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Runner Strategy: Phase 3 Cards
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From: Skipper Pickle <Azuay@AOL.COM>
Subject: Phase 3 Cards
Who needs to be playing cards in Phase 3? Run, dang it! But
watch out for that tree! Cards in this group either require a particular and
mature environment to be effective, or they fuel easy runs with permanent costs.
- Open-Ended(r) Mileage Program
- Core Command: Jettison Ice
- Kilroy Was Here
- Ice and Data's Guide to the Net (good opening for Phase 3; useful anytime, but
needful here)
- Loan from Chiba
- Lucidrine(tm) Booster Drug
- Romp through HQ
- Social Engineering (no point to this if you don't have plenty of bits and the
corp doesn't have ice you need to pass for free)
- Anonymous Tip
- Arasaka Owns You (the more i think about this card, the more i realize that it
requires careful planning, perhaps even an intentional flatline; it wouldn't,
for instance, save you from Liche)
- Deal with Militech
- False Echo (frankly, i'm not sure how to use this card effectively; Stephane
says it belongs in Phase 1)
- Fortress Respecification
- Netspace Inverter
- Preying Mantis
- Stumble through Wilderspace
- Total Genetic Retrofit
Reminder: A card belongs to a particular phase if it should be
played/installed during that phase, not if it is used during
that phase.
Disclaimer #1: While i don't expect you to agree with all of my
choices, i figure i'll learn more about how to play these cards
by hearing your explanations. i don't have all of these cards,
of course, so i may not understand their actual effect when in play.
Disclaimer #2: For the most part i'm looking at cards in isolation.
Card combos are a different matter, and one i'm not very good at.
Created on: August 1, 1998
Last updated on: August 1, 1998 |
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