Funky Pheromenes V0.1

FiddlerOfMalaz 20

Behold this exquisite jank!

Well, I'm afraid I've gone off the deep end with this one, might as well start sleeving up Ekomind.

Core Idea

Pheromones and Hivemind means lot's of juicy creds during runs of HQ, with Personal Workshop as the means of spending them. After building it, it kinda looks like combo-max now, with less events and more hot virus action.

Card Choices

Card draw is provided by the pancakes party company, with dear miss Paige cleaning up our room before and afterwards.

Surge is in here for the suprise plays, either surging Hivemind after install to unload things hosted on the workshop by running the next click, or for getting a quick Darwin strength recovery.

Djinn is in because we only have a single copy of Pheromones. It also helps with any early memory issues and clutch Parasite tutoring.

Morning Star and Femme Fatale are powerful yet expensive cards, and are our late-game weapons, making runs cheap or possible, allowing Medium to dig deep.

Sure Gamble, together with Armitage Codebusting is the early econ, aimed at setting up the party at our shop. Installing most of the programs should be done through the Pheromones creds that will certainly come rolling in.

In consideration

I'd like to find a way to fit in Study Guide and some more expensive programs like Garrote, but alas, influence is so tight.

A couple Cyberfeeders would help with the continous drain on credits Darwin generates, allowing a slow recovery without affecting your credit pool.

I'm also considering fitting in Spoilers or Fester to put extra pressure on the corp.

Oh, and addressing the elephant in the room: 51 cards is way too many for consistency. I'm going to need to figure out what to drop to get somewhere comfortable, like 47 or 48.

Play experience

It's V 0.1 silly, none at the moment :)

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