignemnets and power playing the straights. For the dash of
> weird - Ross can protect weirds with his special ability, and Gay
> Activists can make themselves straight for a while, if the need to
> fit in.
>
> 5. Ross Perot, Son of God. (Discordia/PfiOS).
> Use Ross' special ability to change the alignments of a few
> churches. This means that you can have all 5 churches in play
> without having one of them stick-out. Messiah and 5 churches equals
> a lot of power. Or - move your 2 weird churches away from Ross, ATO
> Gay Activists and turn a straight group or 2 (with Center for Weird
> Studies) weird, for a classic discordia win.
>
> 6. Zero Tolerance. (Shangri-La)
> The humble clipper chip is really quite powerful when going for
just
> 30 power. Use NWO:MIC (and NWO:PiOT) to protect yourself, while at
> the same time making your corporate groups government. Use Supreme
> Court, Fnord Motor, Japan, CDC and Canada. Kinder and Gentler, and
> power-ups as always (and probably Vatican City - and a
> Nationalisation?). Take over the Clipper Chip to get an 8-10 power
> bonus right there. Remember to use 2 Clipper Chips, just in case
one
> is destroyed.
>
> 7. XeroX (Bermuda).
> When Bermuda loses a key group it can be hard to replace the lost
> alignments. So use duplicates and Media Blitz! Use 2 of each:
> Madison Avenue, California, Vatican City, TV Preachers and Mafia.
> Add a big group (perhaps NY or OPEC/Murphys Law?) and some power-
> ups. Also add stuff that gives global power, like Midas Mill,
Hidden
> Influence and Media Connections.
>
> Have fun
> Martin :)
>
> (See more ideas (for all sets) here:
> http://home.worldonline.dk/nyskes/13th/Ideas.htm)


Love these ideas, Martin.  I should be able to build cool decks with
these.

1.  Super Sandbag (UFO's)

I find the UFO's are perfect for a deck like this because they can
carry up to three Goals without penalty.

2.  CthuLaw (Servants of Cthulhu)

This deck is to Discordia or Hail Eris! decks like Al Gore's Green
Crusade is to the Gnomes of Zurich or Corporate Masters Decks.
Deadly if you know Discordia is in the game; not much use in normal
situations.

3.  Prank Callers (Bavarian Illuminati)

This deck can also be used by The Network (using powerful Computer
Groups, which have lots of Global Power), or Bermuda (with an
alternate Goal).  Nasty, especially if you have a doubler Goal, or
can Unmask! as an Illuminati who does.

4.  Dire Straights (Bermuda)

One of my favorite rock bands, BTW.  The Gays flipping an Alignment
for a win is always a good plan, and Ross Perot is a great
Personality to built a Straight deck around.

5.  Ross Perot, Son of God (Discordian Society/PfIOS)

Another Ross Perot deck.  Is there nothing this guy can't do in this
game?  This deck is especially good if you can turn Ross into your
Weird Messiah using Jake Day.

6.  Zero Tolerance (Shangri-La)

If you're making a Government deck with Shangri-La, don't forget
those OMCL's (You only have two K & G's).  PiOT is your ultimate
trump card.  Pull this out, along with your Clipper Chip, and your
newly pacified Government Groups will take you to victory.

7.  XeroX

This deck takes advantage of the fact DW23 Rules allows only 3 Plots
to be duplicated, but has no limits on how may Groups can be.  It
also helps if you have Clone or Imposter (for doubled Personalities)
and Counterrevolution (for doubled Places).

Fnord.

*Leviticus Darksyde*

#442 From: plasmoid_dk
Date: Wed Nov 24, 2004 8:03 pm
Subject: Re: New Editorial Put Up On My Website!
plasmoid_dk
 
Hi Leviticus,
>Love these ideas, Martin.  I should be able to build cool decks
>with

Happy to be of service :)
I look forward to seeing your spin on your decks of choice.
A few comments:

>>Super Sandbag (UFO's)
>I find the UFO's are perfect for a deck like this because they can
>carry up to three Goals without penalty.

Certainly. And using the illuminati token for group draws is also
nice.

>>CthuLaw (Servants of Cthulhu)
> Deadly if you know Discordia is in the game; not much use in
> normal situations.

Well, they can also target liberals quite well. (Ross/PunkRockers).
Not to mention having an impact on several attributes - most notably
media with Ronnie Raygun and Big Media.

Enjoy :)
Martin

#443 From: "Leviticus Darksyde" <leviticus_darksyde@...>
Date: Tue Dec 7, 2004 10:14 pm
Subject: Ross Perot Deck
leviticus_da...
Send Email Send Email
 
I've just incorporated the Ross Perot, Son of God strategy into a
deck I'd already built (it had the necessary cards already in
there).  The deck was the Pyramid Oil, Inc. deck, which has now been
renamed "Ross Perot's Thirst for Power".  Using this strategy in this
deck, Ross's Power can get as high as 18/18!

And that's before you use NWO: Law and Order!

ROSS PEROT RULES!!!

Fnord.

*Leviticus Darksyde*

#444 From: plasmoid_dk
Date: Fri Dec 10, 2004 12:25 pm
Subject: Re: Ross Perot Deck
plasmoid_dk
 
Hi Leviticus,
not bad. :)
However, it is apparant that the strategy has been worked into an
existing deck, rather than being the focus of one.
Which is fair enough. Of course.
I just miss having the Reformed Church of Satan in there. As a
puppet of Ross Perot it gives him pretty good protection against
predatory attacks from straights.

But nice all the same :)
Keep it up.
Martin

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