Nothing Special   »   [go: up one dir, main page]

SRCCGRules

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 20

WHAT YOU NEED TO PLAY

You do not need to know how to play the Shadowrun roleplaying game to play the
Shadowrun Trading Card Game. However, you will need the following:

· A deck of the SRTCG


· A six-sided die
· Tokens (for example, pennies, poker chips, buttons-you get the idea)

OBJECT OF THE GAME


The object of the SRTCG is to earn enough Reputation points to become the King of the
Sprawl. You earn Reputation points by taking your crack team of Runners on shadowruns
against Objectives, operations such as blowing up a building or saving a species. Other
players will try to stop your team with Challenges in order to win the Objectives and
Reputation points for themselves, so you'll need to equip your Runners with a variety of Gear
in order to fight your way to the top.

Before beginning play, all players must agree on the number of Reputation points required to
win the game. We suggest 60 - 75 points for a two-player game and 75 - 100 points for a
game with 3 or more players. The first player to acquire the agreed-upon number of
Reputation points wins the game.

The higher the number of Reputation points required to win the game, the longer the game
will last. The Reputation point total should always be at least 50, so that players must take at
least two Objectives to win the game. You can also adjust the length of the game by altering
the maximum number of Challenges per Objective (see About the Cards).

THE LAW OF THE SHADOWS


If a rule on a card contradicts the rules printed in this book, the rule on the card takes
precedence. Cards that manipulate, ignore or even reverse these rules reflect the fact that the
chaotic world of Shadowrun continually affects the lives of those who dwell in it-in other
words, drek happens.

There are no exchanges or permanent loss of cards in the SRTCG.

If there is confusion or conflict about how to interpret the rules on a card and you are unable
to find a satisfactory resolution using this book, resolve the disagreement by rolling a D6.
Please don't waste time arguing!

GAME FUNDAMENTALS
The following information explains the basic concepts and mechanics of the SRTCG.

Number of Players
Any number of players can play the game. The SRTCG works equally well for two-player or
multi-player games.

Card Limits
You may place up to 4 copies of any single card in your deck. If a card is designated as
Unique, you may only put one of that card in your deck.

The Hand
You may have a maximum of 7 cards in your hand at the end of your turn but you may have
more than 7 cards in your hand during your turn.

Game Terms
The following terms are used throughout this book and on the cards to describe game play.

Deploy: When a card is brought into play, it is deployed.

Turn(ed): You turn a card (rotate it off-center) to use its abilities. A turned card reminds all
players that the owning player cannot use that card again during his turn.

Unturned: An unturned card indicates that the owning player may use that card's abilities
during his turn. Cards are brought into play unturned to indicate that they may be used.

Trash: Your discard pile is called the trash. If instructed to trash a card, place that card in the
discard pile.

Frag: In some situations, a card may be fragged (removed from play). Cards that are fragged
are set off to the side and can no longer be used in the current game. You may return such
cards to your deck only after the game is over.

The Safehouse: The safehouse is the area on the playing surface directly in front of the player
(see Card Set-up). You play Runner cards and Gear cards directly from your hand into the
safehouse. Shadowruns take place outside the safehouse.

Nuyen: Nuyen (indicated by the ¥ symbol) is the currency of the Shadowrun world. Most of
the cards in the SRTCG have a nuyen deployment cost. You must pay this cost to bring the
card into play from your hand.

Upkeep: Some cards have an Upkeep cost in addition to a deployment cost. You must pay a
card's Upkeep cost every turn to keep that card in play (see Credstick Phase, in Playing the
Game).

The Credstick: The Credstick is the physical place on the playing surface where you pile the
tokens representing your nuyen (you also may choose to track your nuyen on a piece of
paper). We recommend using tokens for your Credstick, because that allows all players to
easily keep track of the progress of the game.

Shadowrun (Run): Players send their Runners on shadowruns-missions to take an Objective


and thereby earn Reputation points.

Reputation: Players earn Reputation points to win the game by taking Objectives. All earned
Reputation points should be placed in a Reputation pile in front of the player.

Sleaze: To sleaze means to slip undetected past Challenges-the defensive measures designed
to stop a Runner team from reaching its goal. A Runner team that has the proper skills may
sleaze past a Challenge and thereby avoid a fight. For example, a Runner team sneaking past
a sleeping guard dog is sleazing the dog.
Present: A card referred to as "present" may be in one of three situations. 1) On a shadowrun.
This includes all Runners on the shadowrun as well as the currently revealed Challenge. 2) In
the safehouse. This includes all unturned Runners currently in the safehouse. 3) In Runner-
against-Runner combat. This includes all the Runners involved in the combat on both sides.

Searching Your Deck


Certain cards allow you to search your deck and add a card to your hand or deploy a card.
Anytime you search your deck, you must shuffle the remaining cards.

Card Categories
The SRTCG uses seven different types of cards: Runners (the main characters of the game),
Gear ("toys" for the Runners, such as Armor, Weapons, Spells, Drones and so on),
Objectives (the targets of shadowruns and the primary source of Reputation points),
Challenges (things that get in the way of succeeding at a shadowrun), Locations (places in
the world of Shadowrun), Contacts (potentially useful people who live in the shadows) and
Specials/Stingers (the wild cards of the game). A complete description of each card category
appears in About the Cards.

Die Rolls
Some cards require the player to roll a six-sided die, indicated by the abbreviation D6 in the
text, and consult a table on the card for the result. In some cases, the die-roll result will
modify an existing number. For example, a weapon may inflict D6 + 4 damage. In other
words, the weapon will inflict damage equal to the result of the D6 roll plus 4 additional
points. A result of 5 in this case would cause 9 points of damage. A modifier may also be
negative, as in a spell that inflicts D6 - 2 damage. In this case, a die roll result of 5 would
yield a final result of 3.

A dice roll cannot be modified to a value of less than 1. There is no maximum value.

Tokens
You use tokens primarily to represent your available nuyen and to mark damage your
Runners have received. The cards also may require you to use tokens to track other elements
of the game.

Timing Issues
If two people want to play a card simultaneously, the person who is currently taking his turn
gets to play his card first. If neither player is in the middle of his turn, the players should roll
D6 to determine who goes first.

Basic Deck-Building
Your deck must contain at least 60 cards, plus a minimum of 6 Objectives. These 6
Objectives must at least equal the Reputation points needed to win the game and do not count
as part of your deck for deck-size purposes. We recommend a 60–70 card deck. You may
build larger decks, but larger decks tend to be less effective.

The following list suggests a good beginning deck. This list only scratches the surface of
deck-building possibilities, but it is a good place to start. As you collect additional cards, you
can build more specialized decks according to specific themes, such as a troll, rigger or street
samurai deck. If you build a deck that bombs, don't sweat it-it's just a game. Part of the fun
of playing is finding new and inventive ways to create a winning deck!
Suggested Deck Composition
12-20 Runners
5-10 Gear cards
12-20 Challenges
1-5 Locations
1-5 Contacts
10 Specials

About the Cards

DEPLOYMENT COST
Runners, Gear, Locations, Contacts and Specials cost nuyen to deploy. This is a one-time
cost, paid when the player puts the card into play. Deployment costs are indicated by a nuyen
symbol, ¥, and a number.

THREAT RATING
Runner and Challenge cards, and some Gear cards, have Threat Ratings. The Threat Rating
represents the card's ability to inflict and take damage, indicated by two numbers separated
by a slash (for example, 2/3). The number to the left of the slash represents the base Attack
Value of the card. This is the amount of damage the card can inflict. The number to the right
of the slash represents the Body of the card. This is how much damage a card can take before
being "killed." These numbers can be modified by other cards.

Some Threat Ratings include Armor, indicated after the Threat Rating in parentheses; for
example, 2/3 (A2). In this example, the card has an Attack Value of 2, a Body of 3 and an
Armor Rating of 2. Armor protects its wearer by absorbing a certain amount of damage from
an attack (see Armor, in Combat).

Some Gear and Objective cards modify the Threat Ratings of Runners or Challenges,
respectively.

PUMPABLE CARDS
Players may pay nuyen to pump up the Threat Ratings of some Challenges, Runners and
certain other cards, indicated on the cards by a nuyen cost and a Threat Rating modifier. For
example, 2¥: +2/+2 on a card indicates that for every 2 nuyen the owner of the card pays, he
adds 2 to the target Runner's Attack Value and 2 to his Body.

Both turned and unturned cards may be pumped up. Only the player who owns a pumpable
card may pump up that card. Players may spend any amount of nuyen to pump up a card.
Unless the card states otherwise, pumped-up Threat Ratings always return to normal at the
end of the turn.

Some pumpable cards increase the card's Attack Value but lower its Body: for example, +2/-
2. Pumping such a card until the Body drops to 0 kills the card. Trash a card with a modified
Body of 0 after the card inflicts damage.

If a card survives damage in excess of its base Body because its Threat Rating has been
pumped up, the card is killed at the end of the turn when the Threat Rating returns to normal.
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.

TARGET RUNNER VS. USER


The phrase "target Runner" indicates that a Runner is the target of a card or game effect. If a
card includes the phrase "target Runner," the player who owns the card chooses the target of
the card. For example, the Special card Green Apple Quicksteps forces a target Runner to
immediately return to the safehouse.

The word "user" on a card refers to the Runner using the card, not the player playing the
card. For example, the Gear/Weapon card Ares Predator reads, "+3/+0 to user". When this
card is played on a Runner, that Runner becomes the user of the card and receives a bonus of
+3/+0 to his Threat Rating.

RUNNERS
Runners (or shadowrunners) are the main characters of the game. More than any other cards
you choose to include in your deck, the Runner cards will determine your deck's attitude and
style.

Players deploy Runner cards in their safehouses and use them to build teams to go on
shadowruns.

Skills
Skills represent the primary distinction between Runners, making each Runner different and
enabling them to survive in the shadows. Runners use their skills to achieve Objectives or
sleaze past Challenges.

All skills have a base rating of 1. Skills with a small number to the upper right are enhanced
skills; the number represents an increased skill rating and is indicated in the text as in the
following example. A Runner with Athletics 2 has an Athletics skill rating of 2: he has twice
the ability of a Runner without enhanced Athletics skill.

Some cards give Runners a skill or add to a Runner's skill. For example, the Skillsoft:
Athletics card reads, "User receives Athletics +1." If the target Runner does not possess the
Athletics skill, he now has the skill at the base rating of 1. If the target Runner has the
Athletics skill, he now has Athletics 2. If the target Runner has enhanced Athletics (Athletics
2), the card gives him Athletics 3.

Skill Icons:

Athletics: Athletics allows a Runner to push his or her body beyond normal levels of
endurance. (Purple background, figure running)

Conjure: Shamans and other Runners with Conjure use the Conjure skill to summon and
command Gear/Spirit cards. (orange background, red fire)

Decking: The Decking skill allows Deckers (cybernetically enhanced Runners who can
manipulate encoded data with their minds) to access the world-wide communications net
known as the Matrix. (dark green background, human figure with headset)
Demolitions: A Runner with the Demolitions skill is highly experienced at working with
explosives. (yellow background, bomb)

Firearms: Runners with Firearms are proficient with a variety of projectile weapons. (red
background, uzi in foreground)

Gunnery: Runners with the Gunnery skill specialize in firing really big weapons. (grey
background, belted ammunition)

Leadership: Leadership allows Runners to remain calm under pressure and to successfully
manage difficult situations. (blue background, yellow star)

Melee: Runners with Melee are experts at fighting with their hands and with hand-to-hand
weaponry. (dark brown background, fist in fore)

Piloting: The Piloting skill allows Riggers (Runners who use a cybernetic link to control
vehicles and drones) to drive or steer anything with wheels, wings, treads or any other type
of mechanical propulsion. (light blue background, white key in fore)

Social: The Social skill allows Runners to succeed in situations where talking is more
important than shooting. (burnt orange background with hands shaking in fore)

Sorcery: The Sorcery skill allows Mages and other Runners with Sorcery to use Gear/Spell
cards. (green background with bolt of lightning in fore)

Stealth: Runners with Stealth can sneak quietly in and out of situations by blending in with
their surroundings and covering their tracks. (dark blue background with black figure
sneaking in fore)

Steetwise: Runners with the Streetwise skill know the score and can safely navigate the
dangers of a hostile urban environment. (street looking icon)

Technical: Runners with Technical skill are experts in all things technical or electrical. (grey
background with gear in fore)

Special Traits
Some Runners have special traits that make them unusual among the denizens of the Sprawl.
These traits appear as keywords on Runner cards. All special traits have a base rating of 1. A
Runner may use his special trait at any time during the game.

Some traits require the player to turn the Runner in order to use them; others do not. If a
Runner has turned to go on a run, he may still use a special trait that does not require him to
turn.

Anti-social: If a Runner with the Anti-social trait is present during a shadowrun, the
shadowrunning team automatically fails to sleaze any Challenge with a Social sleaze
requirement. The alarm is triggered for the remainder of the run.
Biotech: Biotech allows a Runner to completely heal himself or a target Runner (but not
Spirits or Drones) who is present, provided the target Runner has a Body of at least 1. The
Runner must turn to use Biotech unless he is on a shadowrun. If on a shadowrun, he need not
turn, but may only use the trait between Challenges. This trait can only be used once per turn.
A Runner with enhanced Biotech may heal a number of Runners equal to his Biotech rating,
but must heal them all at the same time. For example, a Runner with Biotech 2 may heal two
Runners. This special trait cannot be used on Cyborgs.

Fame: A player may add 1¥ to the amount he collects during the Credstick phase for every
point of Fame his deployed Runners possess. For example, if a player has one Runner in play
with Fame 2 or two Runners in play with Fame, the player would add 2¥ to his Credstick
during the Credstick phase of his turn.

Guard: The Guard trait allows a Runner to take damage directed at another Runner that is
present. A Runner with Guard may take damage equal to his Body. Any excess damage must
be taken by the original target. A runner using Guard during a shadowrun need not turn to
use the trait; at all other times, he is required to turn.

Hermit: A Runner with the Hermit special trait cannot visit or use Location cards.

Recon: The Recon trait allows a Runner to turn to view one Challenge card during the
Legwork phase of the Runner's owner's turn. A Runner with enhanced Recon may perform a
number of Recons equal to his Recon rating. For example, a Runner with Recon 2 may
perform two Recons (look at 2 Challenge cards) per turn.

Stamina: A Runner with Stamina ignores the effects of Fatigue (see Fatigue in Combat).

Prime Runners
Prime Runners are Runners who have achieved legendary status in the Sprawl. They are
extraordinary individuals who possess powers and skills beyond those of the typical Runner.
Only one of each Prime Runner can be in play at the same time. For example, if you are
holding Lord Torgo in your hand and your opponent has Lord Torgo in play, you cannot play
Lord Torgo until your opponent's card is trashed or fragged.

Prime Runners have an Upkeep cost in addition to a deployment cost, shown in the upper
right corner of the card and separated from the deployment cost by a slash. The deployment
cost appears to the left of the slash, the Upkeep cost to the right. You must pay a Prime
Runner's Upkeep cost every turn to keep that card in play (see Credstick Phase, in Playing
the Game).

Dead Runners
When a Runner dies, trash the Runner card along with any Gear or Special cards that the
Runner is holding.

GEAR
Gear cards represent the equipment Runners use to make themselves better, stronger and
more effective. Players deploy Gear cards on unturned Runners to give Runners the edge
they need to defeat Challenges and take Objectives. When a Gear card is played on a Runner,
the Runner is said to be "holding" the Gear card. Players may swap Gear cards between
Runners (see Swapping Gear, in Playing the Game).
The Categories
Gear cards are divided into ten different types.

Accessories: Accessories can be attached to Weapon cards. If a Weapon with an Accessory is


trashed, the Accessory also is trashed.

Armor: Armor cards add to a Runner's Body and increase the Runner's ability to withstand
damage. A Runner may only hold one Armor card at a time. See Armor, p. 63 for additional
Armor rules.

Cyberware: Cyberware cards represent the metal put into a Runner's body, the artificial
enhancements that can be surgically applied to an individual to improve his natural abilities.
Players may deploy Cyberware cards only on their own Runners. Some Cyberware cards
function as weapons, while others modify a Runner's skills.

Each piece of Cyberware has a deployment cost and an Essence cost. Essence represents a
Runner's life-force, and every piece of cyberware installed in a Runner destroys a little of
that life-force. When Cyberware cards are deployed on a Runner, he loses Essence. A Runner
may hold up to 6 Essence points of Cyberware: if you try to give a Runner more than 6
Essence points worth of Cyberware, the Runner dies. Trash all Gear/Cyberware cards on the
dead Runner along with the Runner.

Because Cyberware has a crippling effect on Runners who use magic, Mages and Shamans
cannot use Cyberware. Burned-Out Mages can use it, however, because they have lost part of
their ability to use magic. They often try to compensate for their failing skills with
Cyberware.

Cyberware cannot be swapped between Runners, and cannot be replaced or removed once it
is deployed on a Runner. The addition of cyberware cannot give a Runner more than the
normal number of limbs (two legs, two arms, one head).

Drones: Drone cards (remotely piloted vehicles) may only be used by Riggers. Drone cards
have a deployment cost and a Threat Rating. When used on shadowruns, a Drone is treated as
a Runner and may attack and take damage. Because the Rigger is busy controlling the Drone,
when a Rigger uses Drones on a shadowrun he may not add his Attack Value to the team's
Attack Value during combat. The Rigger, however, is still vulnerable to attacks from
Challenges or Special Cards (see Combat).

A Rigger may hold any number of Drone cards, but may only use a number of Drones equal
to his Piloting skill at any one time. When a Rigger goes on a run, he can declare at any point
during the shadowrun that he is using, or activating, a Drone. At this point, the player turns
the Drone card. Once turned, the card is present on the shadowrun. It may attack or be the
target of attacks and is subject to the effects of Fatigue (see Combat).

Spirits: Spirit cards may only be used by Shamans and other Runners with the Conjure skill.
In all other respects, Spirit cards function exactly the same as Drone cards. Use the rules
above, substituting Spirit for Drone and Shaman for Rigger.
Magic: In the basic card set, Gear/Magic cards are spells or Spirits. Spells may only be used
by Mages or other Runners with the Sorcery skill. Spirits may only be used by Shamans or
other Runners with the Conjure skill (see Drones and Spirits, above). Runners may hold any
number of Spells, but may only use a number of Spells in a turn equal to their Sorcery skill
rating. Each Spell may be used only once per turn. Turn a Spell card to use it.

Matrix: Only Runners with Decking skill may use Gear/Matrix cards.Cyberdeck cards can
boost a Runner's Decking skill. A Decker may use only one Cyberdeck at a time. A
Cyberdeck is not required to use Matrix/Program cards.

A Decker may hold any number of Program cards, but can only use a number of Programs
equal to his Decking skill per turn. Programs can be used only once per turn. Turn a Program
card to use it.

Unless otherwise noted, a Decker uses Programs to assist or affect a shadowrun in progress
without leaving the safehouse. Because the Decker remains in the safehouse, he cannot be
attacked by Challenges.

Miscellaneous: These special Gear cards serve a variety of functions not covered by the other
categories.

Vehicles: Vehicle cards may not be used against Indoor Challenges (see Challenges), but
may be used by any Runner unless a special requirement or limitation is indicated on the
Vehicle card. Runners may hold any number of Vehicle cards, but each Runner may take
only one Vehicle on a shadowrun. The shadowrunning player must declare which Vehicle is
being used before he begins the shadowrun.

Weapons: Weapon cards are the tools of the trade for Runners, and they include a variety of
Firearms and Hand-to-Hand weapons. All Weapon cards have a Threat Rating that is added
to the Threat Rating of the user. In most cases, a Weapon will modify only the user's Attack
Value. Weapons may be used by any Runner unless the card indicates a special requirement
or limitation. A Runner may hold any number of Weapon cards but may use only one
Weapon per Challenge or combat.

Gear Keywords
The following keywords appear on cards to indicate special abilities of certain types of Gear.

Burst Fire: This keyword appears on Gear cards as a nuyen cost followed by the words Burst
Fire (for example, 2¥: Burst Fire). Burst Fire allows you to pay the listed nuyen cost and roll
D6, then add the result to the Attack Value of the target card. Burst Fire may be used once
per weapon per combat.

Indirect Fire: Indirect Fire allows a Runner to use a weapon to assist a Shadowrun without
leaving the safehouse. Turn the Runner holding the weapon to add that weapon's Attack
Value to the cumulative Attack Value of the shadowrunning team. The Runner using the
weapon does not add his Attack Value to the team's and is not eligible to take damage from
the shadowrun.
Silenced Weapon: If the alarm on a Challenge is triggered, and the shadowrunning team
defeats the Challenge using only Silenced Weapons, the team may continue the shadowrun as
though the alarm was never triggered.

OBJECTIVES
Objective cards are the target of shadowruns and the primary source of the Reputation points
required to win the game. Objective cards are played from a separate pile.

Each Objective has special rules and/or requirements indicated on the card that a Runner
team must fulfill in order to win the Objective. Before you begin a shadowrun against an
Objective, read the text on the card carefully. These rules may affect Challenges, Runners,
the rules of the game or even other Objectives. Keywords have the same meaning on both
Objectives and Challenges.

CHALLENGES
Challenges represent all the things that get in the way of a successful shadowrun. They cover
the spectrum of obstacles a team of Runners might encounter on the way to winning an
Objective, from nasty critters to security to bad traffic. Each category of Challenge card has a
keyword (see Challenge Keywords) that defines certain rules or limitations associated with
the card.

Most Challenges have a sleaze requirement that determines whether or not the Runner team
can sneak past the Challenge without triggering the alarm. If the alarm is triggered, the
shadowrunning team must face the Threat Rating of the Challenge and fight its way to the
Objective (see Combat). Most sleaze requirements are based on skills. If the Runner team has
the necessary skill(s), it will successfully sleaze the Challenge.

If a Challenge has no Threat Rating, then the shadowrunning team must deal with any special
instructions that appear on the card. (See Legwork Phase, in Playing the Game.)

Challenge Keywords
Challenges may have more than one keyword, which means a single Challenge card can
combine various restrictions and effects.

Awakened: Awakened Challenges represent the powerful mystical beings that inhabit the
magically active world of Shadowrun.

Barrier: Barrier Challenges are physical or magical obstacles that get in the way of the
Runners.

Closed System: A closed system is not connected to the Matrix. The Runner team cannot
access these Challenges from the safehouse, and so the Decker must leave the safehouse and
go on the shadowrun. In other words, a Decker cannot use Programs to affect Closed System
Challenges unless he is present on the shadowrun.

Electrical: Electrical Challenges are electrical or electronic and are particularly vulnerable to
Matrix attacks.

Indoors: The Challenge is indoors.


Miscellaneous: Challenges whose effects do not fit the other Challenge categories.

Outdoors: The Challenge is outdoors.

Personnel: Personnel Challenges are the guards, grunts and security teams hired to protect an
Objective.

Street: Street Challenges represent street-level problems that the Runners may encounter,
including gangs, organized crime and traffic.

Vehicle: These Challenges represent vehicle-related situations that may arise while Runners
are en route to an Objective.

LOCATIONS
Location cards represent places in the world of Shadowrun. Each card has a deployment cost
and a unique function, which is described on the card. Some Location cards require the
player to pay nuyen (¥) each time his Runners use the card. Unless otherwise stated, Location
cards may only be used during the Legwork phase (See Legwork Phase, in Playing the
Game).

CONTACTS
Contact cards represent the people who live in the shadows, and who will help Runners-for a
price. Cards that target or affect a specific race can affect Contacts (a Contact's race appears
on each card). Each Contact card has a deployment cost and a unique function. Some
Contacts require the player to pay nuyen (¥) each time their Runners use the card. Unless
otherwise stated, Contact cards may be used only during the Legwork phase.

SPECIALS
Special cards are the wild cards of the game. They represent unique events and occurrences
in the world of Shadowrun, from food poisoning to rampaging mutants.

!
Some Special cards, called Stingers, can be played at any time in the game, allowing players
to mimic the unpredictability of life. Stinger cards have an exclamation point icon in the
upper right corner of the card. Like other cards, the deployment cost of Stinger cards must be
paid before the card can be put into play.

Playing the Game

Each turn in the SRTCG is broken down into six phases: the Objective phase, the Credstick
phase, the Refresh phase, the Legwork phase, the Shadowrun phase and the End phase. Even
if you choose not to do anything during a phase, the phase still occurs. For example, every
turn has a Shadowrun phase regardless of whether or not you attempt a shadowrun. The
phases take place in the same order every turn.

Certain card rules refer to effects as lasting until the end of the turn. This always refers to the
end of the player's turn in progress at the time the card was played.

An abbreviated version of the sequence of play appears on the rules card included in each
starter deck.
BEGINNING THE GAME
Separate your Objective cards from the rest of your deck. Shuffle them and place them face
down on the table. This is your Objective pile.

Shuffle the rest of your deck, have an opposing player cut the cards, and place them face
down next to your Objective pile. This is your draw pile.

Draw seven cards from the top of your draw pile and place 4¥ in your Credstick. You are
ready to begin the game. Randomly determine who will play first. Play continues around the
table in clockwise order.

The Bad Shuffle


If a player begins the game without a Challenge card in his hand, he may declare a Bad
Shuffle (though he may also choose to start the game with no Challenges in his hand). The
player must show his cards to his opponents (to prove he has no Challenge cards) and then
trash them. The player then reshuffles his draw pile and draws a new hand. Other players in
the game do not have to redraw their hands, but may do so if they wish. Every player who
chooses to take advantage of the Bad Shuffle must follow the procedure above.

A Bad Shuffle can only be declared once and only at the beginning of the game. After the
player has discarded and redrawn his hand, he must begin the game with those cards.

1. OBJECTIVE PHASE: The Setup


Place an Objective card from your Objective pile face down in front of you. The Objective
will remain face down until the beginning of your next turn, when it will be turned face up
(referred to as revealed). Because players may only attempt a shadowrun against a revealed
Objective, playing the Objective face down gives each player a chance to play Challenges to
defend his Objective.

Each player may only have one Objective in play at a time. If an Objective is taken in a
shadowrun, trashed or otherwise removed from play, the owner of the Objective must wait
until the beginning of his next Objective phase to play a new Objective.

2. CREDSTICK PHASE: Payday


Add 4¥ to your Credstick (your pile of tokens). Players begin the game with 4¥ AND receive
4¥ during the first Credstick phase. Also during this phase, add any additional nuyen allowed
by specific cards you have in play (Runners with Fame, certain Contacts and so on).

Pay any Upkeep costs for Prime Runners, Specials, or other cards that may require Upkeep.
If you cannot pay the full Upkeep cost of a card, trash the card.

Rather than collecting nuyen during this phase, you may choose to draw enough cards to fill
your hand back up to 7 cards. Players who do this must still pay any necessary Upkeep costs.

3. REFRESH PHASE: Unturn and Draw


Unturn any turned cards that you control.

Draw one card.


Heal Runners and Gear
Turn damaged Runners to heal all damage taken in previous turns.

Gear cards with Threat Ratings, such as Drones and Spirits, also can take damage during
combat. To heal or repair a Gear card, turn the Gear card and the Runner holding it and
remove all damage counters on the Gear card. A Runner may not remove damage from
himself and a Gear card he is holding in the same turn.

4. LEGWORK PHASE: Playing Your Cards


During the Legwork phase, you may perform any of the following options as many times as
you like and in any order. Remember to pay the deployment cost of cards before bringing
them into play.

· Play a Challenge on an Objective


· Deploy a Runner, Contact or Location
· Swap Gear between Runners
· Place Gear on an unturned Runner you control
· Use a Contact or Location
· Play a Special card

Play Challenges
Challenge cards are deployed onto any Objective in play. Each player should create a stack
of Challenges by playing his Challenge cards on the side of the Objective nearest him (see
Diagram of Play).

In a two-player game, each player can play up to 3 Challenges on an Objective. In a three-


player game, players may play 2 Challenges on each Objective. In a game with four or more
players, players may play only 1 Challenge on each Objective.

In each Challenge stack, play each new Challenge on top of the previous Challenge so that
the Runner team faces the last Challenge played as its first Challenge on a shadowrun.

Certain Challenges may not be played on some Objectives. If a Challenge played on a face-
down Objective cannot be played on that particular Objective because of certain restrictions
(which can only be determined after the Objective is revealed)-for example, No Indoor
Challenges-the Challenge remains as a bluff (see Bluffing).

Players may look at Challenges they have deployed, but may not rearrange them. Once a
Challenge is played on an Objective, it remains there until sleazed, defeated in combat or
removed by a Special card or special trait.

Bluffing
A player may choose to play a non-Challenge card on an Objective as if it were a Challenge.
Such a bluff can discourage other players from attacking an Objective.

Bluffs count toward the maximum number of Challenges per Objective. Trash any
Challenges played as bluffs when they are encountered during a shadowrun.

Deploy Cards
Place any number of Runners, Contacts and Locations from your hand into your safehouse
(the area in front of you) by paying the nuyen deployment cost. These cards come into play
unturned and may be used as soon as they are deployed.

Gear cards are played on unturned Runners and may be used immediately.

Gear cards can only be played on Runners who possess the required skills. For example, only
a Shaman or other Runner with the Conjure skill can hold a Gear/Spirit card; a Decker
cannot hold a Gear/Spirit card because he doesn't possess the Conjure skill.

Swapping Gear
You may swap Gear between Runners if both Runners possess the necessary skills to use the
Gear. To swap Gear, turn both Runners and move the Gear.

Use Cards
You may use Runners, Locations, Contacts and some Gear cards during the Legwork phase.

Some Locations may require you to turn a Runner in order to use the Location.

Deckers with the Recon skill may turn to perform a Recon.

Deckers may use a Gear/Program card and Mages and other Runners with Sorcery may use a
Gear/Spell card. This action does not cause the user to turn, but the Program or Spell card is
turned and cannot be used in the Shadowrun phase.

Unless otherwise stated, Locations and Contacts can be used any number of times during the
Legwork phase.

Play Special Cards


You may play Special cards at any time during the Legwork phase. Special cards take effect
immediately.

5. SHADOWRUN PHASE: The Action Begins!


Each player may attempt one shadowrun per turn. You may choose not to send your Runners
on shadowruns, but it's much more difficult to win Reputation (and the game) if you don't
make runs against Objectives.

At least one Runner must survive the run in order for the shadowrunning player to take the
Objective, even if the Objective has no Requirements. If the last or only Runner dies on the
final Challenge or in the attempt to fulfill the requirements on the Objective, you cannot take
the Objective.

At the end of the Shadowrun phase (regardless of success or failure), the player must
immediately move on to the End phase.

To go on a shadowrun, perform the following steps in the order given.

Step 1: Choose an Objective


Declare a revealed Objective as the target of your shadowrun. Depending on your resources-
the Runners and Gear in your safehouse, any tricks you have up your sleeve-some Objectives
will make more appealing targets than others. A player may make a run against his own
Objective, but does not face his own Challenge stack.

Step 2: Select Runners


Designate up to six unturned Runners as your shadowrunning team (or Runner team). Spirits
and Drones do not count toward this total. Turn those Runners.

Step 3: Encounter Challenge Cards


The shadowrunning player must sleaze or face each Challenge his opponents have placed on
the target Objective. 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.

If there are no Challenges that belong to opposing players on the Objective, the Runner team
must simply meet any requirements on the Objective to take it. Opposing players can attempt
to stop a Runner team from taking an undefended Objective by intercepting the shadowrun
using their Runners. See Intercepting a Shadowrun, in Combat.

If a player chooses not to continue the shadowrun and returns his team to the safehouse, the
Runner team is considered to have pulled out of the run. If a Runner team fails for any reason
to take an Objective and survives, the team also is considered to have pulled out of the
shadowrun. Individual Runners may not pull out of a shadowrun. The team as a whole either
stays or pulls out.

Sleazing Challenge Cards


The owner of the Challenge stack reveals the Challenge on the top of the stack and reads the
sleaze requirement aloud. If any Runner or combination of Runners on the Runner team
meets the sleaze requirement, the Challenge is sleazed-the Runners sneak past the Challenge
without triggering the alarm. Trash sleazed Challenge cards. If a Challenge has no sleaze
requirement, it cannot be sleazed. In that case, follow the instructions on the card.

For example, if a Challenge has a sleaze requirement of Piloting 3 and two of the Runners on
the team have Piloting at the base level of 1, the Challenge is not sleazed. But if one Runner
on the team has Piloting 1 and another has Piloting 2, then the Runners' combined Piloting of
3 allows the team to sleaze the Challenge.

Each time a Challenge is sleazed, the shadowrunning player must choose whether or not to
continue the shadowrun before the next Challenge is revealed. If he chooses to pull out, the
Runners return to the safehouse and the Shadowrun phase is over. If he chooses to continue,
the next Challenge on the stack is revealed and play continues as described above.

If a team of Runners fails to sleaze a Challenge, they trigger the alarm and must face the
Challenge card.

Facing Challenge Cards


Once a Runner team triggers the alarm, all Challenges are alerted to the Runners' presence.
The Runners cannot sleaze Challenges for the remainder of the shadowrun and they must
face the Challenge on which they triggered the alarm. If that Challenge has a Threat Rating,
the Runners must fight the threat (see Combat) and deal with any special abilities of the
Challenge.
If that Challenge does not have a Threat Rating, follow the instructions on the card. For
example, the Challenge card Hellish Traffic has no Threat Rating: if the Runner team fails to
sleaze the card, the shadowrun ends and the team cannot continue on the shadowrun to face
the next Challenge.

If the Runners defeat the Challenge, it is trashed. The shadowrunning player may choose to
continue the shadowrun or pull his team out.

If the Runners cannot defeat the Challenge, the shadowrun is over. Turn the Challenge face
down in its original position in the Challenge stack.

Step 4: Taking the Objective


If the Runners successfully sleaze or defeat all of the Challenges on an Objective and reach
the Objective, they must then meet any requirements on the Objective in order to take it and
earn Reputation points. Players place Objectives they have taken on their Reputation pile
(returning opponent's Objectives to them at the end of the game).

If the Runner team cannot meet the requirements, the Objective remains in play face-up.

Negative Reputation Points


Some cards make it possible for a Runner team to lose Reputation points. Once you enter
negative numbers for Reputation, ignore any further negative modifiers to Reputation points.
If (and when) you boost your Reputation points above zero, you again may be affected by
cards that reduce your Reputation points to negative numbers.

6. END PHASE: The End of Your Turn


Announce that your Shadowrun phase is finished. This tells your opponents that you have
reached the end of your turn; this is their final opportunity to play Stinger cards or use card
abilities during your turn.

Trash as many cards from your hand as you wish. If your hand contains more than seven
cards, you must discard down to seven.

Declare your turn finished.

If your draw pile is empty, shuffle your trash pile and place it face down as a new draw pile.
There is no penalty or bonus for running out of cards.

Combat

With the exception of combat situations that arise through the play of Special cards and
interceptions by opposing Runner teams, combat occurs when the alarm is triggered during a
shadowrun. The alarm is triggered when a team of Runners fails to sleaze a Challenge, and so
most combat situations involve Runners and the threat posed by Challenges.

RESOLVING COMBAT
Combat may only occur between cards that have Threat Ratings. Combat is resolved by
comparing the Attack Value of a card to the Body of an opposing card. Attacks and damage
take place simultaneously and the cards involved inflict and receive damage at exactly the
same time. This is true in all combat situations, whether they involve two cards or ten cards.

Combat between Runners and Challenges takes place in three basic steps, explained below.

Treat combat between Runners and Objectives in the same way as for Challenges. Additional
rules for combat between Runners appear below.

ARMOR
Both Runners and Challenges may have Armor, indicated in parentheses as A and a number
(for example, A2). Some Gear cards can be played on a Runner to modify his Armor Rating,
or to provide unarmored Runners with Armor. Armor provided by Gear cards is indicated
two ways. The first is as A + a number, for example, A + 1. In this case, a Runner with
Armor increases the rating of that Armor by 1, and a Runner without Armor receives an
Armor Rating of 1. Armor provided by Gear cards may also be indicated as A and a number
(for example, A1). In this case, the Armor provided by the Gear is not cumulative with any
other Armor. If a Runner has Armor of A1 and is holding a Vehicle card that provides Armor
of A2, the Runner is protected by an Armor Rating of 2.

Armor blocks damage from each potential source of attack. In combat, the Armor Rating of a
card is subtracted from the Attack Value of each attacking card before the target card takes
damage. For example, when a team of Runners attacks an armored Challenge, subtract the
Armor Rating of the Challenge from the Attack Value of each Runner. In other words, if a
Runner with an Attack Value of 6 fights a Challenge with an Armor Rating of 3, the Runner
inflicts only 3 points of damage on the Challenge. The Armor "deflects" the other 3 points.

Armor-Piercing Damage
Any damage described as armor-piercing ignores the effects of Armor. In other words, if a
Runner uses the Gear/Accessory card Armor-Piercing Ammo to damage another Runner
protected by Armor, the target Runner may not subtract his Armor Rating from the damage;
he must take the full damage of the attack.

FATIGUE
When a Runner takes damage, that damage inhibits his ability to perform during a shadowrun
and the Runner suffers from Fatigue. To represent the effects of Fatigue, subtract the
unhealed damage the Runner has taken from both his Attack Value and his Body. This
modifier to the Runner's Threat Rating remains in effect until the damage is healed.

Runners with Stamina may ignore the effects of Fatigue.

Attacking First
When a card has the ability to attack first it inflicts damage and uses special abilities before
other cards have a chance to do so.

STEP 1: Damage to the Challenge


Add together the Attack Values of all Runners engaged in the combat, modifying the
Runners' Threat Ratings for Gear cards as necessary. If the combat involves a Spirit or
Drone, use the appropriate Threat Rating according to the rules in About The Cards.
Compare the total Attack Value of the shadowrunning team to the Body of the Challenge,
accounting for Armor when necessary. If the total Attack Value equals or exceeds the Body
of the Challenge, the Challenge is defeated.

If the total Attack Value of the Runners does not equal or exceed the Body of the Challenge,
the shadowrun is over and the Challenge is returned, face down, to its original position.
Challenges do not retain damage like Runners and need not be healed; if they are not
defeated, they return to the Challenge stack and fight the next Runner team at full strength.

STEP 2: Damage to the Runner, Spirit or Drone


The Challenge inflicts an amount of damage on the Runner team equal to the Challenge's
Attack Value. The shadowrunning player chooses how to divide the damage between
Runners, Drones and Spirits present on the run, accounting for Armor when necessary. You
may not allocate an amount of damage to a Runner, Spirit or Drone higher than its current
Body. In other words, a card may not take more damage than is needed to "kill" it.

Trash any card that takes damage equal to its Body.

If a card takes an amount of damage less than its Body (survives the attack but is wounded),
place a number of tokens on the card equal to the amount of damage taken. This damage may
be healed during your next turn.

STEP 3: Trash Defeated Cards


Trash all Challenges, Runners, Spirits and Drones defeated in combat. Also trash any Gear
cards held by Runners defeated in combat.

COMBAT BETWEEN RUNNERS


Certain cards and situations are designed to bring Runners into conflict with other Runners.
Combat between Runners is resolved in the same way as combat against Challenges. Unlike
combat against Challenges, however, once the combat is resolved, the Runners must return to
their respective safehouses (or are trashed if killed during the combat)-the Runner team may
not choose to stay and fight a second time (as when facing a second Challenge).

Only unturned Runners may voluntarily enter combat with other Runners. Turn Runners to
attack opposing Runners.

When combat has been resolved, the surviving Runners return to the safehouse in their
original turned or unturned state.

Two Runners
Compare the Threat Ratings of the Runners involved, accounting for Armor as appropriate.
If a Runner's Attack Value equals or exceeds the Body of his opponent, that opponent is
defeated. Because damage occurs simultaneously, two Runners may kill each other in
combat. Trash any defeated Runners along with any Gear cards they are holding.

Three or More Runners


When more than two Runners engage in combat, the Runners "pair up" into individual
conflicts. The player who initiated the combat (the Attacker) chooses an opponent for each of
his Runners to fight. (You may want to physically move the cards opposite each other to
avoid confusion when combat is resolved.)
If the Attacker's Runners outnumber his opponent's (the Defender), then the Attacker chooses
which of the individual conflicts his extra Runners join. If the Defender's Runners outnumber
the Attacker's, than the Defender chooses which of the individual conflicts his extra Runners
join.

For example, Mike sends his team of three Runners to fight Jim's team of five Runners. Mike
initiated the conflict, so he chooses opponents for his three Runners. Because Jim's team
outnumbers Mike's team, however, Jim chooses which of the three individual fights his two
extra Runners will join. Jim may choose to add both Runners to one conflict, creating a
three-on-one situation, or he may split up his two extra Runners to create a pair of two-on-
one battles.

If a Runner controls Drones or Spirits, he may involve them in any of the individual battles
taking place (including his own). Treat Drones and Spirits as Runners in this situation. If a
Runner controlling Drones or Spirits is killed in combat, trash the Drones or Spirits along
with the Runner.

When all of the individual fights have been arranged, compare the Threat Ratings of the
Runners involved to determine the outcome of the battles. If multiple Runners are fighting a
single opponent, add their Threat Ratings together to determine damage.

If a single Runner is fighting against several opponents, the single Runner's owner chooses
where to allocate the damage.

Once combat is resolved, trash any defeated Runners and any Gear cards they are holding.

INTERCEPTING A SHADOWRUN
If a player declares a shadowrun against an undefended Objective (an Objective with no
opponents' Challenges guarding it), the Objective's owner may choose to intercept the
shadowrun with one or more of his unturned Runners. If the Objective's owner chooses not to
intercept the shadowrun, another player may do so. The option to intercept proceeds
clockwise around the table until a player chooses to intercept or until each player has
declined to defend the Objective. Only one player may intercept the shadowrun.

Note that only one shadowrun on each revealed Objective may be intercepted per game.

To intercept a shadowrun, a player must turn a Runner (or team of Runners) and engage the
shadowrunning team in combat. Combat is resolved as described in Combat Between
Runners.

Intercepting a shadowrun automatically ends the shadowrun. The Runner team is considered
to have pulled out of the shadowrun even if the team defeats the intercepting Runner(s).

Credits

Game Design: Mike Nielsen


Additional Game Design: Jim Nelson, Michael Mulvihill
Shadowrun RPG Line Developer: Michael Mulvihill
Editing: Sharon Turner Mulvihill, Diane Piron-Gelman
Art Director: Jim Nelson
Art Direction, Graphic Design and Production: Jim Nelson, Mike Nielsen
Purchasing/Print Liaison: Karen Stange
Flavor Text: John Bridegroom, Rob Cruz, Tara Gallagher, Diane Piron-Gelman, Fred
Hooper, Mike Mulvihill, Sharon Turner Mulvihill, Jim Nelson, Mike Nielsen, Bryan Nystul
Playtesters: Francis Barevich, Rachel Barevich, Randall Bills, Tara Bills, Shane Bintakies,
Ira Boucher, John Bridegroom, Greg Broe, Shane Cole, Mike Colson, Dante DiBartolo, Tara
Gallagher, Bert Gray, Dan "Flake" Grendell, David Hansa, Jason Hansa, Greg Harmon,
Leslie Harmon, Lyle Hinckley, Jonathan Jacobson, Matt Johnson, Sean Johnson, Steve
Kenson, Steve Kozlowski, Eric M. Lang, Gina McFarland, Mike McFarland, William
Michie, Keith Miller, Graham Morley, Mike Mulvihill, Linda Naughton, Michael Naughton,
Jim Nelson, Mike Nielsen, Bryan Nystul, Mary Overmeyer, Robert Overmeyer, Wayne
Padgett, Tim Price, Lou Prosperi, John Sarnecki, Daniel J. Scheffel, Brian Schoner, Renata
Schoner, Christina Smith, Darrin Smith, Eric J. Smith, Judy Smith, Kelli Stevens, Terri
Wallis, Dan Tomalesky, Richard Tomasso
Special thanks to: All the artists who worked on this project; Yaquinto Printing Co., Inc., for
much-needed advice; Mike Stackpole, for his support in the early stages of the game; and
especially the playtesters, who play a vital part in creating a game like this one.
Mike Nielsen would like to thank: Jill Lucas, for putting me in charge of this project; Jim
Nelson, for his support and ideas; Mike Mulvihill for his over-the-top enthusiasm and Bryan
Nystul and Lou Prosperi, for their work on early versions of the Shadowrun card game.

Shadowrun® is a Registered Trademark of FASA Corporation. Shadowrun: The Trading


Card Game is a Trademark of FASA Corporation. Copyright © 1997 FASA Corporation. All
Rights Reserved.

Published by FASA Corporation


1100 W. Cermak · Suite B-305 Chicago, IL 60608

You might also like