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Burning Down the House - Location Destruction 101
Watch out you might get what you're after
Cool babies strange but not a stranger
I'm an ordinary guy
Burning down the house
Hold tight wait till the party's over
Hold tight We're in for nasty weather
There has got to be a way
Burning down the house
Burning Down the House - Talking Heads
If you're a music fan like I am, you'll certainly grin at some of the card titles in
the Cyberpunk CCG - Too Drunk to.. (courtesy of the Dead Kennedy's), Run and Hide
(The Watchmen) and Burning Down the House (Talking Heads). I thought I'd take the
opportunity in this article to look a little deeper into an alternate strategy that
I believe is viable at present as a partial strategy, but am sure will be more so in
future expansions - Location Destruction or for a more technical term - Resource
Denial.
There are essentially two ways to approach this type of engine, and at present it
makes sense to use both to capitalize - running Ops to destroy Locations and get
points, or play Events to remove annoying Locations that your Ops can't get at.
Whichever way you play it, this is resource denial at its meanest. Couple your Ops
and Events with legitimate Hits on your opponents Locations and a good deck can see
you removing at least 1-2 a round, probably as fast as your opponent can put them
down. An average deck would expect to put down around 3 Locations every 2 rounds.
The objective is to better this in destruction in order to keep your opponent on the
back foot.
Resource denial in its simplest form is a key mentality in the Cyberpunk CCG,
especially if you face NCPD. By removing their Locations you force them to use their
Sponsor to generate cash, which prevents them using their Sponsor in defending Ops
or Locations. Few Government Locations generate more than a few paltry Eb, so the
surest strategy against NCPD is Location destruction. They might get a couple of
Cops out before you start hurting them, but a well timed Assassin can throw the
proverbial spanner in their works.
Picking a Sponsor is at the moment more of a personal preference, although obviously
the Corporate ones produce more cash and give your runners additional SR bonus's
that can be useful when making your own runs. For this deck I have selected NCPD
though for the main reason of being able to defend your opponents Operations and
Locations. This allows you the full flexibility of I Used to be a Bozo, a critical
card in this deck.
The key Operations in this deck are Demolition and either Bringing Down the House or
Destroying the Plant - the selection of these is determined by the prevailing
meta-game in the area in which you play - whether it's a strong Street or Corporate
area. To be on the safe side, maybe it would be wise to play a couple of each,
afterall people still seem to play cards not aligned to their faction, particularly
where Locations and Operations are concerned.
Switching over to Events, we have Burning Down the House, expensive for some at 12
Eb, but a guaranteed destruction without having to be run or hit. You can couple
this with There'll be Time for Sleep When you're Dead to go on multiple Hits, and it
makes sense to include several If at First You Don't Succeed's as well to recycle
all your Events. If you have the slots open it might pay to put in there a couple
of Cyber Oracles. This card will give you the flexibility to be able to go searching
for that key card.
Your opponents in a lot of trouble if you have a Demolition, Burning Down the House
and an If at First You Don't succeed in your hand - potentially 4 Locations gone in
a single round. Sure you only score 5-10 Ops points in total, but think how long it
will take him to recover.
Your biggest enemy is the Junk Yard. A Location that if trashed goes back to your
opponents hand for him to play in the next round. Your only saving grace is that for
a Street Location it will cost him 7 to play it again, 5 if he's playing Street. If
he doesn't have any Locations able to produce that, it forces him to use his
Sponsor. You will also need to prepare for Locations that give you no net value in
trashing them (like Junk Yard and 24-7), so having your own Operations to run is
crucial. There may come a time when there are enough Locations in the game that
provide no Ops points for trashing them, so this needs to be taken into account now
if you intend to develop this strategy over time.
Resource depletion or Location destruction is also pretty devastating against the
Mob who base their Special Victory on having plenty of Locations in play which they
can extort their cash from. Remember they need 50 Eb production and one each of the
7 Location types. As long as you can target a specific type, they should never be
able to fulfill their Special Victory. You'll find that the Mob will now begin to
rely on Casino as well so in this example it pays to pick off the highest Eb earner.
Against a Corporate Sponsor, you have to be a little more selective. Taking down the
biggest Eb producing Location might not always be the smartest thing to do.
Corporate Locations are notorious for having special abilities that certain deck
engines rely on. Kill Cloning Centers and Satellite Launch Facilities. Eliminate
Holoshop or Night City Bank. But the biggest target has to be the Casino. Any of
these are used more for their ability than their use as a cash cow, but remember
that every good offensive deck needs a series of defensive cards at the ready.
Always have an I Don't Think So or A Fool's Errand in your hand when playing
Events - your opponent will soon realize what your key cards are and target them
themselves.
The deck to the left is a fairly rudimentary one, but one that can be tuned for your
own specific style or nuances. It contains the cards I feel are crucial to this
strategy and nothing more.
Strategy is simple, Hit the Locations that your support runners can take out with
little M-Sec and E-Sec, run your Ops to target their specialized Locations, then
complete the turn by using an Event to remove the biggest baddest money earner on
the table. Before long they'll be in a position where they will be ignoring their
Gear Deck in order to recover. Pulling from the Gear Deck only hinders them getting
runners on the table. Make use of this, take advantage of their inferior firepower
and run your own Ops. Make them small and simple. No need to extend your own
resources.
As an accompanying strategy to this - where Location denial means that your opponent
needs to squeeze every dollar out of what they have, another nasty card to include
is Bad Press. Overlooked by almost everyone, stacking your deck with Media's can
add +2 Eb to the cost of every card for a couple of rounds each time you play a
Bad Press. Play more than one, then recycle them with If at First You Don't Succeed.
If these 2 ideas can get going, your opponent could be stalled almost indefinitely.
So while the High Noon deck still seems to be the main brunt of most people's
arsenal, this is an alternative that certainly warrant's people's time to look at. A
well tuned Resource Denial deck such as this can hurt a High Noon, that relies on
speed and lots of Corporate cash to get it rolling.
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