From: | Dennis Shea <LordBurger@***.COM> |
---|---|
Subject: | dA LorDZ 2nD QueSTiOn LIst aNd CheeSE DEcK IdEa |
Date: | Mon, 27 Oct 1997 03:58:51 -0500 |
1. Drive By. Special. 3$ Turn runner you control with piloting to inflict
3 damage on any runner in play.
Is this card dealing the damage to the target runner, or is the runner turned
dealing the damage??? question arose when someone played the card bad
reputation: target player who just attacked an opponent's runner looses 10
reputation. Does the playing of this card count as attacking or is it
similar to riots, where all runners in play take 2 damage. Or would this BE
considered attacking, would riots be considered attacking??? Help a brotha
out.
2. Runners special abilities, ie: Archie McDeven, Lord Torgo, and tempest,
or Runners with Recon, can their ability be played on opponents turns. Does
the ability count as a stinger for timing rules and such???
3. Can runners say during there opponents turn, visit locations? Or after a
shadowrun, can you visit locations and use runners special abilities?? All
those familiar with Magic, and all "at the end of your turn" spells or
effects, like icy's and such, does this work similar in Shadowrun CCG?? Can
i for instance: Archie your unturned runner at the end of your turn??
4. On the last page of the Shadowrun CCG rule book it says that when a run
is intercepted, the run ends after combat and for all purposes the runners
surviving the combat are considered to have pulled out. Cards like Green
Apple Quicksteps, or (GAQ) and Wild Goose Chase does count as the runners
pulling outm right? This theory if correct leads to a new deck strategy and
theme, that will make gameplay as well as the FUN of the game go downhill.
Here's what i mean.
You all have two of my friends (Doug and Bill) to thank for this one.
Construct your deck basically with some of the following cards:
4 wild goose chase (all go home)
4 GAQ (one go home)
4 cowards (just got GAQ, loose some)
4 bad reputation (just Wanted my rocker, loose some more)
3 Rush Job (I make you run, and loose your runners, and Rep. STRONG!)
2 bounty hunters (pulled out did you, or GAQ'd ya, little ones die!)
1 troll bouncer (if you play one, i gain some)
1 False Mentor (if ya have one)
2 johnson's (get the money makers quick)
2 Squatters (love hellish traffic every turn)
4 LOTI (NO!)
4 Glitz Rocker (mad money)
4 Thrash Rocker (mo money)
4 Krogmantis (big money man)
1 Cherry Bomb (sorry local, not here)
2 Lucky Wabbits Foot (what did that try to do?)
As for challanges (20), play ones that end runs, like chomps, hellish
traffic's, maglocks, and other ones that are big, and pumpable, mage strike
force works well. Remember, with squatter, you can get them back. This deck
generates mad amounts of neuyen, so you can pay for it no problem.
Basic Game play: Get out rockers and krogmantis asap, get neuyen. Any time
they attack your runners (Wanted especially) make them loose 10 rep. via bad
reputation. When they run, they must get to your objectives, make them sites
of power and the door if ya have it, so they need big runners, or play 2
amazonian hunts, and 4 sucker runs.
Use GAQ to make them loose the big runner from the run, and then the little
ones die from your challenges, or GAQ the runner who can slease your
challenge. If they should get to your or their objective, Wild goose chase
them, and then bounty hunter away. Take out the small runners. Use squatter
to get back a hellish traffic when ya need to keep em from getting to one of
the objectives, and with all the loose reputation cards, they will fall to
the negatives very fast. keep em there. This deck shuts down the opponents
game fast, and if they do get a whole lot of rep, they will loose it, and
then there's no rep to get, and the game ends in a stalemate. Im not all for
this deck, it needs work, but is really cheesey. with enough thought into
it, it can be a cheese monster. the squatter hellish traffic lock is bad,
and eventually the objectives have run out, and then there's no rep to get,
boo hoo. This shows the degenerate possibilities of this game.
With only 75 points a must for a win, and you must have a total of 75 points
on objectives in your deck, loosing rep makes for a long game, and
eventually, when all the rep is gone, the game is a draw. False mentor is
the key. Do it when you can back it up with a LOTI and make sure it gets
off. Take there rep. hopefully from a big run, and keep it. they will have
a difficult time getting 75 rep, and you will just make them sit there and
watch you win, Cheese in the house!!
This is not a message for people to construct this deck, but an example of
how Cheesey games can be. Magic is the KING OF THE CHEESE, i am a player,
and all those who remember my Winter ORB lock, or the BROWSE you to death
decks get the idea. Please help to get the game to stray away from the
cheese, and stay a fun game people will play.
Dennis Shea