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Message no. 1
From: "Joshua M. Kanapkey" <Wakabout@***.COM>
Subject: All Runners Deck
Date: Fri, 12 Sep 1997 22:08:48 -0400
Someone please tell me how to stop it. Four Glitz's, two Kromagnus', two
Thrash's, and nothing else but more runners. Cheap runners for intercepting
runs. Big runners for making runs. This makes for a REALLY long game. All he
does is throw some small guy (Shade, Kraker-Jack, Turbo, etc.) in front of my
team so he stops the run.

The only thing I can think of is 'Bulldog Vans', because only one intercept
is allowed per turn. Is this correct? Then use 'Gutter Rat' to bring the Vans
back. Also, 'Bad Reputation's could slow him down somewhat.

Other than these, Is there anything else that will stop this monstrosity?
Please help me. I am using a Rigger deck with some heavy hitting Mages,
Shamans, and Street Sams. No gear besides the Vans and Drones and some
Armored Vests and Lined Coats.

T'anks and Adieu,
Wakabout {{@***.com}}
Message no. 2
From: Bull <chaos@*****.COM>
Subject: Re: All Runners Deck
Date: Fri, 12 Sep 1997 22:18:29 -0400
At 10:08 PM 9/12/97 -0400, Joshua M. Kanapkey wrote these timeless words:
>Someone please tell me how to stop it. Four Glitz's, two Kromagnus', two
>Thrash's, and nothing else but more runners. Cheap runners for intercepting
>runs. Big runners for making runs. This makes for a REALLY long game. All he
>does is throw some small guy (Shade, Kraker-Jack, Turbo, etc.) in front of my
>team so he stops the run.
>
>The only thing I can think of is 'Bulldog Vans', because only one intercept
>is allowed per turn. Is this correct? Then use 'Gutter Rat' to bring the Vans
>back. Also, 'Bad Reputation's could slow him down somewhat.
>
>Other than these, Is there anything else that will stop this monstrosity?
>Please help me. I am using a Rigger deck with some heavy hitting Mages,
>Shamans, and Street Sams. No gear besides the Vans and Drones and some
>Armored Vests and Lined Coats.
>
Keep in mind one important thing: There is only one intercept allowed per
Shadowrun. Ever. So if he leaves that Objective undefended two turns in a
row, and intercepts you the first turn, then you get it for free.

Now I see WHY that rule is in the book... To prevent decks like that to
work... Interesting...

In short, your opponent is cheating you :]

Bull
--
Bull, aka Steven Ratkovich, aka Rak, aka a lot of others! :]

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Message no. 3
From: Steve Kramarsky <steve@***.COM>
Subject: Re: All Runners Deck
Date: Sat, 13 Sep 1997 02:13:21 -0400
Wakabout has misread the rules and writes:

>The only thing I can think of is 'Bulldog Vans', because only one intercept
>is allowed per turn. Is this correct?

It's much easier than that as I'm sure everyone will
chime in to tell you. Only one intercept is allowed
per objective PER GAME. That is, once your
opponent has intercepted once, neither he nor you
nor anyone else canj EVER intercept again on that
objective.

This rather odd rule that has no RPG analog was
added to prevent precisely the problem you are
facing.


-Steve.
Message no. 4
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: All Runners Deck
Date: Thu, 11 Sep 1997 17:25:55 -0700
> Someone please tell me how to stop it. Four Glitz's, two Kromagnus', two
> Thrash's, and nothing else but more runners. Cheap runners for intercepting
> runs. Big runners for making runs. This makes for a REALLY long game. All he
> does is throw some small guy (Shade, Kraker-Jack, Turbo, etc.) in front of my
> team so he stops the run.

Hey! I have that deck!

GAQ his runner.. no, we've been there. It's always been my
understanding that if you beat the intercepting team, you get the
Objective, but this is from the list.eternal.newbie...

> The only thing I can think of is 'Bulldog Vans', because only one intercept
> is allowed per turn. Is this correct? Then use 'Gutter Rat' to bring the Vans
> back. Also, 'Bad Reputation's could slow him down somewhat.

As you've probably already heard, only one intercept on a particular
Objective is allowed *per game* - an incredible difference.

Now, if you've been intercepted, beat the intercept, and then soemone
uses Lofwyr's Schemes (which replaces the objective with a new one) can
you still intercept the "old" objective when it comes up again? (Common
sense says yes..)

> Other than these, Is there anything else that will stop this monstrosity?
> Please help me. I am using a Rigger deck with some heavy hitting Mages,
> Shamans, and Street Sams. No gear besides the Vans and Drones and some
> Armored Vests and Lined Coats.

Invest in some Drive Bys and Riots to take out those intercepting
weenies. Bulldog Vans work great (especially against Riots!), too. Do
the same back to him - intercept with your weenies. Use objectives like
Harlequin's Game - you've got all the bases covered, and, with just "big
monsters" he probably doesn't. Insist on timed games - whoever has the
most rep in an hour wins (and coem prepared with lots of Bad Reps!)

Not sure any mage without gear counts as heavy-hitting -- that's a lot
of different classes to balance out.

OOG, steal his cards :)
Message no. 5
From: Conrad Mikaelian <MLoki@***.COM>
Subject: Re: All Runners Deck
Date: Sat, 13 Sep 1997 14:04:41 -0400
Look into obtaining some riots. With all of your bulldog vans and armored
vests you shouldn't be taking anything from the riots and it'll clear away
all his little runners. Try playing two or more on the same turn and you'll
see even the bigger guys just disentegrate. If nothing else he'll be turned
to heal on your next turn so that you can make a run. By the way, only one
iterception can be made per objective. Not per turn.
Message no. 6
From: Loki <daddyjim@**********.COM>
Subject: Re: All Runners Deck
Date: Sat, 13 Sep 1997 11:57:13 -0700
---"Joshua M. Kanapkey" wrote:
>
> Someone please tell me how to stop it. Four Glitz's, two Kromagnus',
two
> Thrash's, and nothing else but more runners. Cheap runners for
intercepting
> runs. Big runners for making runs. This makes for a REALLY long
game. All he
> does is throw some small guy (Shade, Kraker-Jack, Turbo, etc.) in
front of my
> team so he stops the run.
>
> The only thing I can think of is 'Bulldog Vans', because only one
intercept
> is allowed per turn. Is this correct?

Your problems would end instantly if you and he took another look at
the rules and started playing correctly. Only ONE shadowrun may be
instercepted per OBJECTIVE per GAME. I've posted an official FASA
repsonse to clairfy this for single and multi-player games. If he
throws a weenie runner out to intercept you on this turn, niether he
nor you can intercept each other on that objective next turn or any
turns there-after.

Simple as that.

===
@>--,--'--- Loki <gamemstr@********.com>

Fearless Leader of the Shadowrun Trading Card Game Mailing List
Web Page: Poisoned Elves at www.primenet.com/~gamemstr

"You're calling me Bitch like it's a bad thing."
--> CrapGame during the Drive in the Country tournament
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Message no. 7
From: Loki <daddyjim@**********.COM>
Subject: Re: All Runners Deck
Date: Sat, 13 Sep 1997 12:00:50 -0700
---Matb wrote:
>
> GAQ his runner.. no, we've been there. It's always been my
> understanding that if you beat the intercepting team, you get the
> Objective, but this is from the list.eternal.newbie...

Nope, the rule book thingy (pg 71) says "Intercepting a shadowrun
automatically ends the shadowrun. The Runner team is considered to
have pulled out of the shadowrun even if the team defeats the
intercepting Runner(s)."

===
@>--,--'--- Loki <gamemstr@********.com>

Fearless Leader of the Shadowrun Trading Card Game Mailing List
Web Page: Poisoned Elves at www.primenet.com/~gamemstr

"You're calling me Bitch like it's a bad thing."
--> CrapGame during the Drive in the Country tournament

_____________________________________________________________________
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Message no. 8
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: All Runners Deck
Date: Thu, 11 Sep 1997 22:50:49 -0700
> > GAQ his runner.. no, we've been there. It's always been my
> > understanding that if you beat the intercepting team, you get the
> > Objective, but this is from the list.eternal.newbie...

> Nope, the rule book thingy (pg 71) says "Intercepting a shadowrun
> automatically ends the shadowrun. The Runner team is considered to
> have pulled out of the shadowrun even if the team defeats the
> intercepting Runner(s)."

Shucks. Actually, I could see unlimited intercepts if defeating the
intercept allowed the runners to take (or at least 'encounter') the
objective, but that simply leads to "Big Guy"ism.

And hey! I just sent off not one but two separate proposals to FASA for
expansion sets.. it'll be interesting seeing what their response is.
(I expect a rejection, simply because Jim and Mike should have their own
plots for the next three sets or so.) If/when I get a reject notice,
I'll post them all to my (non-existent) website - I've got the HTML
already coded.

And no, I wasn't this negative about my prospects in my precis.. gotta
give me some credit.

-Matt
Message no. 9
From: "Joshua M. Kanapkey" <Wakabout@***.COM>
Subject: Re: All Runners Deck
Date: Mon, 15 Sep 1997 10:37:37 -0400
In a message dated 97-09-13 14:57:05 EDT, Loki wrote(as did a whole bunch of
other guys):

<< Only ONE shadowrun may be instercepted per OBJECTIVE per GAME. >>

<blush> Damn! I feel pretty stupid. I've read that at least a few times and
still didn't get it. Sorry to have wasted bandwidth.

Anyway, aside from that aberration, my Rigger deck is doing pretty well. I've
only lost twice since I put it together (not including the all runner deck)
and I've played at least 15 games. We have noticed that Decker Decks just
don't pack enough punch to win a game. Personally, I don't even use deckers;
though when I get 'Fuchi Industries', I will probably begin to, at least
somewhat, as I have both Fastjack and Dodger as well as three Excaliburs. By
the way, what else can be used to add to a decker's Rating for the purposes
of this run?

Anyway, that's all for now. Again, I'm sorry to have wasted ya'lls time.

T'anks and Adieu,
Wakabout {{@***.com}}

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