Bamboo Dome

Forfeiting surprise

Caprice Nisei studied the monitors as the breach was logged and stored. “Tell me again what you did, sysop Yun?”

Yun, a pudgy man with long black ponytail seemed intimidated by the formidable and legendary Nisei, but he spoke with excitement.

“The net architecture on Mars is malleable, Nisei-san. We were able to manipulate our core data to more efficiently deploy our countermeasures. What we lose in surprise, we gain in efficiency.”

“And so you have employed Haas-Bioroid countermeasures?”

“A number of them, Nisei-san. As efficiency goes, they are prime examples of their craft.”

“Keep me informed.”

RNG be with us

Jinteki has always had effects that take a look at their R&D. Precognition was in the core set, and we just got Heritage Committee and Psychokinesis. They’re not normally great effects—as cool as they seem to be—because they don’t actively win you the game. They usually just turn off R&D runs for one turn. Which of course means the Runner builds up resources (instead of throwing them away to our taxing ICE and House of Knives counters) or they attack another position—our remotes, our HQ, or they check Archives.

Really, Jinteki is about baiting the runner into sub-optimal plays until each play is more and more risky. At least, that’s how I like to play Jinteki.

So, Bamboo Dome is a different archetype. It reveals those three cards, lets you draw one, then puts the other two back in whatever order you want. There are many mind games here, but the randomness is definitely dangerous. Best case scenario, it hides an agenda. Worst case scenario, we encourage the runner to hit R&D.

But again, it gives away too much information.

Unless! Unless we can use another card that Jinteki has to great advantage. Mutate.

So, now we treat Bamboo Dome as just a draw mechanic. It’s like an Express Delivery without the shuffle. If we want to draw a card, we just click Bamboo instead. And eventually we’ll get the combo.

We turn a Paper Wall, a Vanilla, a Mind Game, or a Pup into something big. For two credits.

To that end, I’ve included Heimdall 2.0, Ichi 2.0, and Janus 1.0. There’s also Chiyashi and DNA Tracker to fill out the suite without spending influence.

The goal? Make it too taxing to run consistently, then score with a Caprice and a Musashi.

Hopefully it works… there’s lots of ICE in the deck, but it’s not fun if your heavy ICE bunches up in hand before you find Mutate. Then you’ve got to Jackson them back in, or—gasp—pay to rez the ICE. Ugh.

Rattan Switch Palana (Bamboo Dome)

Pālanā Foods: Sustainable Growth

 

Agenda (9)

3x Medical Breakthrough

3x Nisei MK II

3x The Future Perfect

 

Asset (5)

3x Jackson Howard  ●●●

2x Snare!

 

Upgrade (7)

3x Bamboo Dome

2x Ben Musashi

2x Caprice Nisei

 

Operation (11)

1x Cerebral Static

3x Hedge Fund

3x IPO

3x Mutate

1x Neural EMP

 

Barrier (10)

2x Chiyashi

2x Heimdall 2.0  ●●●●● ●

3x Paper Wall

3x Vanilla

 

Code Gate (4)

2x DNA Tracker

2x Mind Game

 

Sentry (3)

1x Ichi 2.0  ●●●

1x Janus 1.0  ●●●

1x Pup

 

15 influence spent (max 15, available 0)

21 agenda points (between 20 and 21)

49 cards (min 45)

Cards up to Terminal Directive

 

Deck built on https://netrunnerdb.com.

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