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Mailing List Logs for ShadowRN

From: Loki <daddyjim@**********.COM>
Subject: Re: Deckers and Multi-Player Games
Date: Wed, 17 Sep 1997 20:21:58 -0700
---Scott Roberts wrote:
>
> Hi, folks. :)
>
> A question, and then a comment.
>
> First, question-wise.
>
> Can Recon be used to look at a card in a stack of challenges other
than
> the top card?

Any challenge card in any stack. 'Course it has to be put back in the
position you took it from. ;o)

> If a decker using Recon encounters a bluff, does he/she get to recon
> again?

Nope, but now you know that one's a bluff.

> What's the most effective way to stop, say, Static, without waiting
for
> those stingers/specials to come up? Decker on the defense?

Security Decker or Custom System.

Also Security Cameras can make his Recon useless, just keep a GAQS or
Whoops handy to assure your opponent cannot sleaze it, and another
challenge in your hand to toss at him. (I prefer Booby Trap or Incubus
since the alarm's now triggered.)

Other ways to deal with or take out Static: Bar Fight (if played at
the right time), Riots, Drive-By, Tempest, Wanted, Knock Knock, Brain
Freeze, Archie McDeven, and Yoshimo Chang.

> In various places, FASA mentions that deckers count towards the
total of 6
> runners in a shadowrun. Does this mean that a decker doing recon in
the
> legwork phase counts towards the six you can use in the Shadowrun
phase?

No. The Shadowrun Phase is distinct and sperarate from the Legwork
Phase. However, if your decker did Recon, he is now turned and will be
unable to support your running team.

> If a decker does a recon, does he initiate a shadowrun?

No.

<snip>

> In our multi-player games, we have found that it is much more fun to
play
> the game with modified Interception rules--each objective can have a
> shadowrun intercepted on it once per PLAYER rather than once per
GAME.
> This makes play much more interesting for three and especially four
player
> games in our experience.

That is how we had been playing it, through misinterpreting the rules.
After clarifying things with Jim and Skuzzy, we've now palyed a couple
of games as the rules are written for interception. Comparing the two
I find I prefer the one interception per objective per game. It adds
to more strategy and less careless throwing around of Runners and
cards.

For example:
Bull, Dvixen and I are playing a 3-way game. Through nickle and
diming, Ragnarock is out there w/o any challenges. It's now Bull's
turn he can't get a challenge out to save his life. He could make a
run on Ragnarock (I'm the owner and would have first choice of
interecept). Due to the one intercept per player per objective per
game he's less likely to, because should I or Dvixen intercept him he
could then waltz right in and snap it up. (This is even more
pronounced in a two player game).

If we were playing one interecept per objective per player, Bull would
most likely go for it. He knows if he's intercepted he could still
intercept Dvixen and/or myself if the case need be.

===
@>--,--'--- Loki <gamemstr@********.com>

Fearless Leader of the Shadowrun Trading Card Game Mailing List
Web Page: Poisoned Elves at www.primenet.com/~gamemstr

"You're calling me Bitch like it's a bad thing."
--> CrapGame during the Drive in the Country tournament
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