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From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: Icy McDevan?
Date: Tue, 16 Sep 1997 03:45:43 -0400
>The first example with Archie requires the card be turned. If it's
>already turned it's too late to use Archie's special. That's why in
>the FASA response in our Q&etakA it is recommended that you use Archie to
>turn the target Runner after your opponent has unturned them during
>the refresh phase, or during their Legwork phase before the runner is
>turned for any other purpose.

Is it just me, or is Archie McD SRTCG's answer to Magic's Icy Manipulator?
Lots of people never understood how that worked either! ;-)

It's simple really.
Archie can stop a runner from going on a run by turning them before they go
on a run.
Once they have turned to go on a run, turning them again will not prevent
anything.
All Archie does is TURN runners.
If that's done early enough, it may prevent a run, if not it does NOTHING.
Simple.

>> Player 1 (reveals Booby Trap): I sleaze with Ajax and go on
>> Player 2 (plays QAGS): No you don't Ajax is sent back to the
>> safehouse, trash another runner... (insert evil laugh :-) )

I think people are reading way too much inot GAQS.
Yeah, it's good.
However the timing is not that tough.
According to the rule book, you get to read the challenge requirements to
your opponent.
If your'e too stupid to remember what challenge you played and GAQ the right
runner pre-emptively, just re-read the challenge to yourself, and THEN GAQ
before you read it to your opponent.
Where's the timing problem?

Also, according to the basic plain vanilla rulebook, there ARE definate
phases to the turn.
If you want to do something to prevent a certain runner from taking an
action, make sure you do it before he has a chance!
If you don't want BamBam going to the Iron Lung, use Archie to turn him
during the credstick phase.
Want to keep Static from visiting Fuchi? Turn him BEFORE the Legwork phase.

I think a lot of the so-called timing issues are due to impatient players
thinking that they can just bulldog through the phases.
Not so, because players can play some cards (stingers, character abilities)
at ANY time, they logically MUST be given the opportunity to do so.
You can't simply cruise past your legwork phase and go on a Shadworun if you
opponent wants to use Archie McD in the Legwork Phase.
It usually helps if the players verbally annouce what phase they're in.
If you're playing a prick who doesn't, make sure you ask him. "What phase
are you doing?"
Tell him that you want to do something in the Legwork Phase too.
Sure that lets him react to your turning of his runners, but what's that
going to do for him?
I haven't seen anything to un-turn a runner yet, so no big deal.
Same thing for the Challenges.
Don't be a jerk and try to "speed-sleaze" everything.
Try playing fairly and letting your opponent react to each card.
Bull posted a breakdown of the "Challenge turning segment" of the game that
is simple, logical and works within the rules as they are.

Too many reversed ruling did serious damage to MtG.
I'd hate to see FASA do the same.
IMO there are NO broken cards in SRTCG.
Just a few goofy players! ;-)

Steven A. Tinner
bluewizard@*****.com
http://www.ncweb.com/users/bluewizard
"Until you find something worth dying for, you're not really living"

Disclaimer

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