I'd like to provide a few deck designs that I have been developing for use in demos.
Firstly, there are a few principles I decided to adhere to when designing these:
Include only common/vital cards so that the decks may be easily constructed out of spare cards any local "card lord"
(or reasonable hand-drawn facsimile) would have as extras;
Adhere to a three-of-a-card limit. This provides order and structure for the deck as well as making it more understandable for
players of "that other game." (Unfortunately, we must work to thee lowest common denominator). As an aside, it also provides
coherent deck designs for new players who want to try their hand at a restricted tournament. As a matter of interest,
Each deck will have a strong theme (as recommended by Whirley). This promotes playability in the deck and permits for simple in-deck
goals that help illustrate how subthemes help promote victory in play. For example, in the "Information is Power" deck, cards are
included which reveal or expose installed cards. This helps the Runner in his decision making, which makes for much more precise and
effective runs.
Also, since the deck designs are open for public display, demoers might want to write up the contents on, say, recipe cards and distribute
them to would be players.
For the true card lords, who have tons of each of these cards, decks can be constructed specifically to be given away to new demo
participants in order to encourage further play. This is probably the most effective means of getting someone to continue playing a
game.
If you folks like these decks, I'll create brief write-ups on how to play them. You know and I know, but absolute weefs might not know, eh?
Corporation Decks
The astute will notice that the Corp decks are not "maximally
efficient;" not as well thought out at the Runner decks. Remember that
these are demo decks and that, initially, Corp decks seem more powerful
than Runner decks. I thought I'd even things out a bit for initial play.
I will probably refine these some more in the near future.
Big Ice Corp
3x Ice Transmutation
3x Security Net Optimization
3x BBS Whispering Campaign
3x Braindance Campaign
3x Holovid Campaign
3x Rockerboy Promotion
3x Spinn(R) Public Relations
3x Government Contract
3x Tumblers
3x Gatekeeper
3x Cerberus
3x Homewrecker
3x Zombie
3x Sandstorm
3x Fire Wall
Psycho Tycho (Shareware version)
3x Employee Empowerment
3x Tycho Extension
3x Management Shakeup
3x Planning Consultants
3x Night Shift
3x Accounts Receivable
3x Efficiency Experts
3x Credit Consolidation
3x Filter
3x Misleading Access Menus
3x Coyote
3x Homewrecker
3x Washed-Up Solo Construct
3x Data Wall
3x Snowbank
Tag 'n' Bag/ Dain Bramage
3x Corporate Headhunters
3x Netwatch Operations Office
3x Marked Accounts
3x Chance Observation
3x Trojan Horse
3x Urban Renewal
3x BBS Whispering Campaign
3x Rockerboy Promotion
3x Fire Wall
3x Brainwash
3x Cortical Scrub
3x Death Yo-Yo
3x Fetch 4.0.1
3x Zombie
3x Keeper
Gotcha!
3x Corporate Headhunters
3x Marked Accounts
3x Viral Breeding Ground
3x Setup!
3x Doppelganger Antibody
3x Urban Renewal
3x BBS Whispering Campaign
3x Rockerboy Promotion
3x Keeper
3x Marionette
3x Banpei
3x Ice Pick Willie
3x D'Arc Knights
3x Triggerman
3x Galatea
Dawgs of War
3x Corporate War
3x Corporate Downsizing
3x Hostile Takeover
3x Systematic Layoffs
3x Planning Consultants
3x Night Shift
3x BBS Whispering Campaign
3x Rockerboy Promotion
3x Scramble
3x Rex
3x Fang
3x Fang 2.0
3x Cerberus
3x Fetch 4.0.1
3x Crystal Wall
Runner Decks
Runner decks are broken down into two types: Draw Engines and Search
Engines. Search engines rely upon The Short Circuit to get programs and
Mantis, Fixer-at-Large to get The Short Circuit. This engine is used
primarily with program heavy decks like Stealth and Clowns. Draw engines
are meant for program light decks that rely upon getting through lots of
cards relatively quickly. These decks will have Cruisings for Netwatch and
Stakeouts included as well as a single Crash Everett, Inventive Fixer.
Note that both deck styles will have Jack'n'Joes - three guesses why... ;)
Each deck uses three sets of identical breakers, I've tried to make each
deck significantly different from the others. Each deck also includes six
"utilities" which include one base link, one deck, either a Crash Everett,
Inventive Fixer or The Short Circuit, some sort of damage prevention and
some sort of tag avoidance. In some cases, one or more of these slots
might be used to enhance the theme of the deck (for example, the
"Information is Power" deck).
Each of these "Shareware" decks are designed to help teach the game.
Note, however, that when using these decks as teaching tools, the
demoer must exercise care. He/she will know almost precisely how to beat
each deck. This would be true in almost any event, of course, but
especially so in these cases because the card selection is so limited.
Along these lines, I found that I can win most games when these decks are
involved, so I have put together omni commons/vitals decks for my use
which should be significantly less powerful than these demo decks.