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From: Teos Abadia <tabadia@*********.COM>
Subject: Amerindian Objectives and Challenges - a positive critique and re
Date: Tue, 17 Nov 1998 11:23:47 -0500
I know, we are all busy, and those are a lot of cards. But, I implore of
you, make the time to read those cards (or download my rtf file and play
with them!). What follows is my review of the challenges and objectives in
that set, with an eye towards possible improvements but mainly focusing on
new opportunities that the cards present. Yes, I have read the reviews on
these cards by the other list members, but only after forming my own initial
opinion.

Aside: I highly suggest that the list begin discussing these. Face it, we
can't wait on Corp War. Let's move on to the Amerindian Expansion, and when
Corp War (which I have heard is excellent) is released, we can all move back
to the official world at that point if we want.
-----------------
Amerindian Objectives and Challenges - a positive critique and review

Overall impression: Get ready for some tough runs! Get ready to take
advantage of these cards before your opponent does! Get ready to use some
cards from Underworld that were almost cool, and now become a serious
advantage!

Objectives:

The objectives are clever, adding new angles to the game, and even if Matb's
wish for adding completely new options for rep and nuyen gathering didn't
come to fruition, these cards are a step in the right direction. A few are
unclear.

One thing is for sure, a lot of the objectives and challenges are great for
virus decks! Take the first Objective, ACROSS THE TUNDRA. The -1/-1 is
just what runners don't need when they are targeted with virus tokens! It
is also the type of Objective you can use when you have stamina or a well
balanced team. Conversely, ACROSS THE TUNDRA is a good way to return an
opponent's runner to the safehouse, and in a deck with a lot of "go home"
challenges and stingers (GAQ, Nets, et al), this can be the Objective that
break's the runners' backs, so to speak.

I am not sure about AUTUMN TWILIGHT. Does the shadowrunning player get the
option of running on her own challenges in addition to the other player's?
If so, when? I think it should read "If the shadowrunning player has
Challenges on her Challenge stack, she may choose to face her own Challenges
after defeating any other present Challenges. If she does so, and scores
the Objective, she receives an additional +10 Reputation." (As for why I
use "she", well, after the little outburst of male hormones we had a while
back, it is clear to me, at least, that a little work needs to be done in
increasing our sensitivity to women. Just my opinion that the game should
recruit women players as well as me). On the strategy side, Autumn Twilight
evens out a situation where the opponent uses recon, but you do not. After
running blindly on the opponent challenges, you would know what to expect.
It also works nicely with a sleaze deck, if you know you can get past your
challenges.

BURIAL GROUNDS is a good idea, but I wonder how well it will pan out (I
haven't played with it yet). In theory, it would be used by an owner with
powerful runners, who would play no challenges on Burial Grounds at first,
and then see if anyone runs. But, this may just create a lockout situation.
Hmmm...

DIGITAL DOMAIN is a must with Renraku, and with some of the cards I have in
my net expansions, not yet released. It is a cool addition to a decker
theme, but I would make the challenge even more friendly by saying one of
the following: A) All challenges have an additional challenge requirement of
Decking-1, OR B) All challenges may be sleazed by Decking-5 instead of the
stated sleaze requirement. (BTW, those are ideas I had on one of my
unreleased net expansion cards, but I like them on Digital Domain.

GREAT EASTERN FOREST - I just need to see this in play! How much fun to try
and keep challenges on this one. I won't even go into the levels of
strategy that this can create.

HAUNTED HUNTING GROUNDS is a great concept, and a good card for any deck
with a lot of Awakened challenges (and hence great with many of the
Challenges in the Amerindian Expansion). It is also promotes, as do many
other cards in this set, that you increase the number of challenge cards in
your deck, which then would give you a sizeable advantage over your
opponent. In fact, you can now build a deck with these types of cards and
many challenges, and just pummel your opponents with resistance! If you
keep the rest of the deck highly specialized but with all the runners and
gear being interchangeable (like all melee dudes with melee-gear, or all
mages with spells, etc.), you can really put a stop on your opponent while
you gather momentum. LAND OF THE LONG SUN is another Objective favoring high
number of challenges.

KIVAs. Hmmm... I'll begin by saying, Matb, I like the ideas A LOT.
However, I don't see how in Saeder-Krupp's name a player is supposed to win
4 Unique objectives before another player beat's her. All the opponent has
to do is take one of the Kiva's, and the whole deck concept around
Objectives is fragged. Okay, maybe you can build a Kiva deck that doesn't
have to win all the Kiva's, but the Kiva's are so low Rep, and the bonuses
so different, that I would never choose all 4 to put in my deck unless I
could really think could win them all. Yes, the low rep is part of what
makes the other player(s) not want to take them, but they still can choose
to win one of them (If I saw my opponent play Kiva's I would run against the
second or third one revealed. Even without doing this, in most games I do
not see one player use more than 4 objectives, and you have to have 6 in the
pile!). So, here is what I would do. Add the following:
Reputation: 15 +X. "X = 10 points for every previous Kiva the player has
completed."
Another possible change would be to make the Objectives less friendly to
other players. That way, you still have the low rep, you still have the
tough odds of getting to all 4 of them, but at least the other player can't
be so sure they will take the Kiva's from you. For example, add
"Requirement: Roll D6: On a 2+, An Amerindian Runner must be present." You
could even take the die roll. This way, it's all about the Kiva owner going
mad crazy trying to get through the Kiva's quickly, while the opponent has
to play defense and win on their Objectives. Much more interesting, IMHO.
What do you think, Matb? Others? Have I gone mad?

OPERATION COPPERHEAD is a gift to mercenaries, which is cool. However, I
would suggest making it a little more interesting, like maybe having the
bonus read: "2¥ for each Mercenary present at end of Shadowrun. +1¥ if that
Mercenary carries gear. "

We should be surprised, given the RPG, that you don't really see all
Mercenary decks or all Street Sam decks. Maybe we need some cards that
specifically benefit these types.
Rough Example:
Dark Alley Wrecking Company / Location (Street) / 3 ¥
Turn Street Sam to visit, roll D6. On 1-5, get -2 ¥ off of cyberware.
On 6+, any opponent may choose to send 1 unturned runner to engage visiting
runner in R
vs. R combat. Winner gains reputation equal to runner cost.

Note: on my rtf file, I screwed up the name for the Objective. I'll fix
that in Access.

SOLO RUN is interesting. If you have a deck with runners that can be built
up nicely with Gear, this can be a quick way to get some rep. But it really
presents an advantage if you have recon! In fact, this is one Objective
that can really work with Riggers! Use several riggers, and have skillsofts
on The Brain. Then place The Brain on the Rigger that, together with the
skillsofts, can sleaze SOLO RUN. Yes, a lot to do for 5 rep (Brain,
skillsofts, decker, rigger), but it can be part of the overall strategy.
Conversely, SPRING THAW is a great Objective to use when you don't have
recon and your opponents typically do.

SUMMER OF THE WOLVES was discussed on the list a few weeks back. I agree
that it overwhelmingly benefits the owner, and the rep might be better if it
were 30, and the following line were added: "Bonus: +5 Rep if shadowrunning
player is not the owner of this Objective." Here's another way to balance
the card: leave the 40 rep, but require the owner to roll D6 to determine if
the type that can not be sleazed is Awakened, Outdoor, or Owner's Choice.


THE DEAD CITY and THE PASSING OF WINTER are great ideas, with WINTER being a
real boon to Underworld users, since those runners are low in skills anyway.
Sadly, it is also an objective that can be abused by those that can shoot or
stab their way through challenges even without the melee points. Perhaps we
need an objective like:
College Entrance Exam / Objective / 15 Rep.
No Outdoor or Awakened Challenges.
Firearms, Melee, Demolitions, and Gunnery Skills may not be used.
Bonus: Player may add one new skill (other than those listed above) to each
runner present.

VISION QUEST is a must-have for all Mage/Shaman decks. Very cool, and much
needed.


Challenges:

Overall, the challenges are very tough! Unlike Underworld, this expansion
is full of challenges that you immediately want to put in your decks. The
ratings are tough, the special effects are tough, and quite often you have
both combined! Virus decks will again become more prevalent, which is good
seeing how cool a concept they were.

The Amerindian challenges themselves offer new ways to take down runners and
to weaken troublesome runners. AMAHUECO INDIANS allows you to put a twist on
Haloweener Hell. While not as obscenely damaging (you reduce the 6/6 for
every token you choose) you can make it just as useful by taking out the
runners you really want to see go down. At the most, you get 6 damage on
one runner, but I bet it will be used a lot with Virus decks, and it is
dynamite for stopping sleazers or to take out support runners. (Like when
your opponent dares run with Thrash for extra damage absorption). JIVARO
INDIANS is similar, but limits Biotech, which makes it only useful against
specialized decks. SIOUX WILDCATS is a more general challenge, but fits the
theme nicely, and is a great card to hold in reserve and place as the top
challenge. TIPARILLA INDIANS is really cool! A perfect blend of punishment
and having a way out. Quite scary to those Underworld-heavy decks, who
would have neither! SACRED DEER is another one that is good for Virus
tokens. Now, if we just had some more virus-generating cards...

AMAZONIAN RAIN FOREST received some complaints on the list, but I like it
just the way it is. Essentially, it forces you to turn a runner to stop it's
effects, and in most cases will not cause much damage. What it is great for
is in a Virus deck or after a run where the opponent sent all their runners
(except maybe Jade) and on the next turn has to decide if they will heal or
try and stop their locations from vanishing in the Jungle. Excellent, even
if limited somewhat. (Great against Mafia decks with all the locations).

I was really hoping that Matb would like my Aztlan ideas. I really dug the
blood magic used in the Shadowrun novels (the Burnout saga, forget the name)
and I dug the dark side and the sacrifice. It is really fun to generate
effects through sacrifice, and also to be able to "role-play" an evil side
in a CCG. AZTLAN MILITIA is one I wish I had come up with. The only thing
I would change is that a rare or Unique version could add "For every two
runners trashed this way, owner may roll once on Aztechnology." That would
be too cool, and go a long way for Aztlan decks. Maybe that can inspire you
for another card, Matb? Others?

CORNERED is nice, one of a few cards in the expansion that expands Runner
Vs. Runner combat, which even though popular in Wanted and Z-Zone, sees less
use than it should. In fact, if enough R vs. R took place, you could make
easier challenges and still have a tough game! (Rebuilding slows down the
game). Matb suggested some new traits, and one cool one might be "Assassin"
which for every point the runner would get 5 (extra) Rep when he killed
another runner. This alone would really make things dangerous in the Sprawl!
(Then we can start creating better defense cards, or at least make do with
the ones in Underworld, which I didn't care for too much).

LOUP-GAROU is cool, like what might happen if Time-Delayed Bomb and Yakuza
Assassin had a baby! One problem: What if several runners leave (like with
Fuchi)? One possible alteration to the card would be "Owner may attack
Loup-Garou with indirect fire", which might make indirect fire more used in
the game. (I think it is grossly underused).

I would object to CRAZED DRONE, except that it is really cool to think of
the owner running a decker deck and using Static to beat the Drone and win
the Rep! Actually, I guess the alarm would still be raised? Hmmm. Maybe I
don't like this card too much, as it seems just too tough on the other
player, especially as the owner is probably running a bruiser deck. Let's
see, you lost 5 runners, you were sent home, and your opponent took the Rep
and has his bruisers intact. Argh. Maybe one way to balance it is to make
the Drone 10/14 (A1) and if the first player can't beat it, the next
clockwise player may face it at +2/+2 (A1)? I don't know. What do others
think?

I love DOPPELGÅNGER for it's no-way-out policy. It's not like Widow, where
you can choose to escape the effect. DZOO-NOO-QUA is even better, and is
lethal on cybered individuals (and it's about time, there aren't enough
non-specialized cards that target these folk! Finally, a way to kill
Skwraaa[snip]rk!). One question: What happens to mages/shamen?

I am not too crazy about HURRICANE FENCING, but I do have a question: is it
encountered after or before the Objective requirements, or at the same time?


Maybe I just love trashing cards and screwing your friends, but what if we
changed PALE MOON SOCIETY so that ANY player could trash a card to turn off
OR on the alarm? I can just see a game of 4 where 8 cards get trashed
before it ends up that the alarm is on after all! Want to increase the
stakes? Change the text to read:
"PALE MOON SOCIETY / Challenge (Street)
7/7 (A1). Any player may trash one card from their hand for each Runner on
the
shadowrunning team to either trigger the alarm or prevent the alarm from
being triggered. Once all players are done, the effect takes place PRIOR to
combat with Pale Moon Society.
Sleaze: Athletics-1, Firearms-1, Melee-1." This means the Society could not
be sleazed either!

Okay, why is there no flavor text on 95% of the cards? I mean, PIT TRAP?
It's dying for some flavor text? Is this Matb's prime flaw? Can he not
write flavor text? <big grin> Maybe listmembers can suggest some? I love
flavor text.

We all have things we give thanks for. I give thanks that QUETZLCOUATL is
Unique! Cool card!

IMHO, RIOT SQUAD is way too powerful. 2 yen should not add 6/6 (A1) to Riot
Squad. Even if we are looking at a 50% chance (which is what I would
guess), I would change that to 4 Yen.

I like the idea behind SELF-DESTRUCTIVE NANOPHAGE. However, I would change
the text to read "more than one Self-Destruction token", since you might see
2 tokens, but three is close to impossible. I can't think of any time in a
game that I have seen three of one type of challenge appear on an objective!
Even if it does happen, it would happen for a general use card (mine field)
and not for something so single-minded in purpose. I love the
Nuyen-generating bit. Now, Matb, maybe you can talk about the strategy in
using this card? What kind of deck would use this?

SERVANTS OF THE WORM is quite single-minded in purpose, but the
Fuchi/Saeder-Krupp decks will love this one and make our lives even more
miserable. Plus, since they will have deckers, they can use attack programs
on our "throw one in for the recon" deckers!

Gotta love a SNOW MOOSE on one of the Operation objectives! 10/10 (A2)!

SNOWSHOE HARE is my least favorite of the bunch. It can work well in a deck
with a lot of Sucker Runs, though. Or, what I would do, is change this to
be that the owner may exchange the top card in his deck for the current one.
This would work wonders in a Kiva deck, since you could save your Kiva from
being taken by someone else! (Or vice-versa, keep a Kiva owner from
completing their nefarious plans). Here's the rabbit challenge I would
used, based on the movie we all love:

Just a Silly Rabbit / Challenge (Awakened/Outdoor) [Rare]
3/3. Roll D6 each time Just a Silly Rabbit is revealed.
Subtract 1 for each point of Gunnery on Runner team.
On 4+, +7/+7 (A1) to Just a Silly Rabbit.
"But look at the fangs!"

Matb does a great job, as I said before, in finishing (or at least making
functional) what Underworld started. SOCIAL ACTIVISTS is such a card, making
the negative rep more of a factor and possibility. You can't quite make a
negative deck rep... yet, but we're darn close. One more or two more cards,
and we are all the way there.

I thought SPOTTED SKUNK was okay. I like this one better:
Horned Skunk / Challenge (Awakened/Outdoor) [Uncommon]
4/4 (A1). Sleaze: Stealth-3 or Athletics-2.
After combat, place skunk token on each present runner.
A Runner with a skunk token can not assist team in sleazing challenges.
A healed runner may turn to remove skunk tokens.
Flavor: "Pee-ew! Where have you been!"

Is the point of SURVEILLENCE DRONE that the opponent can decide whether to
trash it or not? See, it is Stealth-2, and if the opponent ran with
stealth-2, then they sleaze it and the owner gets the drone back. But, if
the opponent keeps the runner(s) with Stealth-2 home, then the drone is
trashed. Is it supposed to work that way? Kind of cool effect either way.
By the way, I think it should be SURVEILLANCE.

And finally, TOXIC WASTELAND adds the virus tokens that I've been begging
for. I still think that Syringe card was awesome that one person came up
with. It was a little like Shuriken, but with virus instead. Very cool
idea. Here's another rough idea for comments:

Pathogenic Drops / Gear / 1 ¥
Play on Runner with Stealth. Runner may turn during Shadowrun phase
(replacing a run) to
enter target player's safehouse. Roll D6, -1 for each point of stealth. 1-4:
target runner receives two -1/-1 virus tokens. 5+: Target owner may attack
invader with the targeted Runner and any unturned runners in the safehouse.
Flavor: "It's like putting your hand in the lion's mouth; kissing the cobra
on its head... feel the adrenaline!" or, "You owe him money? He takes two
drops, and he won't call you in the morning."

I like the idea of invading the enemy safehouse, and the repercussions of
getting caught!

One other thing: It would be great to have some Mafia or Yakuza runner that
had the ability to pass on viruses to enemies. That would go a long way
towards making the virus-yak or virus-Mafia deck a stunning force!

Okay, there's my very long review. Now, I will wait a few days before
discussing runners and gear.

Thanks to everyone that contributed to the expansion. These past few days
have been the most SRTCG fun I have had in months!

Teos.
Get the beta printable Amerindian cards at:
http://home.earthlink.net/~teosabadia/Shadowrun/



Teos Abadia
Senior EHS Consultant
Enterprism Solutions
tabadia@*******************.com
http://www.enterprismsolutions.com/

Further Reading

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