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From: "James E. Frazer" <jimmicane@**********.COM>
Subject: Re: healing timing
Date: Fri, 15 May 1998 10:13:22 -0700
>Noah wrote:
>
>> ok here is one that I could not figure out.
>>
>> turn runner to heal (leg work phase). ok when is the damage
>> gone. Instantly or does it stick around till you unturn.
>
>
> I'm getting this from the definiton of how infected chrome is
>said to work. The phase of play goes like this
>
>Reviel objective
>unturn runners
>get nuyen or refresh cards
>turn runners to heal - all damage goes away
>legwork begins.
>
> I get this because if a runner has infected chrome that runner
>ALWAYS has two points of damage. Thus if you turn to heal a runner
>with infected chrome all the damage goes away, but then when your
>legwork phase starts the runner gets pinged for two damage.
>
>I might be wrong on this and like I said I'ma baseing it on how
>infected chrome works.
>

You're exactly right on that. That's one of the reasons infected chrome on Swaaaark will
slow him down but not stop him. Since he has stamina he still does his full damage, and
even if he only has 1 point left at the end of a run he has a chance to heal before he
takes the 2 points of damage on the next turn. The down side, as you pointed out, is that
he'll always have a minimum of 2 points of damage.

And if yer opponent has a Loki... ouch, yer screwed. He can wait till Sqwaaark heals,
have the chrome do 2 points, hit him with another 3 AP, and then untap on his turn and hit
him with another 3 points. Walla, 8 points and Sqwaaark dies. Loki should be included in
most anti-muscle decks these days. (that got a bit off the subject... oh well)


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