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InterVarsity

In Game Strategy

There are many good strategies that almost any deck can take advantage of. Some decks lend themselves better to some strategies than others, and you may even find yourself designing your deck around one of these strategies:

  • Find your opponent's HQ quickly. Sometimes, a game will be determined by one player finding his opponent first. Some players will overreact to an early attacker by committing an unnecessary number of assets to defense. Besides, a lot of decks like to keep some important cards at their HQ (like an Urdan Tech copying programs). By seeing what cards your opponent has it his HQ, you may be able to find out a great deal about his deck.

    Learn the HQ placement rules for each map and go hunting. Don't rely solely on placing bases to find your opponent's HQ. Not only will it not detect Underground HQs, but it is significantly faster if you involve just one or two assets moving from city to city. There are other alternatives for HQ searching, such as Tracer 2.5 (program) and KH-24 Surveillance (Intervention).

  • Destroy enemy bases. "Base hunting" is a tried and true method for frustrating your opponent. Nothing quite unhinges a tightly designed deck like losing the opportunity of getting resources from the few bases that they were able to draw and play. Taking out enemy bases has the added benefit that they are practically "blinded" to what is going on in those cities, unless they want to commit an asset to patrol that city.

  • The best defense is a good offense - even at your own HQ. "Active defense" is the practice of attacking enemy bases and assets which show up at your HQ. Most win conditions require an asset to work, whether it a sabotage asset to attack with or a programmer to run direct damage programs. A Silver Star Ranger, some Texas Pups, and high perception search asset like Crow's Nest Station can keep the enemy out of your HQ indefinitely.

  • Adjust to what your opponent is playing. Dominant decks will become easier to spot once you've played against them several times. Most of them have similar strengths and weaknesses. If you see you're opponent play a Core Antibodies, don't put any more cyber assets in play than you can afford. If you see that you're opponent is playing with an Arell HQ, attack him with your sabotage assets as quickly as possible (since the Nonames domain has little reliable AT).
Got some tips you think belong here? Email lead researcher Kosh K95x at kosh @ gurc . net with your suggestions. He reserves full editorial privilege.

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