Otto Campaign

Otto Campaign 2[credit]

Asset: Advertisement
Trash: 2

Influence: 3

When you rez this asset, load 6[credit] onto it. When it is empty, trash it and gain [click][click].

When your turn begins, take 2[credit] from this asset.

“Don’t be scared of the Ottos, kiddo. They’re building our future!”
Illustrated by Mauricio Herrera
Decklists with this card

Elevation (elev)

#40 • English
Startup Card Pool
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Reviews

Design

Like Nico Campaign, Otto is a three-turn drip, with an extra payout afterwards, but +[click][click] versus +3[$], Draw 1. NB. Nico’s gives you twice as many “units-of-value” (unless you're scoring agendas, spamming assets, using abilities, or so on with Otto’s).

Like MCA Austerity Policy, Otto is a three-turn “countdown”: if you can protect it for those turns, you'll gain two clicks (for a five-click turn, enough to FA 4/2’s or NA 5/3’s). NB. Otto’s last drip (take 2[$] from this and gain [click][click]) funds two basic-advances (1[$], [click]: Place 1 advancement counter.) flush.

Very cool.


However, once they know about it, the Runner has two full turns to trash it (to build up econ, to find breakers/Boomerang or a Pinhole, or so on); most of the value being on the ‘pop’ and not the ‘drip’ (unlike Nico or MCA). So if they trash it on the ‘eve’, you've only ‘drained’ a few credits. (IE.: you're up two credits over the rex-cost, they're down two credits for the trash-cost; you've spent a click to install and they've spent a click to run it, but you've also spent the card itself.)

IMO, Null Signal should print even more such “Dripping-Countdown” campaigns. Both with economy bonuses (like Otto, or costlessly-installing, never-advancing, etc), as well as with offensive bonuses (like damage, tags, trashing installations, zapping credits, de-allotting clicks, etc).


Custom

Relatedly, I had a custom Jinteki asset with Do 2 net damage after dripping for three turns (CF. Urban Renewal), as well as a Weyland one with Trash 1 installed resource. The Netrunner Reboot Project released an NBN one with Give the Runner 1 tag (Engagement Metrics). Although I prefer NSG's briefer minigame of “protect for two-turns-rezzed” (three-turns-total). For example:


[$2] ASSET [-$2]: Advertisement - Hostile [jinteki 2/5]

When you rez this asset, load 6[$] onto it. When empty, trash it, then do 2 net damage.

When your turn begins, take 2[$] from this asset.


[$2] ASSET [-$2]: Advertisement - Hostile [weyland 2/5]

When you rez this asset, load 6[$] onto it. When empty, trash it, then trash 1 installed resource or virus.

When your turn begins, take 2[$] from this asset.


Alternatively, a cycle of in-faction-pie “Fast-Advance Countdowns”, with “Tempo Drips”. For example (these are very messy first drafts!):


[$3] ASSET[-$3]`: Facility [jinteki 3/5]

When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. You may swap 1 facedown card in Archives or HQ with a card installed in the root of a server. If you do, place 1 advancement counter on the swapped-in card for each power or advancement counter hosted on the swapped-out card.

When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.


[$3] ASSET [-$3]: Facility [weyland 3/5]

When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. Install up to 1 card from HQ, ignoring all costs. If you can advance it, you may move 1 advancement counter from each of up to 2 pieces of ice to that card.

When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.


(Elevation era)