"Okay, the Director is giving us a chance to prove ourselves. A mole
from Futokora says we have a little time left before they play something
big. Here's the plan:
We go in hard and fast. Marketing will do whatever we say for now, I'm
ordering a full Holovid Campaign. We throw down quick ICE, Jenny Jett
will come aboard later to shore up our defenses. As soon as possible we
pull a few Executive Extractions, and use that knowledge for a couple of
easy Hostile Takeovers. If we play this right, we'll all end up at the
Corporate Retreat."
Speed is the name of the game, but there are a few tricks to playing this correctly. Money is usually
not a problem after the third turn or so. This seems to be a pretty
good mix of cards, but it isn't exacting. Substitue any cheap code gate
for the Filters, or any cheap wall for the Data Walls, or Ice Pick
Willie/ D'Arc Knight for Banpei. The Dog Pile is just something I like
to do, but not vital. The most important cards to have are the agendas.
You can vary the operations and upgrades (try throwing in a
Twenty-Four-Hour Surveillance and some Antiquated Interface Routines!),
or add a Government Contract in your main SDF.
General Game Plan
Put basic protection on HQ and R&D, and Ice a main SDF (Susidiary Data
Fort). Start churning out agendas, using the cash to install and rez
more Ice. If it goes to a long game, you want Dog Pile on the inside of
your SDF, that is what Jenny Jett is for. Usually you don't go to a
long game. All the upgrades go in the main SDF.
Early Game
Spend two or three actions putting out
cheap Ice. Make sure you get
Holovid out (I've had three and four at a time), but don't bother to
protect them. Start scoring agendas as soon as you have your main SDF
started.
Middle Game
Ice should be gradually piling up on main SDF, top it off by Jenny
Jett'ing a Dog Pile to the innermost position.
Late Game
Never gone into a long game, you're doing something wrong if you do!