Icy Shell Game v1.6

Ajar 1624

Initial Honor & Profit update. No Toshiyuki Sakai, Mushin No Shin, or Plan B shenanigans. All of those things discourage remote runs, which is the opposite of what I want!

GRNDL Refinery and Ronin combine to create a reasonable incentive to explore my mix of advanced assets/traps and unadvanced agendas/traps. House of Knives counters and Snoop counters allow for fun with mid-run damage, especially when combined with Komainu, Tsurugi, and Chum.

Mushin No Shin is certainly a strong contender for a slot, especially if I go back up to 14 or 16 agendas by putting False Lead back in. Bluffing an FL or HoK is nice if I score it, and not a huge problem if they steal it.

Expose is a potential problem, but I have three copies of Zaibatsu Loyalty at the ready if that happens.

2 comments
27 Mar 2014 Xavier

I want asset/trap decks to work but it makes RnD so desirable. With only 13 ice everything is pretty porous, allowing for multi-access digs with little consequence (or the feared Keyhole). Money might be light it's hard to rely on GR for money, while CG provides information on your hand which if it has easily trash-able assets, why not target HQ? I think when H&P actually comes out we may have some more tricks to play with to appease our Jinteki mind game needs

29 Mar 2014 Ajar

Caprice on R&D could be a useful addition to blunt the R&D effect, but I'm already putting my taxing ice in front of R&D along with a Yagura and/or a Snoop.

The last version of the list included 2x Restructure with less ice, and I found that I had way more money than I needed a lot of the time. Popping a single Refinery for 20c is enough to keep you in creds for quite a while. We'll see how much the loss of the Restructures hurts.