Could be that this topic has been here some time ago, but I am little bit curious, that have anyone used conspiracy -cards in the deck? Or done some kind of deck that use the Conspiracy -tech? Could like here some thoughts and some ideas about those cards.
Conspiracy -decks ???
Well, I have been using 'The Locked Door' in an Agency/Miskatonic Rush Deck. It worked really well in a multiplayer game using the Cenacle rules, but in one-on-one games it ran out of steam pretty quickly.
I think the only conspiracy cards worth playing are the ones with zero cost. I've often tried to fit them into decks, but so far I've not had a really compelling idea. Some of the Conspirator characters seem interesting but so far I haven't used any.
I made a funny and quite efficient Deck that used 4 conspiracies. The basic Idea was to use Government Exorcist and Doppelganger it, so you have at least 2 GE in play at all time. Use some Creature Removal tech, like A Single Glipse, Many Angled Thing and Flanking Maneuver. The Red Gloved Man or Cover Up searches your deck for the needed Conspiracy. Mostly it's the one that gives you investigation or arcane icons, but sometimes you want the terror or combat one. Sleepwalker is also awesome in that deck.
The deck has a good resource managment, since you need only 1 Domain with 3 and 1 (or rarely 2) Domain with 2 resources. Basically you swarm your opponent with cheap creatures like New Recruit, GE, Museum Security, Sleepwalker, etc. while you don't allow his remaining creatures to commit to the stories. This is not a real conspiracy deck, but close to it.
I tried to do some conspiracy-deck yesterday here, when I played with my friend, but I did not find it so working. I was playing mono-yog with some Elder Thing and Zoog-mechanism, but it was quite terrible. I was battiling against my own Criminal/Hastur-deck, but I did not get my Elder Things in the game so fast as it could have worked, but did get one conspiracy to the play. Nether did not do almost nothing for that conspiracy.
I think most difficult thing to try to play with those is, how to do other defence for other stories? I would like to try Realm of Ice and Death-conspiracy with lots of Polar-events on my deck, but then mostly I would have to play some sort of Hastur-system in my deck.
I found Conspiracies quite useful. I played a Hastur - Agency Polar based control deck which worked ok. Not a Tier1, but lots of fun to play.
I think the best way to play conspiracies is to abuse Red Gloved Man and Cover Up, which means Agency + something else. Order of the Silver Twilight could be an awesome choice to add. Keeper of the Silver Sphere seems quite broken. You can swarm your opponent with nasty cheap characters like Government Extortionist and Protector of Secrets and also have cheap destruction available. Give it a try!
I once tried to wield a Syndicate/Order Conspiracy deck that used Conspiracy Theorist stop opponent. Too bad the deck was far too fragile for serious play.
Nice to see that someone does use Polar-cards I have big interest for those cards, especially with Hastur. But could really do have some kind of test with Agency or maybe with Yog-Shot Elder Thing -version.
I also had an idea of Conspiracy Theorist and Yog-Sothoth mill-deck, but mostly big problem for that is to get CT quickly in play and to protect it with all that crap it could get. And then just mill others deck in to finish and win the game.
Haven't tried any Conspiracies yet. When I do, I plan to run Red Gloved Man to get them into play easier but that's all I know right now
On a related topic, I recently became aware of a thread over at BGG, discussing how the Conspiracy Cards from the Yuggoth Contract are supposed to work. But read it for yourselves: boardgamegeek.com/thread/687035/conspiracy-card-bonuses
I was hoping, something about this topic would make it into the FAQ, as well. Maybe someone should inquire if this is indeed how these cards are supposed to be played?
If they equally affect both players, imho, the incentive to include them in a deck would be about zero.
But maybe some of the new, faction-specific Conspiracy cards are worthwhile. I cannot be the only one who started thinking hard about trying to build a milling deck utilizing 'The Ritual Conspiracy'
jhaelen said:
Maybe someone should inquire if this is indeed how these cards are supposed to be played?
Conspiracies are treated just like story cards, if a story card had those effects we would all understand that it was referring to any player with committed characters.
As to being useless... not really, they are just situational. Why would you put a conspiracy that gives all characters committed to it an investigation icon when all includes your opponent? Because you have effects that prevent your opponent from committing characters, or enough terror or combat that they won't have anyone left to participate, and so you can win the conspiracy faster than you could a regular story. As to skill, because there are a number of effects that reduce skill or compare skill in regards to targeting that with a boost your cards jump out of range of those effects.
My meta can't possibly be the only one that played these correctly, can we?
Penfold said:
My meta can't possibly be the only one that played these correctly, can we?
Regarding the usefulness of these conspiracies:
Since first reading about the ruling over at BGG I made a couple of test games using the correct rule. My findings were thus:
These Conspiracies can help you to win a story faster than simply committing characters at a regular story, but only if you'd won them anyway . I.e. they favour the players who's already ahead in the game (generally the player who has more characters in play).
When we were playing them wrong, they often enabled a player that was behind to catch up.
So, they are no longer good cards, they're just 'nice', like hundreds of other cards that are too situational to be included in a seriously compettive deck.
One of my (discarded) deck ideas for this year's European Championship in Liege made good use of 'Behind the Door'. This is actually a case where the correct ruling doesn't impact their usefulness.
Anyway, maybe they've just been _too_ good using the wrong ruling, I don't know.
I'm thinking about an agency conspiracy deck. The core of this deck The Blackwood Conspiracy and the Shadow Team.
Character (32)
2 The OId Man
3 Obsessive Detective
3 New Recruit
3 Undercover Security
3 Repo Man
3 Goverment Exorcist
3 Unorthodox Psychologist
3 Border Controll Guard
3 Shadow Team
3 Special Agent Clarkson
3 Red Glove Man
Event (15)
1 Cover Up
2 Flanking Manuever
3 Small Price to Pay
3 Shotgun blast
3 Feint
3 With Fine Toothed Comb
Conspiracy (3)
3 The Blackwood Conspiracy