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Message no. 1
From: Noah Overton <NOAH_OVERTON@*************.OM.HP.COM>
Subject: challenges
Date: Mon, 3 Nov 1997 11:32:52 -0800
I was wondering if any one knows some good challenges that harm large
groups of runners like mine field. you know does more damage the more
runners you bring. and if you don't know about mine field try it you
will like the results. it can take out whole teams.

Noah
Message no. 2
From: robert john harris <rjharris@********.UIUC.EDU>
Subject: Re: challenges
Date: Mon, 3 Nov 1997 13:44:26 -0600
Take a look at The Big Chase - Does 3 armour periceing to all runners or
Highway Showdown - Does 4 damage to all runners. They make meince-meat of a
runner team pretty fast, and are pretty tough to sleaze!

Rob
Message no. 3
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: challenges
Date: Sun, 2 Nov 1997 06:18:11 -0800
Noah Overton wrote:
>
> I was wondering if any one knows some good challenges that harm large
> groups of runners like mine field. you know does more damage the more
> runners you bring. and if you don't know about mine field try it you
> will like the results. it can take out whole teams.

'S kinda funny. I usually concentrate on taking out one or two specific
Runners for certain (Time Bomb, Booby Trap, Killer Drone, Basilisk..)
Well, we each have our own style.

Try the Awakened Dracoform, which is good for a quick and heavy bash; be
prepared with a GAQ or Rough Night when the Dragon needs a fighting
chance, though :) The Elementals are also pretty fierce, and all three
of these can be added to any Objective (no risk of having The Big Chase!
fall off an Objective that prohibits Outdoor Challenges, f'rinstance).

Most of the pumpables rock, too, given enough yen; the MAge Strike Force
is my facorite in this area, sinec Whoops!ing a Mage's Sorcery skill
eliminates the sleaze requirement *and* prevents a spell like Sleep from
letting the team bypass the Challenge!

And then, of course, there's the Queen Ant from Cleanse the Hive--!



-Mb
Message no. 4
From: Norman McLeod <mcleodn@***********.NET>
Subject: Challenges
Date: Mon, 16 Feb 1998 23:54:51 -0500
I was just looking for some suggestions n good challenges, as I am having
trouble keeping other players' dirty little paws off of objectives that I
want. I was also wondering if there is antone else out there who plays in
Brampton Ontario, or thr Toronto area, and if so, where they find other
players. (My playing environment is currently four, and for obvious reasons,
that is getting a little tedious, especially since we each have only enough
cards for one deck at a time).
Message no. 5
From: Loki <daddyjim@**********.COM>
Subject: Re: Challenges
Date: Tue, 17 Feb 1998 05:54:31 -0800
---Norman McLeod <mcleodn@***********.NET> wrote:
>
> I was just looking for some suggestions n good challenges, as I am
having
> trouble keeping other players' dirty little paws off of objectives
that I
> want.

My fave is still Mage Strike Force. If your opponent boffs the sleaze
and you have the cash, these guys can become downright formidable. 6
nu yen suddenly makes them a 12/12 A4. If you play a money mill deck
like I do, you can easily have 10+ nu yen sitting by waiting for the
MSF to show itself. 10 nuyen = 16/16 A6. ;o)

I also like Maglocks, providing their being played the way FASA
intends. That means an incorrect guess halts the run right there. I've
seen a well placed Maglock keep an opponent at bay for 6 or more
turns. They really work great against Big Bully decks as you'll rarely
find bruisers packing a tech skill (getting more than one guess).

A well placed GAQS only makes either of these two more effective.

Of course there's always the Dracoform, but he's rare and I was trying
to stick with more accessible challenges.

-== Loki ==-
+---------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+---------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 1/4/98
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Message no. 6
From: Pedro Gomes <prgomes@*******.COM>
Subject: Re: Challenges
Date: Tue, 17 Feb 1998 08:06:33 PST
Hi, sorry to bother you, but I was wondering, since you talk so much of
decks by name, if there is any place out there on the web where i can
find sample dacks and/or instructions on building decks.
Hope you can help

Pedro Gomes

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Message no. 7
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Challenges
Date: Tue, 17 Feb 1998 16:39:59 -0800
Pedro Gomes wrote:
>
> Hi, sorry to bother you, but I was wondering, since you talk so much of
> decks by name, if there is any place out there on the web where i can
> find sample dacks and/or instructions on building decks.
> Hope you can help

Follow links from my .sig. Loki should have his (Un)common Occurences
deck on his site, and I think Phil Jaros has four or five as well.


-Matt

------------------------------------
With nomads I am numbered. -- E. MacColl
Message no. 8
From: Nemein <nemein@**********.COM>
Subject: Re: Challenges
Date: Tue, 17 Feb 1998 13:58:06 -0800
---Matb <mbreton@**.NETCOM.COM> wrote:
>
> Pedro Gomes wrote:
> >
> > Hi, sorry to bother you, but I was wondering, since you talk so
much of
> > decks by name, if there is any place out there on the web where i
can
> > find sample dacks and/or instructions on building decks.
> > Hope you can help
>
> Follow links from my .sig. Loki should have his (Un)common Occurences
> deck on his site, and I think Phil Jaros has four or five as well.
>
>
> -Matt
>
> ------------------------------------
> With nomads I am numbered. -- E. MacColl
>

Check out my page as well (addr below). I haven't updated it in
awhile, but the decks are still there (about 8 in all). Hopefully
sometime soon I'll get around to redoing the pages...

Later!
==
Forrest My opinions... Your delete key...
aka Nemein Best when both are used freely :-)

Shadowrun: www.geocities.com/Area51/Zone/3056/srccg.html
-- Decks - Card ideas - "Rising Sun" expansion --
Doomtrooper: www.geocities.com/Area51/Zone/3056/dtccg.html
Dark Eden: www.geocities.com/Area51/Zone/3056/deccg.html
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Message no. 9
From: Phil Jaros <chakan@****.PYROTECHNICS.COM>
Subject: Re: Challenges
Date: Wed, 18 Feb 1998 01:54:03 -0600
>>Hi, sorry to bother you, but I was wondering, since you talk so much of
>>decks by name, if there is any place out there on the web where i can
>>find sample dacks and/or instructions on building decks.
>>Hope you can help
>
>Follow links from my .sig. Loki should have his (Un)common Occurences
>deck on his site, and I think Phil Jaros has four or five as well.

Actually, I don't have any decks on my website. I finally managed to move
my site to my new ISP. My web site on my school can't be change, since
they finally realized that I am no longer a student. ;)

I'll try and put some of my better decks on my website, when I have time
to update it. I've been really busy working on a couple of other
things.


--
Phil Jaros 888888888
chakan@************.com O=O=O=O=O
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 10
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Challenges
Date: Wed, 18 Feb 1998 06:14:21 -0800
Norman McLeod wrote:
>
> I was just looking for some suggestions n good challenges, as I am having
> trouble keeping other players' dirty little paws off of objectives that I
> want. I was also wondering if there is antone else out there who plays in
> Brampton Ontario, or thr Toronto area, and if so, where they find other
> players. (My playing environment is currently four, and for obvious reasons,
> that is getting a little tedious, especially since we each have only enough
> cards for one deck at a time).

I'm a bit partial to Basilisks (especially powerful with a Tactics:
Scatter!). Halloweener Hell has probably the toughest Sleaze
requirement of all, and shows up in quite a few decks -- plus, once the
alarm is triggered, you can do some mean damage with them. (Just keep
in mind it's a 6/4 until the reprint is released). Toxic Spirit is good
in the same way, although it's sleaze requirement is die-related, not
based on skills.. that just means I get to use Loaded Dice so even with
shamans it can't be passed. :)

A lot of your choice is going to depend on the deck you're using. If
you're using a Cermak Blast/Cleanse the Hive deck, they're *all* equally
bad.


-Matt

------------------------------------
With nomads I am numbered. -- E. MacColl

SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 11
From: "Jens P. DrÀger" <a1616@****.UNI-BAYREUTH.DE>
Subject: Re: Challenges
Date: Wed, 18 Feb 1998 15:36:02 +0100
> Norman McLeod wrote:
> >
> > I was just looking for some suggestions n good challenges, as I am
> having
> > trouble keeping other players' dirty little paws off of objectives
> that I
> > want. I was also wondering if there is antone else out there who
> plays in
> > Brampton Ontario, or thr Toronto area, and if so, where they find
> other
> > players. (My playing environment is currently four, and for obvious
> reasons,
> > that is getting a little tedious, especially since we each have only
> enough
> > cards for one deck at a time).

Hmm, ever tried to combine the objective Amazonian Hunt Awakened
Challenges like Manticore, Hellhound, Incubus, Chomps 2000 Guard Dog or
a few Corpselight? That does either a lot of damage, trash a randomly
chosen runner or send the shadowrunners home without achieving anything
on the objective!
If trying to guard 'foreign' objectives with challenges I still prefer
things like Maglocks or - if someone owns the Passkey - the Security
Consultant or hard-to-sleaze pumpable cards like Elite Security Mage or
Mage Strike Force... Use one or two Wanteds on the runners who could
offer sleaze requirements and that's it!

Jens P.
Message no. 12
From: "Abadia, Teos" <Teos.Abadia@****.COM>
Subject: Re: Challenges
Date: Wed, 18 Feb 1998 18:52:22 -0500
> ----------
> From: Norman McLeod[SMTP:mcleodn@***********.NET]
>
> I was just looking for some suggestions n good challenges, as I am
> having
> trouble keeping other players' dirty little paws off of objectives
> that I
> want.
>
Hi, all. I've been busy of late, so I thought I should write for a
change.

I suggest you try matching challenges to objectives and both to your
deck strategy. For example, use 4 Robo-Plant Revolt objectives and use
challenge cards that are mostly electrical in nature. Even weak
electrical challenges (like Voiceprint ID scanner) can become formidable
when they appear twice in a row. Other matches are to use objectives
like Fort Knox and Cottonmouth with challenges that they boost. If you
have a deck that creates a good amount of Nuyen, this can help even
more. Other objectives can slow a game, which for some decks is an
advantage. For example, Crossfire, due to its pumpability, can make
multiplayer games slow down, as it is almost certain that one of the
players (or several) will pump the challenges. If you have a mage deck
or sleaze deck that can bypass the challenges, this may be a good
strategy.

So, don't concentrate just on the challenges or just on objectives. It's
a total picture. As for challenge choices, some will really hurt some
decks, while causing no damage to other decks. I love using Mafia Goons
on a nuyen-rich player, or on a player with no cash (which can happen if
you play a ruin the nuyen deck, and your sticky fingers card forces your
opponent to enter the shadowrun phase with no nuyen). For players with a
few nuyen, this card is much less effective for you than a challenge
with a threat rating.

Overall, identify the strengths and weaknesses of your deck, and the
different strategies you think the other players might have. Then pick
challenges (along with the rest of your deck) to limit those strengths,
capitalize on weaknesses, and assure the game speed you need. Just like
in basketball, your defense will affect game tempo, and if you can get
the other 'team" to "play your game", then your chance of winning is
greater. You might choose a third of your cards to be with threat
ratings to deal damage to the other player's team. you might choose
another third to be "special cases" that do things like steal cards,
throw alarms, and other things to affect the shadowrun. The rest might
be challenges that target one runner. This strategy would work well
against some opponents.

Teos.
Message no. 13
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Challenges
Date: Fri, 27 Feb 1998 23:26:39 -0500
Hi all,

What's everybody's version of a set of unstopable challenges?

I was thinking about it the other day and I can't think of any combination
or challenges that would make an objective completely off limits for an
entire game. hmmm...

any ideas?

-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------
Message no. 14
From: Jon Palmer <jmp225@***.EDU>
Subject: Re: Challenges
Date: Fri, 27 Feb 1998 23:39:08 -0500
>Hi all,
>
>What's everybody's version of a set of unstopable challenges?
>
>I was thinking about it the other day and I can't think of any combination
>or challenges that would make an objective completely off limits for an
>entire game. hmmm...

Just keep throwing Chomps on a Motion Detector'd or Red Alerted Challenge :-)

Seriously, a good idea for a combination of challenges is Motion Detectors
on top, Highway Showdown in the middle (I've NEVER seen it sleazed) and
Mage Strike Force to nail you on the end.

The other fun way to go is something reasonably big on the top like Knight
Errant Guards (so they have to send a bunch of runners), followed up by a
Minefield and then The Big Chase to finish off anybody who's left.

Of course, you can actually layer these on a Dunkelzahn's Black Book for
more fun...

Maglocks (lots of runners), Hunting Gargoyle (another fun one, especially
with the A3), Minefield (kaboom!), Mage Strike Force. All or Nothing it,
Blindside it, play Reinforcements at the end... you get the picture.

Jon Palmer
Message no. 15
From: Wyrmy <elfman@*****.NET>
Subject: Re: Challenges
Date: Sun, 1 Mar 1998 00:00:10 -0600
my combo is :4 toxic spirits,4 free spirits,any awakened animals you can
find,corpselight,and ecowar as the objective.no-one I have played has
been able to beat it yet.(I play shaman lovers and sammi lovers.So the
free spirit and toxic spirit are really useful.of course you would want
to have the free spirit revealed first.)

--
What are you Bulking up to? Fatass? Superfatass? -Southpark kids
Message no. 16
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 00:11:55 -0500
On Sun, 1 Mar 1998, Wyrmy wrote:

> my combo is :4 toxic spirits,4 free spirits,any awakened animals you can
> find,corpselight,and ecowar as the objective.no-one I have played has
> been able to beat it yet.(I play shaman lovers and sammi lovers.So the
> free spirit and toxic spirit are really useful.of course you would want
> to have the free spirit revealed first.)

If you play all those challenges on one objective, it's no wonder no one
can beat it, I don't care what type of deck you're playing. :P

I know what you mean though. I'm just pulling your cockatrice.


-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------
Message no. 17
From: Wyrmy <elfman@*****.NET>
Subject: Re: Challenges
Date: Sun, 1 Mar 1998 00:09:41 -0600
<Snip hilarious stuff>
ROTFLMAOST

--
What are you Bulking up to? Fatass? Superfatass? -Southpark kids
Message no. 18
From: Phil Jaros <chakan@****.PYROTECHNICS.COM>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 00:13:26 -0600
>What's everybody's version of a set of unstopable challenges?
>
>I was thinking about it the other day and I can't think of any combination
>or challenges that would make an objective completely off limits for an
>entire game. hmmm...

As you have said, there is not really anything that truelly is unstopable.
However an Anti-Astral Barrier followed by a Hellish Traffic is quite
hard to get by. Other combos are extremely deadly, but need Objective
and Specials to use them to their full extent.

Personally, I love Piling on Highway Showdowns and the Big Chases. It tends
to cut runners down to size. My favotite set up is to use Highway Showdown,
Booby Trap and then Chomps or Hellish Traffic. Persoanlly I think the mass
damage challenges, challenges that target individual runners for damage
and challenges that the owner decides how to distribute damage are the
best. That way you minimize the usefulness of Armor.

--
Phil Jaros 888888888
chakan@************.com O=O=O=O=O
___________aaaaaaaaaaaaa___________
___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 19
From: Loki <daddyjim@**********.COM>
Subject: Re: Challenges
Date: Fri, 27 Feb 1998 21:50:04 -0800
---Bradley Aaron Rebh <brebh@*****.BGSU.EDU> wrote:
>
> Hi all,
>
> What's everybody's version of a set of unstopable challenges?
>
> I was thinking about it the other day and I can't think of any
combination
> or challenges that would make an objective completely off limits for
an
> entire game. hmmm...
>
> any ideas?

I've seen a Maglock hold off an opponent for five or six turns.
Especially my friend who's partial to those Big Bully decks (not much
Technical rattling aroundin there).

After the Maglock I like to lay something like a Booby Trap or
Minefield as your opponent is always saucy enough to move right on
after he's beaten the Maglock. The third Challenge is usually a
pumpable like Lone Star or Mage Strike Force so I can adjust the
damage to the level needed for a finishing blow.

Maglock --> Booby Trap/Minefield --> Mage Strike Force/Lone Star Patrol

I also play with Guardian Dracoform and he works great lurking right
behind the Maglock. He's nice as the third and final as well, but
since the Dragon automatically triggers the alarm, it means with him
in 2nd under most circumstances they _must_ face the third one if they
survive and press on.

If the cards come out right, Chomps-2000 makes a great third Challenge
as he usually isn't sleazed (especially on Ragnarock... 3 Social in a
running team is rare except for a deck like Poisoned Elves). This
means the Shadowrun ends, since he can't be killed the first time.
This buys me a turn and gives me a chance to toss one or two more
Challenges out. ;o)

-== Loki ==-
+---------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+---------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 2/26/98

_________________________________________________________
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Message no. 20
From: "Ken Dirk (DrugDoc)" <dirkkenn@***.EDU>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 10:02:11 -0800
Loki wrote:
>
> ---Bradley Aaron Rebh <brebh@*****.BGSU.EDU> wrote:
> >
> > Hi all,
> >
> > What's everybody's version of a set of unstopable challenges?
> >
> > I was thinking about it the other day and I can't think of any
> combination
> > or challenges that would make an objective completely off limits for
> an
> > entire game. hmmm...
> >
> > any ideas?
>
> I've seen a Maglock hold off an opponent for five or six turns.
> Especially my friend who's partial to those Big Bully decks (not much
> Technical rattling aroundin there).
>
> After the Maglock I like to lay something like a Booby Trap or
> Minefield as your opponent is always saucy enough to move right on
> after he's beaten the Maglock. The third Challenge is usually a
> pumpable like Lone Star or Mage Strike Force so I can adjust the
> damage to the level needed for a finishing blow.
>
> Maglock --> Booby Trap/Minefield --> Mage Strike Force/Lone Star Patrol
>
> I also play with Guardian Dracoform and he works great lurking right
> behind the Maglock. He's nice as the third and final as well, but
> since the Dragon automatically triggers the alarm, it means with him
> in 2nd under most circumstances they _must_ face the third one if they
> survive and press on.
>
> If the cards come out right, Chomps-2000 makes a great third Challenge
> as he usually isn't sleazed (especially on Ragnarock... 3 Social in a
> running team is rare except for a deck like Poisoned Elves). This
> means the Shadowrun ends, since he can't be killed the first time.
> This buys me a turn and gives me a chance to toss one or two more
> Challenges out. ;o)
>

Of course, keep in mind that chomps is an awakened challenge. Thus he is
succeptible to sleep, invisibility, and stun gloves. Still, a damn good
challenge.

Just my 2 cents

Ken Dirk (DrugDoc)
Message no. 21
From: Norman McLeod <mcleodn@***********.NET>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 14:26:17 -0500
Challenges tend to be the biggest problem in our group. Two out of the four
people in our trading/playing circle play sleaze decks, and late in the
game, when everyone has a decent team, we're afraid to put down challenges.
I've had as many as five top-notch challenges in my hand, afraid to play
them because I knew that they could be sleazed. We often end up just waiting
each other out because we're afraid of being intercepted. Little help?
Message no. 22
From: Loki <daddyjim@**********.COM>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 12:20:39 -0800
===
-== Loki ==-
+---------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+---------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 2/26/98




---"Ken Dirk (DrugDoc)" <dirkkenn@***.EDU> wrote:
>
> > If the cards come out right, Chomps-2000 makes a great third
Challenge
> > as he usually isn't sleazed (especially on Ragnarock... 3 Social
in a
> > running team is rare except for a deck like Poisoned Elves). This
> > means the Shadowrun ends, since he can't be killed the first time.
> > This buys me a turn and gives me a chance to toss one or two more
> > Challenges out. ;o)
> >
>
> Of course, keep in mind that chomps is an awakened challenge. Thus
he is
> succeptible to sleep, invisibility, and stun gloves. Still, a damn
good
> challenge.

Granted, but really any Challenge you try to put in 3rd place is going
to have a shortcut around it.

Personnel: Sleep, Invisibilty and Foxy Roxy
Awakened: Sleep, Invisibility and Stun Gloves
Maglocks: Passkey and Steamroller

And so on...and so on...and so on...

There's just no 100% lockout any way you look at it.

-== Loki ==-
+---------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+---------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 2/26/98


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Message no. 23
From: Loki <daddyjim@**********.COM>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 12:27:11 -0800
---Norman McLeod <mcleodn@***********.NET> wrote:
>
> Challenges tend to be the biggest problem in our group. Two out of
the four
> people in our trading/playing circle play sleaze decks, and late in
the
> game, when everyone has a decent team, we're afraid to put down
challenges.
> I've had as many as five top-notch challenges in my hand, afraid to
play
> them because I knew that they could be sleazed. We often end up just
waiting
> each other out because we're afraid of being intercepted. Little help?

GAQS and Whoops work wonders against the slow burn guys that wait
until they build up super sleaze teams. ;o)

Don't underestimate the usefulness of Reinforcements, Blindsided and
CHange of Plans against thes kinds of players. Security Consultant can
be ranked with these as well.

Red Alert can become your best friend, plus there's always good ol'
Renraku. :o)

You have Challenges that automatically trigger the alarm:
Flock of Geese
Guardian Dracoform
Free Spirit

There are also Challenges that aren't based on a skill sleaze:
Guardian Dracoform
Nets
Gut Check
Sim Sensation
Minefield
Retinal Scanner
Toxic Spirit

Hope some of this helps.

-== Loki ==-
+---------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+---------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 2/26/98
_________________________________________________________
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Message no. 24
From: Jon Palmer <jmp225@***.EDU>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 15:46:51 -0500
>Challenges tend to be the biggest problem in our group. Two out of the four
>people in our trading/playing circle play sleaze decks, and late in the
>game, when everyone has a decent team, we're afraid to put down challenges.
>I've had as many as five top-notch challenges in my hand, afraid to play
>them because I knew that they could be sleazed. We often end up just waitin=
g
>each other out because we're afraid of being intercepted. Little help?

Sure, try the non-sleazable Challenges. A Flock of Geese as you challenge,
especially on your objective (so you choose the order) can be nice.
Guardian Dracoform is Unique, but the same thing applies. You can play
with Red Alert, it's only 1¥ a turn. Whoops! is a great card for screwing
over sleaze decks. And cards with weird/difficult sleaze requirements
(like Highway Showdown). Things with Technical in its requirement,
especially Tech-2 (like Fusion Gate) are usually trouble. Finally, try
playing Amazonian Hunt and awakened challenges.

Jon Palmer
Message no. 25
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 15:54:46 -0500
On Sat, 28 Feb 1998, Jon Palmer wrote:

> Whoops! is a great card for screwing
> over sleaze decks.

Can a Green Apple Quicksteps do the same thing? As soon as the challenge
is revealed, GAQ the runner that will help with the sleaze requirement,
right? A GAQ seems a little more versatile when it comes to the
shadowrun itself. Not only can you send the sleazers packing in a sleeze
deck, but you can send a bully home to leave the rest to fight (which
sometimes is enough to take down one or two). So why play with a
Whoops!?

I guess you could prolong someone using indirect fire, matrix stuff or
magic. I don't know. What do you guys think?

-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------
Message no. 26
From: Jon Palmer <jmp225@***.EDU>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 16:01:29 -0500
>On Sat, 28 Feb 1998, Jon Palmer wrote:
>
>> Whoops! is a great card for screwing
>> over sleaze decks.
>
>Can a Green Apple Quicksteps do the same thing? As soon as the challenge
>is revealed, GAQ the runner that will help with the sleaze requirement,
>right? A GAQ seems a little more versatile when it comes to the
>shadowrun itself. Not only can you send the sleazers packing in a sleeze
>deck, but you can send a bully home to leave the rest to fight (which
>sometimes is enough to take down one or two). So why play with a
>Whoops!?

InQuest did a feature on Whoops!... if you GAQ a guy, he goes home. If you
Whoops! him, he stays and faces the consequences (and if you All or Nothing
them, then Whoops! them on the first challenge, then play Reinforcements...
hehheh).

Jon Palmer
Message no. 27
From: Quicksilver <qwksilvr@*****.COM>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 17:00:51 -0600
At 02:26 PM 2/28/98 -0500, you wrote:
>Challenges tend to be the biggest problem in our group. Two out of the four
>people in our trading/playing circle play sleaze decks, and late in the
>game, when everyone has a decent team, we're afraid to put down challenges.
>I've had as many as five top-notch challenges in my hand, afraid to play
>them because I knew that they could be sleazed. We often end up just waiting
>each other out because we're afraid of being intercepted. Little help?

Bulldog vans. Make a run, bounce off thier intercept and run again.
Hg

....an analog person, stuck, in a digital world
Message no. 28
From: Gumbyflex1 <Gumbyflex1@***.COM>
Subject: Re: Challenges
Date: Sat, 28 Feb 1998 19:41:57 EST
In a message dated 98-02-28 14:25:08 EST, you write:

<< Challenges tend to be the biggest problem in our group. Two out of the four
people in our trading/playing circle play sleaze decks, and late in the
game, when everyone has a decent team, we're afraid to put down challenges.
I've had as many as five top-notch challenges in my hand, afraid to play
them because I knew that they could be sleazed. We often end up just waiting
each other out because we're afraid of being intercepted. Little help?
>>
just play a cople of wanteds to eliminate those runners which can slease your
challenges. also a well placed whoops can kill a whole team. just my opinion

-J
Message no. 29
From: "Ken Dirk (DrugDoc)" <dirkkenn@***.EDU>
Subject: Re: Challenges
Date: Sun, 1 Mar 1998 12:57:58 -0800
Jon Palmer wrote:
>
> >On Sat, 28 Feb 1998, Jon Palmer wrote:
> >
> >> Whoops! is a great card for screwing
> >> over sleaze decks.
> >
> >Can a Green Apple Quicksteps do the same thing? As soon as the challenge
> >is revealed, GAQ the runner that will help with the sleaze requirement,
> >right? A GAQ seems a little more versatile when it comes to the
> >shadowrun itself. Not only can you send the sleazers packing in a sleeze
> >deck, but you can send a bully home to leave the rest to fight (which
> >sometimes is enough to take down one or two). So why play with a
> >Whoops!?
>
> InQuest did a feature on Whoops!... if you GAQ a guy, he goes home. If you
> Whoops! him, he stays and faces the consequences (and if you All or Nothing
> them, then Whoops! them on the first challenge, then play Reinforcements...
> hehheh).
>
> Jon Palmer

hey Jon, which inquest was that (for those that don't normally pick up
the magazine)?

Ken Dirk (DrugDoc)
Message no. 30
From: Jon Palmer <jmp225@***.EDU>
Subject: Re: Challenges
Date: Sun, 1 Mar 1998 15:12:44 -0500
>> InQuest did a feature on Whoops!... if you GAQ a guy, he goes home. If you
>> Whoops! him, he stays and faces the consequences (and if you All or Nothing
>> them, then Whoops! them on the first challenge, then play Reinforcements...
>> hehheh).
>>
>> Jon Palmer
>
>hey Jon, which inquest was that (for those that don't normally pick up
>the magazine)?

InQuest #33 has the article on Whoops! and a sample deck called "Riot
Control" (Centipede Woman on the cover). InQuest #31 has the SR Spoiler
(it's got a knight & spiders on the cover).

Jon Palmer
Message no. 31
From: Mike and Jill Johnson <mnj@************.NET>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 10:13:26 -0700
At 02:26 PM 2/28/98 -0500, you wrote:
>Challenges tend to be the biggest problem in our group. Two out of the four
>people in our trading/playing circle play sleaze decks, and late in the
>game, when everyone has a decent team, we're afraid to put down challenges.
>I've had as many as five top-notch challenges in my hand, afraid to play
>them because I knew that they could be sleazed. We often end up just waiting
>each other out because we're afraid of being intercepted. Little help?
>
>
Try red alert or guardian dracoform. Both of these make the rest of the
challenges pretty much un-sleazable.

MnJ
Message no. 32
From: Mike and Jill Johnson <mnj@************.NET>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 10:17:07 -0700
At 05:00 PM 2/28/98 -0600, you wrote:
> Bulldog vans. Make a run, bounce off thier intercept and run again.
> Hg
>
Actually I don't think that would work. Bulldog vans are only usefull
after a "successfull Shadowrun". Winning an intercept wouldn't be
considered a shadowrun. At least thats what I've been informed of with our
group.

MnJ
Message no. 33
From: Tony Rabiola <rabiola@**.NETCOM.COM>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 12:24:53 -0600
On 03/02/98 10:17:07 you wrote:
>
>At 05:00 PM 2/28/98 -0600, you wrote:
>> Bulldog vans. Make a run, bounce off thier intercept and run again.
>> Hg
>>
>Actually I don't think that would work. Bulldog vans are only usefull
>after a "successfull Shadowrun". Winning an intercept wouldn't be
>considered a shadowrun. At least thats what I've been informed of with our
>group.
>

After looking at the card, it does seem to indicate that.

Bulldog Van "Trash to allow a Runner team that just finished a shadowrun to go on
another run
immediately."

The RBT says that Intercepting automatically ends a shadowrun, so the team in question
could not
have finished a shadowrun.

Of interest to me as I play versus Hg's decks...(grin)



rabiola@**.netcom.com

Argent - Elven Fixer Extrodinaire Juhafa Vadic, Nethermancer
It was hot, the night we burned Chrome... Many speak ill of the path I walk...
Message no. 34
From: Doug <d.clarke@*****.COM>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 10:51:16 -0800
Wyrmy Wrote:
>my combo is :4 toxic spirits,4 free spirits,any awakened animals you can
>find,corpselight,and ecowar as the objective.no-one I have played has
>been able to beat it yet.(I play shaman lovers and sammi lovers.So the
>free spirit and toxic spirit are really useful.of course you would want
>to have the free spirit revealed first.)

So what ever happended to the 3 Challenge limit?

Doug
Message no. 35
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 15:06:56 -0500
On Mon, 2 Mar 1998, Tony Rabiola wrote:

> After looking at the card, it does seem to indicate that.
>
> Bulldog Van "Trash to allow a Runner team that just finished a shadowrun to go
on another run
> immediately."
>
> The RBT says that Intercepting automatically ends a shadowrun, so the team
> in question could not have finished a shadowrun.
>
> Of interest to me as I play versus Hg's decks...(grin)

Just to be the devil's advocate, Just because something is finished,
doesn't mean that it has to be successfully finished. Look at combat,
Glitz and Torgo get into a bar fight, damage is resolved, and Torgo turns
Glitz into a thick red paste. Glitz finished combat even though he didn't
successfully thwap Torgo in the nose.

Maybe that isn't the best analogy and personally, I think that the Bulldog
should at least be errated to say, "successfully finished". I just think
currently, the card says otherwise.

my 2Y

-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------
Message no. 36
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: Challenges
Date: Tue, 3 Mar 1998 01:18:51 +0100
Bradley Aaron Rebh wrote:
> Just to be the devil's advocate, Just because something is finished,
> doesn't mean that it has to be successfully finished. Look at combat,
> Glitz and Torgo get into a bar fight, damage is resolved, and Torgo turns
> Glitz into a thick red paste. Glitz finished combat even though he didn't
> successfully thwap Torgo in the nose.
>
> Maybe that isn't the best analogy and personally, I think that the Bulldog
> should at least be errated to say, "successfully finished". I just think
> currently, the card says otherwise.
>
> my 2Y
>
I share Bradley´s opinion. Here´s a situation of which I´m not sure how
to resolve it: 3 Runners go on a run, one is sent back. Can they use
their Bulldog to go on another run together, or is the team dissolved
for the round, so the Van wouldn´t apply?

Felix
Message no. 37
From: Quicksilver <qwksilvr@*****.COM>
Subject: Re: Challenges
Date: Mon, 2 Mar 1998 21:29:18 -0600
At 03:06 PM 3/2/98 -0500, you wrote:
>On Mon, 2 Mar 1998, Tony Rabiola wrote:
>> Of interest to me as I play versus Hg's decks...(grin)
>
>Just to be the devil's advocate, Just because something is finished,
>doesn't mean that it has to be successfully finished. Look at combat,
>Glitz and Torgo get into a bar fight, damage is resolved, and Torgo turns
>Glitz into a thick red paste. Glitz finished combat even though he didn't
>successfully thwap Torgo in the nose.
>
>Maybe that isn't the best analogy and personally, I think that the Bulldog
>should at least be errated to say, "successfully finished". I just think
>currently, the card says otherwise.

Did someone just call me the devil? <eg>

Hg

....an analog person, stuck, in a digital world
Message no. 38
From: Dan Weber <DFYDUK@*******.NET>
Subject: Re: Challenges
Date: Wed, 4 Mar 1998 00:34:00 PST
> I share Bradley´s opinion. Here´s a situation of which I´m not =
sure how
> to resolve it: 3 Runners go on a run, one is sent back. Can they use
> their Bulldog to go on another run together, or is the team dissolved
> for the round, so the Van wouldn´t apply?

We've always played it so that the remaining two runners can head out in =
the Bulldog while the other runner(s) are busy yakking (GAQS) or whatever=
"We're leaving without you" is the best way to describe it. As far as =
Bradley's comment about changing the wording, I'd have to agree with him.=
Using the above example, Glitz may agree that the fight is over (for =
now) but definitely not finished. . .

Dan
Message no. 39
From: Sorrow <sorrow@*******.ORG>
Subject: Challenges
Date: Fri, 5 Jun 1998 13:16:03 -0500
I just read something that made me think I'm doing things
all wrong.
Do cards like "Sabotaged Controls", "Mine Field" and
"Hit and Run" send the runner team back home (after taking
the damage) if they aren't sleazed? Or does the team just take
damage and continue on the run if they so desire?

Sorrow
---
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
Message no. 40
From: David Reis <david.reis@*****.COM>
Subject: Re: Challenges
Date: Fri, 5 Jun 1998 11:23:34 -0700
At 01:16 PM 6/5/98 -0500, Sorrow <sorrow@*******.ORG> wrote:
>I just read something that made me think I'm doing things
>all wrong.
>Do cards like "Sabotaged Controls", "Mine Field" and
>"Hit and Run" send the runner team back home (after taking
>the damage) if they aren't sleazed? Or does the team just take
>damage and continue on the run if they so desire?

AFAIK, the team can continue on. That's how we play it at least.

David
Message no. 41
From: JD <germany@*****************.COM>
Subject: Re: Challenges
Date: Fri, 5 Jun 1998 12:34:37 -0600
>I just read something that made me think I'm doing things
>all wrong.
>Do cards like "Sabotaged Controls", "Mine Field" and
>"Hit and Run" send the runner team back home (after taking
>the damage) if they aren't sleazed? Or does the team just take
>damage and continue on the run if they so desire?
>


The runners take damage and can go on if they would like. It is a great
combination with challenges that you get to decide how the damage is
divided (Electrified Fence, Ambushed en Route).

Jon Doud
germany@*****************.com

Further Reading

If you enjoyed reading about Challenges, you may also be interested in:

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