• Your Mole


  • Runners, Unlimited format

    Brute-Force Oppression


    Program
    02 Bartmoss Memorial Icebreaker
    02 Joan of Arc
    02 Viral Pipeline

    Prep
    11 Bodyweight Synthetic Blood
    07 Boostergang Connections
    04 Priority Wreck
    02 Valu-Pak Software Bundle

    Hardware
    04 Code Viral Cache

    Resource
    11 Loan from Chiba

    Description The recipe is Turn 1: Loan, Bodyweight, Boostergang, Valupak: Bartmoss, Joan, Viral Pipeline thereby making a full setup. Next turns consist in bankrupting the corp with Priority Wreck, preferably followed by eventually two Code Viral Cache. The lack of money and of subsequently of actions will brutally force the corp into a lock down until it cannot draw any cards and thereby losing.
    You can construct even more tuned decks with that idea or include different viruses. The deck evolved from a three breaker suite Big Frackin' Gun, Psychic Friend and Grub that took 6 actions to set up into a more streamlined and two actions faster version. This deck shows that speed is the name of the game.

    The Big Boostergang

    in collaboration with Erwin Wagner and Byron Massey

    Program
    2 Viral Pipeline
    2 Bartmoss Memorial Icebreaker
    2 Joan of Arc
    4 Microtech AI Interface
    2 R&D Protocol Files
    2 Rent-I-Con
    4 Armageddon
    2 Krash
    4 Highlighter

    Prep
    28 Boostergang Connections
    44 Bodyweight(tm) Synthetic Blood
    4 Priority Wreck
    2 Valu-Pak Software Bundle
    3 Promises, Promises
    3 Blackmail
    4 Core Command: Jettison Ice
    3 Gypsy [TM] Schedule Analyzer
    2 Synchronized Attack on HQ
    4 All-Nighter

    Hardware
    2 Microtech Backup Drive
    4 Code Viral Cache

    Resource
    44 Loan from Chiba

    Description
    Erwin Wagner wrote on runners-net.com:
    "I was toying with boostergang and a fat stack. You could hide several 'kits' in a fat stack and retrieve the cards you need with Boostergang. So you could do Gypsy runs or bankrupt or some virii, all in one deck. When I find the time I'll try out some ideas...
    But as I already mentioned almost 10 years ago, Boostergang is pretty bad if not broken in combination with LfC. It makes already powerful and fast runner decks even worse. "

    Michael Nock replied on runners-net.com:
    "Following Erwin's idea, here is the Big Boostergang. Since the kits are overlapping we can save some space. Erwin, now you can merge it with your monster and make the Big Monster Boostergang (Shocked)."

    An overview of the Boostergang theme and its history was posted by Michael Nock on runners-net.com with quotes from Byron Massey and Erwin Wagner:
    On November 13th 1999, Byron "Neal" Massey wrote on the Netrunner mailing list
    Quote:
    "I'm also looking at Boostergang Connections as a way to really abuse the hell out of the Short Stack, Preying Water Supply, etc. Bringing all those cards to your hand after you play MIT is going to be a huge speed jump. It might well make Faked Hit decks scary."
    Three days later on November 16th 1999, Erwin Wagner wrote there
    Quote:
    "Of the new cards I'm more worried about Boostergang. It further enhances Loan decks which aren't seriously affected by any of the new corp cards anyway. With TagMe decks under serious threat now we should see (even) more Loan powered Runner stacks. Using Boostergang you should be able to get the winning combo into your hand in the first turn (BSB, Loan, Boostergang leaves you with 8* and one action - I leave it up to the reader to pick a nice 2.2 card for the fourth action).

    Between the German Nationals in July 1999 (my combined score 0,5!) and the European Championships in September 2000 and the German Nationals in October 2000 I learned how to construct serious decks. Without knowing anything about the mailing list and the quoted statements I came up with the first two decks on the list."
    I have been asked to post some Boostergang decks:
    7 Boostergang Connections
    2 Bodyweight(tm) Data Creche
    11 Bodyweight(tm) Synthetic Blood
    9 Loan from Chiba
    2 Pile Driver
    2 Big Frackin' Gun
    2 Psychic Friend
    4 Lucidrine(tm) Booster Drug
    2 Valu-Pak Software Bundle
    2 Microtech AI Interface
    2 R&D Protocol Files

    Description:
    This is my first attempt with the Boostergang engine which I played at the European Championships in 2000. After having realized that the usage of Boostergang connections in combination with Loan from Chiba and Bodyweight Synthetic Blood is an engine I designed a couple of other decks with it.
    Turn 1
    Action 1 Loan from Chiba,
    Action 2 Bodyweight
    Action 3 Boostergang. Runner chooses 7 cards and has 8 bits left.
    Action 4 ValuPak: BFG, Pile Driver, Psychic Friend and the rest is your choice.

    One plan could be to install a MAII and keep a LBD in your hand for a run in Turn 2. Or you set up all the cards and start to draw for money then.
    After this setup phase which lasts between 3 to 4 turns you try to run 2 or 4 times per turn First run with RDPF second with MAII. Keep in mind that you have one action left because BDC gives you a run action already.
    The following deck lists are rather sketches

    7 Boostergang Connections
    9 Loan from Chiba
    11 Bodyweight(tm) Synthetic Blood
    2 Viral Pipeline
    3 Code Viral Cache
    2 Bartmoss Memorial Icebreaker
    2 Joan of Arc
    2 Security Code WORM Chip
    2 Priority Wreck
    3 Pirate Broadcast
    2 Armageddon

    Description
    Combine Viral Pipeline, Armageddon and Pirate Broadcast. I guess there are several ways to play this one.

    7 Boostergang Connections
    11 Bodyweight(tm) Synthetic Blood
    11 Loan from Chiba
    2 Valu-Pak Software Bundle
    2 Microtech AI Interface
    2 R&D Protocol Files
    2 Rent-I-Con
    2 Microtech Backup Drive
    3 Promises, Promises
    3 Blackmail

    Description
    Aim at an agendas in R&D, play two Promises, Promises and finish with a Blackmail or two on HQ.

    7 Boostergang Connections
    11 Loan from Chiba
    11 Bodyweight(tm) Synthetic Blood
    2 Bartmoss Memorial Icebreaker
    2 Joan of Arc
    2 Priority Wreck
    2 Valu-Pak Software Bundle
    4 Armageddon
    4 Core Command: Jettison Ice

    Description
    You try to get control over R&D by using two Armageddon Viruses.

    2 Bartmoss Memorial Icebreaker
    2 Joan of Arc
    11 Bodyweight(tm) Synthetic Blood
    7 Boostergang Connections
    3 Gypsy [TM] Schedule Analyzer
    3 Priority Wreck
    2 Synchronized Attack on HQ
    2 MIT West Tier
    2 Valu-Pak Software Bundle
    11 Loan from Chiba

    Description
    The strategy of Priority Wreck, Gypsy and Synchronized Attack I have called "No Access" because it does not require to access any cards from HQ and R&D. You simply pull the agendas out of R&D and dump them in the Archives. Even then you are not required to access them, if the corp has not enough remaining agendas it will lose anyway by drawing R&D empty.

    7 Boostergang Connections
    11 Loan from Chiba
    11 Bodyweight(tm) Synthetic Blood
    2 Bartmoss Memorial Icebreaker
    2 Joan of Arc
    2 Pattel's Virus
    2 Valu-Pak Software Bundle
    2 Junkyard BBS
    2 Precision Bribery
    2 All-Hands
    2 Mercenary Subcontract

    Description
    This deck repeatedly attacks HQ from Turn 2 on. Play a Precision Bribery on Turn 2 in order to slow down the Corp very early. Then make the pace with runs on HQ using up to two Pattel's Viruses. When the time is right play All-Hands and Mercenary Subcontract to spoil the Corp's plans and use Junkyard BBS to repeat. Keep in mind that you need to see about 17 cards for 7 agenda points on the average.

    As we read from quote Neal intended to speed up the short stack with it. The following deck is my implementation of his idea:

    11 Loan from Chiba
    11 Bodyweight
    7 Boostergang Connections
    2 Valu-Pak Software Bundle
    2 Krash
    4 Highlighter
    2 Microtech AI Interface
    2 Priority Wreck
    4 All-Nighter

    The short stack tries to access as many cards as possible in R&D. The final turn could be a Priority Wreck on HQ followed by 5-6 runs on R&D with All-Nighter. Each time you use MAII to cut down the cards that you had seen before etc.

    Boostergang decks rely on an average starting hand with a BSB but from there on not much thinking is required. The first three actions were already identified by Erwin Wagner. What followed then usually ended in a nightmare and eventual loss for the corp. Decks with Boostergang Connections engine are generally overpowered.

    The Blackhander


    Program
    1 False Echo
    1 Pile Driver
    1 Rent-I-Con

    Prep
    7 Blackmail
    12 Bodyweight Synthetic Blood
    1 misc. for-sale
    1 Remote Detonator

    Hardware
    3 Militech MRAM Chip
    1 The Deck

    Resource
    5 Preying Mantis
    12 Top Runner's Conference

    Description
    First of all this is a prototype deck to see how Blackmail can be used. Yes, Blackmail is the most expensive prep in the game, for 12 bits and a run on HQ you gain one agenda point. All we need to do is to gather 84 bits and a bit more for the runs. We need the most cash income we can get, so I have chosen Top Runner's Conference. That is the card we install first, we draw, enhance hand size with 2 Militech MRAM Chips and try to install as many Top Runner's Conferences as possible, 10 should do fine. Then we draw through the stack and install 5 Preying Mantis, Rent-I-Con, False Echo and Pile Driver. The finishing turn 8 starts with announcing the Mantis actions, selling everything except for the programs, i.e. 5 Preying Mantis, 10 Top Runner's Conference and 2 Militech MRAM Chips. On the 2nd action we Blackmail the corp, send out a False Echo and blow up the ICE, then we repeat the Blackmail 6 times and win. This deck is not fail-proof at all: Siren, Rio de Janeiro City Grid, Data Fort Remapping, Vapor Ops and Government Contract can easily spoil this runner's day. City Surveillance is also quite unpleasant but it can be paid. If you are not in such a rush, include a Vintage Camaro, install the base link and give it one more turn to finish.

    An exuberant apprentice

    in collaboration with Josh Triplett

    Program
    2 Black Widow
    1 Crumble
    1 Dupre'
    1 Japanese Water Torture
    2 Lockjaw
    1 Shredder Uplink Protocol
    2 Succubus

    Prep
    1 Anonymous Tip
    3 Bodyweight {TM} Synthetic Blood
    1 Core Command: Jettison Ice
    2 Security Code WORM Chip
    3 Sneak Preview

    Hardware
    1 Bodyweight {TM} Data Creche

    Resource
    1 Back Door to Hilliard
    1 Karl de Veres, Corporate Stooge
    9 Loan from Chiba
    5 N.E.T.O.
    4 Restrictive Net Zoning
    4 Wilson, Weeflerunner Apprentice

    Description
    A deck around Wilson, Weeflerunner Apprentice that focuses solely on HQ.

    A Rabbit's Retaliation


    Program
    1 Redecorator
    1 Bulldozer
    1 Skeleton Passkeys
    2 Afreet
    1 Succubus
    3 Rabbit
    1 Clown
    1 Lockjaw
    1 Superglue
    1 Scaldan

    Prep
    10 Jack 'n' Joe
    3 Bodyweight Synthetic Blood
    10 Networking
    2 Valu-Pak Software Bundle
    1 misc.for-sale
    1 Core Command: Jettison Ice
    1 Faked Hit

    Hardware
    1 Little Black Box
    1 Green Knight Surge Buffers
    1 Microtech 'Trode Set

    Resources
    1 Back Door to Rivals
    1 Back Door to Netwatch
    1 Wired Switchboard
    1 The Springboard
    1 Junkyard BBS
    1 Death from Above

    Description
    Bugs Bunny's catchphrase is "Of course you realize, this means war!". Strictly he appears as a hare but in cyberspace an escaping rabbit might as well look like a hare.
    The rabbit deck retaliates traces and there is a whole set of supporting cards for that. A card that can go well together with Rabbit in some battles is Microtech 'Trode Set. It does not filter the killer sentries though and so Redecorator becomes the sentry breaker of choice supported by Clown and Lockjaw. Scaldan and especially Back Door to Netwatch fit the retaliation scheme very well, complemented by Faked Hit.
    Personally, I have never felt more comfortable to encounter a Hunter than with this nasty deck and there is much fun to have with it.


    Runners, 1/15 format


    A dish best served cold


    Program
    2 Scaldan
    2 MS-todon
    2 Pile Driver
    2 Skeleton Passkeys
    1 Force Shield

    Prep
    1 Corruption
    1 Live News Feed
    1 Faked Hit
    3 Drone for a Day
    3 Edited Shipping Manifests
    3 Score!
    3 Networking
    3 Panzer Run
    3 Bodyweight Synthetic Blood
    3 Jack 'n' Joe
    1 Remote Detonator
    1 Total Genetic Retrofit
    3 Identity Donor
    2 MIT West Tier

    Hardware
    2 Militech MRAM Chip
    1 Armored Fridge
    1 Full Body Conversion
    1 The Deck

    Resource
    1 Databroker

    Description
    They found out about your activities in Chiba. After a couple of jobs for them you know that only the latest tech can protect you from their agents. You cannot escape so you steal their dirty laundry, sell it to the media and keep them busy. You make a shady deal with your former colleague Dave, sell them back their stolen goods. You let them think they pinned you down, then you make your last move and fake your own death which will ruin their image forever.

    The Lurker


    Program
    3 Rent-I-Con
    3 Cloak
    1 Mouse
    3 Zetatech Software Installer
    3 Succubus

    Prep
    3 Bodyweight Synthetic Blood
    3 Jack 'n' Joe
    3 Cruising for Netwatch
    1 Panzer Run
    3 Score!
    1 Livewire's Contacts
    2 Networking

    Hardware
    2 Microtech Backup Drive
    1 Vintage Camaro
    1 The Deck

    Resource
    2 Crash Everett, Inventive Fixer
    3 Broker
    1 Back Door to Hilliard
    1 Junkyard BBS
    2 HQ Mole
    1 Death from Above
    2 Technician Lover

    Description
    Targeting is the main part of this deck. Technician Lover for R&D, HQ Mole for HQ and Mouse and Death from Above for subsidiary data forts. The engine consists of the bit gainers and draw cards which are common for/15. Rent-I-Con, Microtech Backup Drive, Cloak and Zetatech Software Installer are used for cheap runs. Against some nasty corporations Vintage Camaro, Back Door to Hilliard and especially The Deck have proven very helpful.

    The Blackhander, 1/15


    Program
    5 Rent-I-Con
    5 Pile Driver
    5 False Echo

    Prep
    14 Blackmail
    14 Boostergang Connections
    14 Bodyweight Synthetic Blood
    14 Jack'n'Joe
    14 Panzer Run
    14 Cruising for Netwatch
    14 Score!
    14 Networking
    14 Livewire's Contacts
    5 misc. for-sale
    5 Remote Detonator

    Hardware
    14 Militech MRAM Chip
    14 MRAM Chip
    5 The Deck

    Resource
    14 Top Runner's Conference
    12 Preying Mantis

    Description
    (210 cards) Monkey recipe ;)
    The recipe to play this deck starts with installing Top Runner's Conference. We draw and extend our hand size above ten. If we draw any TRC we install them. Preferably we play a Bodyweight at the beginning of a turn to reach4 cards (minus the TRC which are already installed) in hand, then we use Boostergang Connections to take 8 Top Runner's Conferences to hand, 4 Bodyweight Synthetic Blood and another Boostergang Connection. We continue by installing the remaining Top Runner's Conference (max. 8). Then we play the Bodyweights and further enhance the hand size so that we can again play Boostergang Connection to gather 7 Blackmail, Remote Detonator, misc. for-sale, 5 Preying mantis, Rent-I-Con, False Echo and Pile Driver. If we draw any program or Preying Mantis till then , we install them right away. A typical situation would be that we have Preying Mantis installed and one program. Then we need5 cards on our hand including Boostergang Connection. We start with1 cards, play a BSB followed by BC, then we start installing the remaining programs and PMs. At the end of turn we are left with2 cards, so you we need enough chips for that (e.g. Militech MRAM plus MRAM Chips). After another turn for installations we finish with the sequence misc. for-sale, Blackmail using False Echo after the run, Remote Detonator and 6 Blackmail.
    Foes
    This deck will have serious problems with Siren, Rio de Janeiro City Grid, Data Fort Remapping and Government Contract (maybe even Vapor Ops). If speed is not your main concern you can add a Backup Drive or Junkyard BBS, Death from Above against dangerous Siren forts.


    Corporations, Unlimited Format

    Long Term Investments


    Agenda
    4 Data Fort Reclamation
    4 Corporate War

    Operation
    6 Edgerunner, Inc., Temps
    5 Corporate Shuffle
    5 Management Shake-Up
    5 Efficiency Experts

    ICE
    3 Glacier
    2 Haunting Inquisition
    1 Food Fight
    1 Quandary
    2 Colonel Failure

    Node
    12 Investment Firm

    Upgrade
    none

    Description
    Developing a (fast advancement) deck around Investment Firm may seem not very efficient. Yet, compared with other bit gainers it gets better in combination with other cards. If installed in multiples with Corporate Shuffle and Edgerunner, Inc., Temps and loaded with bits from Data Fort Reclamation, Corporate War or Efficiency Experts the corporation's income grows steadily. Keep in mind that the rulings state that for EACH bit you choose not to gain you can put TWO bits on EACH rezzed Investment Firm. Similarly to a deck with Newsgroup Taunting we may want to protect all of our nodes with Glacier and put heavy ICE like Colonel Failure in front of our central data forts. Since we draw a lot of cards we can expect to get a few quickly. When I calculated the bit per action ratio of corporation bit engines I noticed that there are combinations with Investment Firm which are theoretically unbound. In Constructed Play there will be severe limitations to the number of actions and therefore the number of cards which can be installed and how often they can be used. So I wanted to see how much impact that card can have in a real deck.

    Turn-One Colonel


    Agenda
    9 Security Purge

    Operation
    7 Edgerunner, Inc., Temps
    7 Team Restructuring

    ICE
    10 Colonel Failure
    2 Glacier
    3 Misleading Access Menus

    Node
    7 Pacifica Regional AI

    Upgrade
    none

    Description
    This Turn-One-Score variant is not as much reliable as the others. It can be quite powerful though: Imagine to install a Colonel Failure in front of HQ in turn one. If you are really lucky then a Misleading Access Menus adds up to that and refills your bit pool. Even one rezzed Misleading Access Menus can save a whole turn of scratching one bit per action so it really is a speed gainer in this type of deck.

    One good trick


    Agenda
    04 Manifest Destiny
    04 Employee Empowerment

    Operation
    07 Outsourced Multicompile
    06 Project Consultants

    ICE
    03 Glacier
    22 Misleading Access Menus

    Node
    04 Syd Meyer Superstores

    Description
    This deck is built around following card combinations: Outsourced Multicompile, Manifest Destiny and Syd Meyer Superstores together with one kind of Payback ICE, i.e. Misleading Access Menus in this deck. Ultimately, you want to install five MAMs with one Outsourced Multicompile. That costs 2 bits, gives 2 times 5 bits from Manifest Destiny and 3 times 5 bits from rezzing the ICE. By playing six cards in one action you earn 23 bits and if you sell the five ICE one by one you get another 20. 6 cards, 6 actions, 43 bits. Bits that can be spent on some Project Consultants for Employee Empowerment to refill HQ with plenty of cards.

    More than X


    Agenda
    05 AI Chief Financial Officer
    06 Main-Office Relocation

    Operation
    08 Corporate Shuffle
    07 Edgerunner, Inc., Temps
    05 Project Consultants

    ICE
    02 Digiconda
    02 Food Fight
    02 Glacier
    02 Haunting Inquisition
    02 Homing Missile
    04 Misleading Access Menus
    04 Snowbank
    06 Washed-Up Solo Construct

    Node
    03 ACME Savings and Loan
    05 Executive Boot Camp
    05 Syd Meyer Superstores

    Upgrade
    02 Panic Button

    Description
    (70 cards) This is a deck which I have created about two years ago. I have named it after the X cost of Homing Missile and Digiconda but there is more than X to it. Here is the list of the 70 cards (28 agenda points) Long time ago the question was raised whether there is a corporation deck that behaves similar to a runner deck based on the engine Bodyweight Synthetic Blood together with Organ donor. One answer to that is this deck, I believe. The default plan is to score the agendas mostly by fast advancing. The core cards of the engine are AI Chief Financial Officer and Executive Boot Camp (EBC). These enable the corp to gain bits during runs for the cost of discarding from HQ.
    When watching this corp in action you will notice that a lot of cards will be moved around in short time: Discards from HQ due to EBC, Cards in Archives and HQ being reshuffled with R&D because of AICFO, Glaciers floating around, (Payback) ICE being sold to Syd Meyers Superstores, bunches of cards being drawn by Corporate Shuffle and installed with Edgerunner. So you see that this deck keeps cards constantly on the move while making a profit out of it.
    Main Office Relocation enhances the hand size and thereby the potential amount of bits generated through EBC. Even Glaciers can be moved with bits from EBC. ACME is in there for for surprises and maybe for a jump across the finish line with Project Consultants. Panic Button works well with EBC and generates an endless stream of cards and bits; any agendas obtained that way should be used with CNC and in the next turn again recycled with AICFO. Running activity is beneficial because that creates the corp's income and speed. It has a stand-alone draw engine but no stand-alone money gainers. Its greatest weakness is speed when it meets a solitaire "runner" who does not run.

    District of Columbia


    Agenda

    4 Corporate War
    2 Unlisted Research Lab
    2 Corporate Downsizing
    Operation

    5 Efficiency Experts
    4 Accounts Receivable
    2 Credit Consolidation
    2 Edgerunner, Inc., Temps

    ICE
    1 Shotgun Wire
    1 Laser Wire
    4 Data Wall
    1 Glacier
    2 Quandary
    4 Haunting Inquisition
    1 Brain Drain
    1 Brain Wash
    2 Ice Pick Willie
    1 Liche

    Node
    1 Bel-Digmo Antibody
    1 TRAP!
    2 Setup!
    1 Chicago Branch

    Upgrade
    1 Chimera
    1 Dieter Esslin
    4 Washington, D.C., City Grid

    Description
    Washington, District of Columbia City Grid reduces the agenda difficulty by 1 which makes it particularly interesting for agendas with difficulty 3. After installation it is very likely to be run and trashed therefore I chose to protect it with traps and other updates. These will be overwritten when an agenda comes in handy.
    The bit gainers and the ICE are chosen such that cards with high cost appear less often; the trilogy of Efficiency Experts, Accounts Receivable and Credit Consolidation is always a safe bet.
    Besides meta game considerations I have included ICE with damage subroutines to make the traps potentially more dangerous. Imagine a runner with a Force Shield who has happily saved some bucks against a Liche just to encounter a Trap! in Washington DC CG. Bolter Cluster comes to mind but I want to keep the amount of ICE that relies on specific circumstances, like second layer ICE or Glacier to an absolute minimum.
    Bel-Digmo Antibody and Chimera are effective countermeasures against specialized decks like R&D attack with Protocol Files and Daemon tree decks like Bozomatic. An unrezzed Chicago Branch looks as dangerous as an unrezzed trap but can decide a game quickly.

    Wag the dog

    in collaboration with Olaf Ulrich

    Agenda
    05 Artificial Security Directors
    05 Corporate War

    Operation
    15 Rent-to-Own Contract

    ICE
    10 Colonel Failure
    03 Haunting Inquisition
    02 Toughonium Wall

    Node
    05 Corporate Negotiating Center

    Upgrade
    05 Bizarre Encryption Scheme

    Description
    (50 cards) This deck is based on and inspired by a tournament deck of Olaf Ulrich at the German Nationals 2000.
    Once you have scored an ASD, you just need to protect a CNC which will give a second bit at the start of turn if you have any agendas in HQ by then. Just score a CW out of HQ in one turn.
    CNC bits could also help to install more layers of ICE if you think that HQ is safe enough to reveal some agendas.

    Fermat's Last Big Theorems

    in collaboration with Olaf Ulrich

    Agenda
    14 Theorem Proof

    Operation
    6 Edgerunner, Inc., Temps
    4 Project Consultants
    26 Team Restructuring

    ICE none

    Node 6 ACME Savings and Loan
    20 Executive Boot Camp
    4 Pacifica Regional AI

    Upgrade
    20 Panic Button

    Description
    A variant to the Big Button deck that makes use of Theorem Proof. Instead of pillaging the Archives with Stereogram Antibodies the corp can get away with discarding and losing that agenda to runner in the first turn. It will be impossible to score three such agendas in one turn without any preparation beforehand.

    The general recipe for a Big Button can be outlined as follows:
    Turn 1 SOT(BITS 5) Draw one card
    -A1(BITS 5) take 1 bit
    -A2(BITS 6) install Panic Button
    -A3(BITS 6) install Executive Boot Camp

    Runner runs HQ:
    Rez Executive Boot Camp, discard 4 cards gain 8 bits, Use one of these bits to rez Panic Button, then draw cards, use EBC again and so forth to draw all cards remaining in R&D except for one.

    For the Theorem Proof variant the corp continues like that: Turn 2 SOT(BITS 6) draw one card
    -A1(BITS 6) Edgerunner: Pacifica Regional AI, Theorem Proof, ACME Savings and Loan
    -A2(BITS 5) Team Restructuring (Pacifica Regional AI(1 AC), Theorem Proof1 (1 AC))
    ...
    -A6(BITS 1) Team Restructuring (Pacifica Regional AI(2 AC), Theorem Proof1 (5 AC)), score Theorem Proof1, trigger ACME (BITS +12)
    -A7(BITS 12) Edgerunner (Theorem Proof2, Theorem Proof3) | Pacifica Regional AI(1 AC)
    -A8(BITS 11) Team Restructuring (Pacifica Regional AI(1 AC), Theorem Proof2 (1 AC))
    ...
    -A12(BITS 7) Team Restructuring (Pacifica Regional AI(1 AC), Theorem Proof2 (5 AC)), score Theorem Proof2
    -A13(Bits 6) Team Restructuring (Pacifica Regional AI(1 AC), Theorem Proof3 (1 AC))
    ...
    -A17(Bits 2) Team Restructuring (Pacifica Regional AI(1 AC), Theorem Proof3 (5 AC)), score Theorem Proof3, win with 8 AP

    There are many ways to implement the Big Button scheme, some of them are listed below as kits and two full deck implementations of two such kits as further examples.

    Full deck implementation of kit 3 (100 cards)

    04 Charity Takeover
    06 Political Overthrow
    04 Edgerunner
    26 Team Restructuring
    20 Executive Boot Camp
    04 Pacifica Regional AI
    16 Stereogram Antibody
    20 Panic Button

    Full deck implementation of kit 5 (90 cards)

    08 Corporate War
    06 Edgerunner
    08 Team Restructuring
    06 Project Consultants
    18 Executive Boot Camp
    03 Pacifica Regional AI
    15 Stereogram Antibody
    06 ACME Savings and Loan
    18 Panic Button

    Kit 1: 23 cards
    02 Edgerunner
    01 Accounts Receivable
    03 Agendas
    01 Pacifica Regional AI
    01 ACME Savings

    Kit 2: 25 cards
    03 Edgerunner
    00 Accounts Receivable
    03 Agendas
    01 Pacifica Regional AI
    02 ACME Savings and Loan
    02 Remote Facility
    14 Team Restructuring

    Kit 3: 14 cards
    01 Charity Takeover
    01 Political Overthrow
    11 Team Restructuring
    01 Pacifica Regional AI

    Kit 4: 14 cards
    01 Corporate Downsizing
    02 Political Overthrow
    10 Team Restructuring
    01 Pacifica Regional AI

    Kit 5: 11 cards
    03 Corporate War
    02 ACME Savings and Loan
    03 Team Restructuring
    01 Pacifica Regional AI
    02 Project Consultants

    Kit 6: 24 cards
    04 Data Fort Reclamation
    03 Payback ICE
    13 Team Restructuring
    01 Pacifica Regional AI
    03 Washington DC City Grid

    Kit 7: 17 cards
    02 Data Fort Reclamation
    01 Corporate War
    02 Payback ICE
    09 Team Restructuring
    01 Pacifica Regional AI
    02 Washington DC City Grid

    Kit 8: 15 cards
    02 Political Overthrow
    01 Corporate Downsizing
    06 Team Restructuring
    01 Pacifica Regional AI
    01 Information Laundering
    01 Nevinyrral
    01 ACME Savings and Loan
    02 Project Consultants

    Kit 9: 14+X cards
    02 Political Overthrow
    01 Corporate Downsizing
    06 Team Restructuring
    01 Pacifica Regional AI
    01 Information Laundering
    0X Remote Facility
    01 ACME Savings and Loan
    02 Project Consultants


    Corporations, 1/15 Format

    More than 15


    Agenda
    5 AI Chief Financial Officer
    5 Main-Office Relocation
    1 Political Overthrow

    Operation
    5 Corporate Shuffle
    5 Edgerunner, Inc., Temps
    5 Project Consultants
    1 Annual Reviews

    ICE
    5 Snowbank
    5 Misleading Access Menus
    5 Washed-Up Solo Construct
    3 Homing Missile
    2 Glacier
    2 Food Fight
    3 Digiconda
    3 Haunting Inquisition

    Node
    3 ACME Savings and Loan
    5 Executive Boot Camp
    5 Syd Meyer Superstores
    5 Corporate Negotiating Center

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    2 Panic Button

    Description
    (75 cards) This is a deck which I have created about two years ago. I have named it after the X cost of Homing Missile and Digiconda but there is more than X to it. Here is the list of the 70 cards (28 agenda points) Long time ago the question was raised whether there is a corporation deck that behaves similar to a runner deck based on the engine Bodyweight Synthetic Blood together with Organ donor. One answer to that is this deck, I believe. The default plan is to score the agendas mostly by fast advancing. The core cards of the engine are AI Chief Financial Officer and Executive Boot Camp (EBC). These enable the corp to gain bits during runs for the cost of discarding from HQ.
    When watching this corp in action you will notice that a lot of cards will be moved around in short time: Discards from HQ due to EBC, Cards in Archives and HQ being reshuffled with R&D because of AICFO, Glaciers floating around, (Payback) ICE being sold to Syd Meyers Superstores, bunches of cards being drawn by Corporate Shuffle and installed with Edgerunner. So you see that this deck keeps cards constantly on the move while making a profit out of it.
    Main Office Relocation enhances the hand size and thereby the potential amount of bits generated through EBC. Even Glaciers can be moved with bits from EBC. ACME is in there for surprises and maybe for a jump across the finish line with Project Consultants. Panic Button works well with EBC and generates an endless stream of cards and bits; any agendas obtained that way should be used with CNC and in the next turn again recycled with AICFO.
    Running activity is beneficial because that creates the corp's income and speed. It has a stand-alone draw engine but no stand-alone money gainers. Its greatest weakness is speed when it meets a solitaire "runner" who does not run.

    District of Columbia, 1/15


    Agenda
    4 Corporate War
    3 Unlisted Research Lab
    3 Corporate Downsizing

    Operation
    3 Night Shift
    4 Efficiency Experts
    4 Accounts Receivable
    2 Credit Consolidation
    2 Edgerunner, Inc., Temps

    ICE
    1 Shotgun Wire
    2 Laser Wire
    4 Data Wall
    1 Glacier
    3 Quandary
    4 Haunting Inquisition
    1 Brain Drain
    2 Brain Wash
    2 Ice Pick Willie
    1 Liche

    Node
    1 Bel-Digmo Antibody
    1 Pattel Antibody
    2 TRAP!
    2 Setup!
    1 Chicago Branch

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    1 Chimera
    2 Dieter Esslin
    4 Washington, D.C., City Grid

    Description
    (60 cards deck) the conversion of the 50 cards Unlimited version to a 60 card 1/15 version implies minor changes only. Night Shift and Pattel Antibody have entered the deck because they pull on the same string as the rest which is quick reliable bit gaining and unpleasant traps.

    Washington, District of Columbia City Grid reduces the agenda difficulty by 1 which makes it particularly interesting for agendas with difficulty 3. After installation it is very likely to be run and trashed therefore I chose to protect it with traps and other updates. These will be overwritten when an agenda comes in handy.
    The bit gainers and the ICE are chosen such that cards with high cost appear less often; the trilogy of Efficiency Experts, Accounts Receivable and Credit Consolidation is always a safe bet.
    Besides meta game considerations I have included ICE with damage subroutines to make the traps potentially more dangerous. Imagine a runner with a Force Shield who has happily saved some bucks against a Liche just to encounter a Trap! in Washington DC CG. Bolter Cluster comes to mind but I want to keep the amount of ICE that relies on specific circumstances, like second layer ICE or Glacier to an absolute minimum.
    Bel-Digmo Antibody and Chimera are effective countermeasures against specialized decks like R&D attack with Protocol Files and Daemon tree decks like Bozomatic. An unrezzed Chicago Branch looks as dangerous as an unrezzed trap but can decide a game quickly.

    The World in 15 days


    Agenda
    3 Artificial Security Directors
    3 World Domination
    2 Corporate War
    1 Project Babylon

    Operation
    3 Efficiency Experts
    3 Accounts Receivable
    2 Credit Consolidation
    2 Silver Lining Recovery Protocol
    3 Project Consultants
    3 Management Shake-Up
    3 Overtime Incentives

    ICE
    2 Quandary
    2 Filter
    2 Glacier
    3 Data Wall
    3 Haunting Inquisition
    3 Data Naga

    Node
    2 BBS Whispering Campaign

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    none

    Description (45 cards) Today we increase our security, tomorrow we wage a war against our enemies and the day after tomorrow we are going to rule the world.