Dirty INWO Tricks Issue 5: April, 1998
compiled by Aaron Curtis (curtis@europa.com)
After a five month and 23 day lag, the INWO Dirty Tricks are back in
business! Thanks to our agents within Steve Jackson Games, a complete
archive of the inwo-list is available: check it out at
http://www.sjgames.com/ftp/sjgames/inwo/digests/. I have painstakingly
searched the last two years of the archive for Dirty Tricks that you may
have forgotten! When these run out--and they will--I will start
including more recent submissions. If you think you've discovered a
Dirty Trick, send it to the INWO-list at <
The Dirty Tricks will be published no more than once a month, and no more than five tricks per issue. This issue contains tricks #19 through #23. For fnord reasons, the first group of INWO SubGenius Dirty Tricks will be numbered separately.
Now, on with the tricks!
NWO Australian Rules can be great for non-isolationist decks: it gives you a plot for making or aiding any attack on a rival, as long as the final strength of the attack is 2 or more. The only difficulty is, it usually takes an action token to do so, and a plot for a token isn't all that much better than the standard plot for two tokens. The Don suggests using the Spear of Longinus to aid in EVERY attack to destroy at no cost! The +1 won't really help them much, but you get a free plot draw for each attack!
There are lots of ways to turn a Personality into a powerhouse, and anyone who does so is bound to try to protect that Personality with cards like Secret Master and Immortality Serum. Ralph would draw your attention to the Voudonistas, whose special ability negates all non-Magic defense against an Assassination aided by them. Since neither card mentions Magic, it becomes very possible to take out such a protected Personality.
The alignment Zaps have two potential uses: prevent an opponent from taking over groups from his hand, and prevent an opponent from attacking to control your groups. Ralph notes a way to make this even more effective by using Anarchists Unite! with NWO Military-Industrial Complex to protect both Goverment and Corporate groups at once! He says, "This could be a way of severely disappointing a Gnomes player." Or, as the Gnomes, protecting most or all of your power structure from a greedy rival.
Placing Brazil, China and Hawaii under a Corporate group to give it four action tokens per turn is such a classic ploy (known as the "Travel Agency") it doesn't even get its own Dirty Trick entry. Glen turns this upside-down by playing Privatization on NASA and making it a Travel Agency. Now, those four tokens can be given (one at a time, of course) to ANY Government group in your power structure that has used its token! What makes this so effective is that there's no shortage of Goverment groups with useful special abilities, or high power, or both.
Mr. Radii came up with this trick for keeping your favorite NWO in play. First, you get a rival who is also interested in keeping the same NWO in play. He exposes it, or you give him your copy, then he exposes it. Then you use your Copy Shops to copy the NWO. As the card says, if the copied plot would normally stick around, fake it. If another NWO of the same color gets played later, the NWO that you copied will still be around, exposed in your friend's plot hand, and you can copy it again! Repeat as necessary.
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