Hello, you creatures of the Net. During my last adventures in Cyberspace, I' ve stumbled into a secret Corporation, whose HQ was located behind a small record releasing Corp., and who is dealing in AP Datafort Protection and Black Ice Research. As I had batteled through all the big bad Ice protecting these secret HQ (mostly AP of the worst kind), I've been able to download one of their own Corporate Structuring Files, which holds a lot of informations about their work and their Ambitions. I hope these informations to help anyone who comes into trouble with this Corp., and that you could use them to your favour. But I'm warning all the weefles and wannabes outa their. This Corp. is no playground for you. It uses very nasty black ice and we all know : "Nothing turns a wannabe into a coulda-been faster than rewriting the forebrain from the inside out."
Your major target should be to rake in as much bits as possible, enabling you to pay the very high rezzing costs of your Black Ice. Then start to build one or two strong subsidiary dataforts. Avoid to install any Beta Test Site into these forts. Install them just into an open data fort without protection. If the runner makes a run on them he looses an action and two bits (if he trashes the card), and you don't need the Test Site to win. The only things that you should install in an iced fort are the Department, the Rockerboy and the Weapons Depot, or an Agenda.
Don't install a Quality Assurance if you think the runner might get it. It has a difficulty of 5, providing the runner with two turns to liberate the Agenda. Wait until you have the money to play a Project Consultants, and the runner has no chance to steal it from a Subsidiary Data Fort. After you scored the first Black Ice Quality Assurance the Runner usually has a huge problem.
Don't use the Consultants to score a Corporate War if you don't win the game with it. Install it into your protected fort, or mix it into your set of open Data Forts of Test Sites. You will be able to score it in the next turn, turning the odds against the Runner, especially if he has to figth his way trough three or four Sentrys and a Wall and/or Code Gate to steal the Agenda. I know a lot of further tricks, especially how to deal with the damned Runner cards, but I think you should be able to find them on your own. So I hope you to have as much fun to play this deck as I have. And don't be too disappointed if you lose most of your games. This deck isn't intended to win every game.
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