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Message no. 1
From: A tale of 2 Joes <calador@*******.BERKELEY.EDU>
Subject: z-zone Q
Date: Sun, 14 Dec 1997 23:33:08 -0800
so i'm looking at z-zone in the middle of a game and it occurs to me that
my poor little glitzes and thrashes are gonna get rocked if i play and use
it. then i think about the wording, so it says all runners "must" be
involved in this combat. even turned runners? i thought turned runners
couldn't be a part of initiating combat? so do turned runners still do
damage? do i have to pair up with turned runners? so how does that work?
on the flip side, if my opponent always turns his runners, is my z-zone
worthless?

oh, just remembered. what's the offical word on giving gear to turned
runenrs? is that all good?

thanks in advance - joe.
Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 00:11:21 -0800
A tale of 2 Joes wrote:
>
> so i'm looking at z-zone in the middle of a game and it occurs to me that
> my poor little glitzes and thrashes are gonna get rocked if i play and use
> it. then i think about the wording, so it says all runners "must" be
> involved in this combat. even turned runners? i thought turned runners
> couldn't be a part of initiating combat? so do turned runners still do
> damage? do i have to pair up with turned runners? so how does that work?
> on the flip side, if my opponent always turns his runners, is my z-zone
> worthless?

I suggest playing the card as:

Z-zone / Location
If your Runners visit the Z-Zone, you may not make a shadowrun this
turn. Select a team of Runners and roll D6 [...] 2-5: Attack another
player! Target opponent must select a team of his or her own Runners.
All Runners on both teams must be committed to the fight. Resolve
combat as normal.

This relies on some alternate rulings I have describing a "team" in
thoroughness (pretty much: up to six Runners present with each other) so
as to effectively limit the number of Runners both players can involve.
I've seen Torgo wade through six or eight Deckers in one brawl, and it
scares me :)

On the flip side, I've always played that turned defenders can still get
into combat, usually by coercion.

> oh, just remembered. what's the offical word on giving gear to turned
> runenrs? is that all good?

A Runner has to turn to deploy new gear on himself, so you can't..
about the only exception is the Walther Palm Pistol, which can be played
as a Stinger (and then it only lasts until the end of the round).


-Mb
Message no. 3
From: "J.P Haworth" <jhaworth@*******.COM>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 17:52:58 -0800
A tale of 2 Joes wrote: oh, just remembered. what's the offical word on
giving gear to turned

> runenrs? is that all good?
>
> thanks in advance - joe.

Only unturned runners may exchange gear, doing so turns both runners.
Bear in mind that cyberware though is not interchangable according to
the rulebook.
Redman
Message no. 4
From: "J.P Haworth" <jhaworth@*******.COM>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 17:58:17 -0800
A tale of 2 Joes wrote:

> so i'm looking at z-zone in the middle of a game and it occurs to me
> that
> my poor little glitzes and thrashes are gonna get rocked if i play and
> use
> it. then i think about the wording, so it says all runners "must" be
> involved in this combat. even turned runners? i thought turned runners
>
> couldn't be a part of initiating combat? so do turned runners still do
>
> damage? do i have to pair up with turned runners? so how does that
> work?
> on the flip side, if my opponent always turns his runners, is my
> z-zone
> worthless?

I asked Jim Nelson about this question, below is my question and his
response.

<<1. How does the z-zone work? Does the player using it have to choose
unturned runners, can the opposing player choose a turned runner, does
the opposing player have to choose all his runners or can he choose a
sacrificial lamb.>>
Both players must use only unturned Runners. The "defending"
player must use
all of his unturned Runners.

Hope this helps
Redman
Message no. 5
From: A tale of 2 Joes <calador@*******.BERKELEY.EDU>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 15:35:05 -0800
> I asked Jim Nelson about this question, below is my question and his
> response.
>
> <<1. How does the z-zone work? Does the player using it have to choose
> unturned runners, can the opposing player choose a turned runner, does
> the opposing player have to choose all his runners or can he choose a
> sacrificial lamb.>>
> Both players must use only unturned Runners. The "defending"
> player must use
> all of his unturned Runners.

hmm. that makes sense. thanks. that brought up another pair of questions
tho, are all the runners who just participated in that combat now turned?
and the second question relates to using the bulldog van, this is a
strech, but can i use the van's ability to go on a shadowrun after i use
zzone? i think its worded pretty clearly against, but was hoping there was
some overruling or something.

-joe.
Message no. 6
From: Crane <jack9@*********.NET>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 16:06:37 -0800
At 05:58 PM 12/15/97 -0800, you wrote:
>A tale of 2 Joes wrote:
>
>> so i'm looking at z-zone in the middle of a game and it occurs to me
>> that
>> my poor little glitzes and thrashes are gonna get rocked if i play and
>> use
>> it. then i think about the wording, so it says all runners "must" be
>> involved in this combat. even turned runners? i thought turned runners
>>
>> couldn't be a part of initiating combat? so do turned runners still do
>>
>> damage? do i have to pair up with turned runners? so how does that
>> work?
>> on the flip side, if my opponent always turns his runners, is my
>> z-zone
>> worthless?
>
>I asked Jim Nelson about this question, below is my question and his
>response.
>
><<1. How does the z-zone work? Does the player using it have to choose
>unturned runners, can the opposing player choose a turned runner, does
>the opposing player have to choose all his runners or can he choose a
>sacrificial lamb.>>
> Both players must use only unturned Runners. The "defending"
>player must use
>all of his unturned Runners.
>

<opinion/>
I find this contrary to the purpose of the card.
I certainly don't play it this way...I think it is a decision made upon the
idea that turned runners were not in the safehouse.
I think you should only be able to choose runners from the safehouse....now
should you be able to use more than 6....???
</opinion>

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