Section 1: The Cards:
Aftermaths:
Blood Oath, Crisis of Self *2, Personal Involvement *3, Repairing the Past
*2, Retribution *2.
Total
# of aftermaths: 10
Agendas:
Seizing Advantage
Total
# of agendas: 1
Characters:
Du'Nar, Du'Rog, G'Kar, Ja'Doc, Kha'Mak, Na'Toth, Narn Agent *2, Ta'Lon,
Tu'Pari
Total
# of Characters: 10
Diplomacy
Conflicts: None
Total
# of Diplomacy Conflicts: 0
Intrigue
Conflicts: Attacking Pawns *2, Black Market,
Forced Impairment, Hate Crime *2, Kidnapping *2.
Total
# of Intrigue Conflicts: 8
Military
Conflicts: None
Total
# of Military Conflicts: 0
Enhancements:
Book of G'Quan, Commerce Raiding, Concealed Weapon *3, Covert Allies, Energy
Mines *2.
Total
# of Enhancements: 8
Events:
Accident *3, Changing Opinion *3, Declaration of War *2, Exploration, Recalled
to Service *3, Special Ops *2, Strafing Run *2, Underworld Connections
*2.
Total
# of Events: 18
Fleets:
Deep Space Fleet *2, Expeditionary Fleet *3, First Battle Fleet, Heavy
Fleet *3, Homeworld Fleet, Second Battle Fleet, Strike Fleet *2, Utility
Fleet *2
Total
# of Fleets: 15
Groups:
Narn Rabble *2, Rabble Rousers *2, Thenta Makur.
Total
# of Groups: 5
Locations:
Narn Homeworld.
Total
# of Locations: 1
Total # of cards in deck: 76
Section 2: Strategy
Opening Hand: G'Kar, Tu'Pari, Thenta Makur, Seizing Advantage.
Strategy:
You play this deck the same - all the way through. Bring in characters and fleets and ATTACK!! Play Intrigue conflicts, support with a couple characters so that your opponents should become involved and attack to kill! Just keep attacking with Tu'Pari and the Expeditionary Fleet.. sure you'll keep losing stuff, but that's why you have a couple extra fleets and the Recalled to Services. This deck isn't likely to win, but it will be fun in the meantime. Who knows? Perhaps with Seizing Advantage you could pull it off. It shouldn't be too hard to figure out how to kill off people.
This is also a psycological deck - you can win if you do this: Know your oppoents - make friends with the player who is most likely to lash out at you for no reason by attack his/her oppoentents - but be sure to announce frequently about how it is impossible for you to win. Laugh about how your opponents could easily win. Poor, poor Narns... please ignore the Doom marks?
Weaknesses:
The fact that the deck
isn't designed to win would probably be considered a weakness.
Also, there is virtually
no defense against Doom aftermaths - but who cares? - pretend you don't,
anyway. The Shadow War consistantly screws over the Narns -
if the Vorlons start it, they can cancel all the Narn's war conflicts (although
I need to check on that one). If the Shadows start it, they can kill
off all the Narn ships..
Section
3: Variations
The most notable variation
is to significantly decrease the number of fleets in the deck. Focus
more on the assassinations. That would shape it into a more traditional,
and winnable, Assassin deck. The flip side is also possible.
Add more to fleets and processes to goto war faster. Of course, we
just covered the two major Narn deck areas - this takes the middle approach.
Whether it's better or not is up to you - I just know it's fun.