From: | james <chrisk@******.COM> |
---|---|
Subject: | srccg solo rules (healing) |
Date: | Wed, 3 Sep 1997 19:54:37 -0400 |
Last night I reviewed my solo instructions and found that I left out a
very important part (healing). I apologize for my oversight and I will try
to correct this mistake.
For SOLO play only
Healing: There are two ways you can heal your runners. The first way is if
you distribute the damage amongst the runners evenly, all runners and gear
cards will be healed at the end of each run (before the start of your next
run). The second way is if you select which runner and how much damage that
runner receives. In that scenario you must use a turn to heal the damaged
runners, just like in multiplayer. The difference being in multiplayer
games, time is very important because your opponent is trying to achieve
objectives before you. In solo play you have all the time in the world.
Except for one solo play rule (you must make a run every turn). For example
you have six runners and you give the damage to the strongest runners.
Before your next run you tap the damaged runners (to heal) and start your
next run with your remaining runners. If you have three runners tapped to
heal and send your other three runners on a run, the chances of survival
are very low. I recommend the first scenario.
I hope this helps, if there are any questions please LMK and I will do my
best to help.
chris