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SEPT DECK
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COMBAT DECK
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Playing the deck:
Turn 1: Give Pearvos' Flak Jacket to Lorenz. You may also want to give the Shotgun to your most tempting targets to warn people off until you get rolling. George is the best option for this.
You want to destroy territories. If people don't defend them, you've got George's ability, and with a good draw, Slash and Burn, giving you 4 VP when you destroy one. If they do defend it, you may get the added bonus of a character on top of those 4 points! Didn't get the Slash and Burn? Send Prentice out with an In the Public Eye to whack a Territory.
With the Victims, make sure not to put more than one Honest Senator in the Hunting Grounds. It blocks you from using Lorenz's ability, but you can probably kill one most turns. Just don't have more than one out.
Ideally, you want to use allies as your Alpha whenever possible, because, face it, your characters aren't exactly combat oriented. The ideal combat situation is putting the Unseelie Troll out as Alpha to attack a Victim and bringing along an Enticer as part of a pack Action. Gaia players will probably hesitate to step in after facing that combo once. The Enticer will prevent most characters from playing a combat action, especially once the Mass Polutions hit play. It can't bluff things over 6, but it can however, bluff that Vital Blow. Your opponent, if they survived the first round, will have a Rage of 1 for round 2. ow. Sucker Punch is also an excellent choice for the enticer round 1, as it will do 5 damage. Ow!