"Today Venice, tomorrow the World!" - - - Project Venice (2.1) Agenda-Asset For every three advancement counters over Project Venice's difficulty that are on Project Venice when you score it, gain an action during each of your turns. 4/2 Mark Tedin Common Project Venice is an agenda that is looked at by many potential Corporations but then disregarded as not being that good. Needing 4 advancement counters to just score 2 agenda points is not worth it when compared to other agendas that give the Corporation some bonus for that amount of work. The 7 advancement counters needed to get the action bonus often appears too difficult to perform reliably. Extra actions are almost always worth it, especially if they are not limited in what they can do. Edgerunner, Inc., Temps and Valu-Pak Software bundle are popular cards and the actions they provide are very narrow. Any time one player gets an extra action every turn, it starts to put a strain on the opponent. Actions are the very basis of play, and the more you have, the faster you can implement your plans. The flexibility of Project Venice is where it shines. In an agenda plan comprised solely of Project Venice, if the Corporation can gain two extra actions from the first few Projects scored, the remaining ones can be scored out of hand in one turn without the aid of other cards. There are two main strategies to go about getting those two extra actions for the plan. The first is to advance one Project Venice 10 times and get the two needed actions. The other method is two advance two separate Projects 7 times each. Both strategies require either a lot of bits poured into fast advancement to score them in one turn or a plan to hold the agendas long enough to advance them. The idea now is to build a deck that can execute of those plans. Here, not too much effort is required as another crafty R&D can provide the skeleton we need. This deck is Frisco's World Domination deck. Some changes obviously are needed as the agenda setup requires 9 cards instead of 6, but here I present the current version of my R&D. Agendas (9) 9 Project Venice These are the basis for this whole plan. Scoring one Venice with 10 advancement counters gives the Corp a very strong position from which to score the remaining agenda. So while its not the game winner than World Domination is, the flexibility in going to 7 or 10 for the extra actions helps to make up for it. It is also a lot easier to acquire the 9 cards. Ice (14) 2 Data Wall 2.0 3 Crystal Wall 2 Quandary 3 Scramble 2 Shock.r 1 Too Many Doors 1 Marionette The ice seletion is pretty much the same here. The idea is the same, cheap ice that will pretty much always require the Runner to pay at least 1* or 2* to pass each piece of ice. The Marionette is an experiment but so far hasn't shown its worth. Upgrades (3) 2 Red Herrings 1 Chester Mix Here some cuts were made to make room for the agendas. The agendas don't need to be protected for quite as long so can survive with the lesser amount of Upgrade based protection. Nodes (3) 1 BBS Whispering Campaign 2 Euromarket Consortium Not including the Virus Test Site was a style decision. It should have the same mass damage potential that it does in the Domination deck. The extra Euromarket Consortium is included to make sure one is drawn. The deck sometimes needs a while to dig up the 3rd and 4th agendas, especially if the Runner steals a few, and these greatly speed up the process. Operations (16) 7 Accounts Recievable 2 Effiency Experts 2 Silver Lining Recovery Protocol Here, one Protocol is replaced with one Accounts as a steadier bit supply is needed to score the extra Projects, not the big surge of bits the Domination deck needs to score just the one agenda in one turn. 3 Project Consultants 1 Overtime Incentives These may not be optimal for this deck but they have performed ok so far. Like the Domination deck, there are many bit/card combinations for scoring the agendas. 1 Edgerunner, Inc., Temps Well, thats my deck plan as it stands now. Based on the Domination plan, it is fairly solid itself. It has something of an advantage by looking so much like a Domination deck early on. The Runner might wait till the Corp is in striking range of 12 advancement counters when the Corp suddenly springs out the 2 extra actions from only going to 10. If the Corp does not have access to the plans to rule the World, it can always start with Venice. Any comments or suggestions are appreciated. -Ben