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Mailing List Logs for ShadowRN

Message no. 1
From: "Ken Dirk (DrugDoc)" <dirkkenn@***.EDU>
Subject: The Hideaway question
Date: Fri, 19 Dec 1997 00:37:03 -0800
Quick question,
How does "The Hideaway" work? Can any non special card be put into it
(including runners)? If a runner visits The Hideaway, do you still have
to pay the deployment cost?

My guess is that only gear cards may be played on The Hideaway, and that
if a runner visits it, the cost is free. But I could be wrong.

Thanks for any imput.

DrugDoc
Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The Hideaway question
Date: Thu, 18 Dec 1997 23:24:12 -0800
Ken Dirk (DrugDoc) wrote:

> Quick question,
> How does "The Hideaway" work? Can any non special card be put into it
> (including runners)? If a runner visits The Hideaway, do you still have
> to pay the deployment cost?

> My guess is that only gear cards may be played on The Hideaway, and that
> if a runner visits it, the cost is free. But I could be wrong.

The quickest way to get a grasp on how the Hideaway works is to look at
the other "cold storage" card, the Warehouse.

The Warehouse lets you store (most) Gear cards. The Hideaway lets you
store *any* type. (Specified in the card text). Specials, too. A
great way to let someone know he shouldn't play any cyber -- stick an
Infected Chrome right on top.

The Warehouse lets you insert one card a turn, with no limit. The
Hideaway lets you pull four cards straight from your hand -- but at most
four.

The Warehouse is "active" storage -- you can pay for cards on it and
they go directly into play. With the Hideaway, you turn a Runner with
Street to "pop" them back to your hand -- you don't have to play them
immediately or at all. Great when you want to threaten your opponent
with a different card now. :)

Neither specifies what happens to the cards underneath if the Location
gets trashed (ie, Cherry Bombed). I imagine they all go to the trash as
well.


-Mb

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