Takeover Combo

Sotek 51

So here's your gameplan: Score a Hostile Takeover or maybe a Posted Bounty, then score Government Takeover from the deck.

As a backup, you can just blow up the runner's house, of course. But that's actually harder.

So here's the real plan: Score Hostile Takeover, early. That's all the money you need. If you happen to find more money somewhere, great. If you can afford to rez a Curtain Wall or Orion ... better. Now, you have two options. The cheap one takes you 10 credits - and you can bounce ice to get those creds. The expensive one takes 14. The expensive one is easy, but it requires drawing the 1-of Biotic Labor. There's not a lot you can do to help that, but there's even less the runner can do to interfere. The cheap one requires getting a Jackson that the runner doesn't shoot - if you can get Jackson to stick, you win. And if you have to sink all your money into rezzing that Orion or Curtain Wall in front of him to save him? That's fine. You don't care - you're Blue Sun, bounce the ice and you have more than enough money to do what you're here to do.

Anyway, either you Biotic Labor and play a Jackson, or you just had one in place already. Either way, now you have three clicks, ten credits, and J-How sitting on the table. Now it's time to begin the fun.

Power Shutdown for your entire deck. (Yeah, it's one of /those/ combos.) You've now got nine credits and two clicks.

Pop Jackson #1 - stack an Interns, a Biotic Labor, and a Reclamation Order into your deck.

Accelerated Diagnostics. The Interns installs Jackson #2, the Biotic gives you two clicks, and the Reclamation Order fetches your other two Accelerated Diagnostics. This costs you six credits, but nets +1 click.

You're down to a mere three credits, but have three clicks, an installed Jackson, an empty deck, and both Accelerated Diagnostics in hand. You are ready to go to town - and beyond, because you're taking it all over shortly.

Pop Jackson #2 - this time he grabs Interns, Interns, and a Shipment from SanSan.

Fire off Accelerated Diagnostics #2. Interns installs Jackson #3, and the other Interns installs Government Takeover. Lastly, Shipment from SanSan adds two advancements to your Takeover. And now you're at two credits, two clicks, and two advancements on Takeover. And it's time to end this farce.

Jackson #3 just grabs three Shipments. Accelerated Diagnostics #3 runs, adding six more advancements to Takeover.

You're at one click, one buck, and eight advancements. Spend that last click to advance Takeover one final time, and score it.

And now that you've overthrown the government on the back of unpaid workers and shipments out of SanSan, you can rest easy knowing you made the world a worse place for everyone but you.

You can also pull an almost-identical-but-more-expensive trick to just blow up the runner. Instead of installing Government Takeover you install a Posted Bounty, you advance it the third time before using your last Acc-Diag, and then instead of 3x Shipment you use 3x Scorch and kill the runner through his plascrete, without having to trace him, for a mere 12 additional credits - so 22 or 26 total. (And if the runner is foolish enough to not be able to survive 8 meat damage you can blow 'em up for less.)

So, drawbacks: - If that Government Takeover gets stolen, you're very sad. - You can't actually use J-How like a normal corp, because you really do need to use all three for the combo. - If you can't stick a Jackson it gets ugly. - Sometimes you get ready to do the combo and don't have a Hostile Takeover scored yet. Digging for one can really hurt, since The Cleaners is not pretty to have to try to score, and you can't just discard it and count on J-How to save you.

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