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From: hansen <hansen@********.COM.SG>
Subject: Re: Couple of rules ?'s:
Date: Wed, 6 May 1998 02:41:33 +0800
>I've been reading the (online) rulebook and I have
>a few questions:
>
>* Question 1:
>Excerpt from rulebook:
>"For example, the cyborg Runner Tin Man has a base Threat
>Rating of 5/5. If the owning player pumps up Tin Man to 10/10
>and he survives a shadowrun but takes 8 points of damage, he
>dies when his Threat Rating reverts to 5/5 at the end of the turn. "
>
>Why? Why even bother pumping up the defense rating if the
>runner is going to die anyways if it takes more damage than
>it's base defense rating? I would think that the reason behind
>pumping up the defense is so that they *wouldn't* get killed
>if they took alot of damage.


So that he can survive the challenge and face the next one. This way
although he dies at the end of turn, he can still score his objective.

>* Q 2:
>It says you can only put 1 challenge on a 3+ player game (more
>if there are fewer players). Why? I would think that it would be
>the other way around.

Huh? Why should it be the other way around. You still have to go past 3-4
challenges anyway... Also you'll need to spead your challenges out...

>Except from book:
>"In a multi-player game, the Objective's owner chooses which
>Challenge stack the shadowrunning player will encounter first.
>The Runners must encounter all the Challenges in one stack
>before moving on to the next stack."
>
>Different stacks? It says there can be only 1 challenge card
>on an objective in a multi-player game?

First Question>Yes, it's still called a stack even though it's only one
card.
Second Question> Depends on the number of players. 3 challenges with 2
players; 2 challenges with 3 players; 1 challenge with 4 or more....

>* Q 3:
>Could someone explain Bluffing (and why you would do that)
>in a little more detail?

Sometimes you don't draw a challenge but there is a revealed objective your
opponent can take. Bluffing is putting a non-challenge card on the objective
and calling it a challenge to discourage your opponent from running against
the objective. This is to stall for time until you do get a challenge.
Remember there is a fixed number of challenges you can put on an objective
so don't bluff all the way.

>* Q 4:
>Nothing more is needed to intercept a Shadowrun than a
>player declaring their desire to intercept? How are challenges
>even faced by the Shadowrunning team? I would think that
>most SRs would be intercepted?

Interception :
1) May be performed if there are no challenges on the objective.
2) The objective's owner has 1st priority to intercept. Followed by the next
player in a clockwise manner.
3) Only one player can intercept.
4) According to rulebook, 'only one shadowrun on each objective may be
intercepted per game'. I really didn't know about this until I re-read the
rulebook to answer your question. (To Anybody Else : Is this rule still
correct? I'll have to rethink some strategies if it is.)
5) You must turn the runner(s) you wish to use to intercept. I think the
maximum is 6 but then I may be wrong.
6) Interception immdiately ends the run.
7) The 2 teams of runners engage in runner to runner combat.

>Thanks again for the help
>
>Sorrow

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