Contact Stirling v0.2

Restartt 217

An early draft of a Stirling deck.

The main point is to spend a few turns building up a massive credit machine, then either make one really good run a turn, or drop medium and go ham on R&D, making them waste a turn clearing virus counters where you can build up credits again.

The first few turns you're trying to get as many underworld/datafoldings out as soon as possible, as well as build up kati and use Trimaf for credits. Earthrise, dailyCasts, hostage and the supplier try and help this. Since this takes a few turns, they may score an agenda and turn on Stirlings ID. Once you're set, take control with your massive credit leads and decently efficient breakers that let you keep enough MU for datafolding, femming anything TOO high strength.

And you automatically get a bunch of credits at the start of each turn so you dont have to spend as long rebuilding.

You've got medium to dig R&D and it's the only virus in the deck, so it's not really efficient to clear. You've got two HQ interface so when you get locked out of r&d and they're holding agendas in hand until you spend credits and they can safely put it in a remote, you can access three from hand. The pretty safe 1 run/turn mean JohnM is often pretty safe later in the game.

With natural link and 4 more in deck, spinal modem helps with the 1 good run/turn strat and is somewhat safe from traces.

Infiltration may be replaced by driveby when it's released, but right now it's credits early and late it makes sure your 1 run/turn is effective and you're not running into an overwriter or junebug.

Tags are death, so CrashSpace is a poor mans plascrete that helps keep the money up if you're tagged.

supplier has 25 targets, so really helps, especially if you're afraid of putting down trimaf , or you're poor and need an efficient way to spend clicks while your trickle economy builds up over the turns.

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