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Encounters: Shadowrun» Forums » Rules

Subject: Encounters Shadowrun summary v1 rss

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Submitted as a file, but when I tried to submit something before on BGG, the mods were very much like megacorps. So should my file submission fail, I am making this available immediately in some capacity. Feel free to suggest changes!

The included rules in the box are such disjointed and unfinished drek, that I had to make my own turn summary. I've probably played 15+ times at this point, and still need to refer to my summary every single game.


Encounters Shadowrun summary bgg-pocketroid v1

Setup:
-Shuffle Encounters and Shadowrunners
-Assign one Megacorp to each player
-Assign one random 2 Nuyen Shadowrunner to each player
>(set aside 3+ Nuyen Shadowrunners and Tulio, Corium, and Osi,
until all Shadowrunners are distributed, then shuffle after)
-Shuffle Districts
-Determine first player

Active Player's RUN (a turn)
0) Review rules for current District
1) Flip any facedown Shadowrunners so they are ACTIVE
1a] - Active Player may flip Shadowrunner facedown to Ignore District for the RUN.
1b] - Active Player may discard Shadowrunner to choose any District and Change District
2) Flip up Encounter
2a] - No Encounter Value: Place with appropriate player. Flip another Encounter.
- Data Worm/SIN is automatically given to the player with the most Shadowrunners;
this includes Special Shadowrunners.
If there is a tie, the player with the highest Nuyen receives Data Worm/SIN.
If there is still a tie, roll a die to decide.
3) Active Player may HIRE 1 (one) 2 Nuyen Shadowrunner.
3a] - If 3+ Nuyen Shdowrunner, it optional and may be discarded.
4) Roll 6 dice
5) Use Shadowrunner abilities on Encounter
5a] - After each use of a Shadowrunner, the player may immediately spend 3 Nuyen to RETAIN
ALT RULES: After use of Shadowrunner, the player may spend Hire cost +1,
placing the +1 onto that Shadowrunner. The next time that Shadowrunner is
RETAINed, the Retain cost is [Hire cost + # Nuyen attached +1].

5b] - If Shadowrunner is not RETAINed, discard it. [alt rules: discard Nuyen too]
6) LOCK dice to Encounter card
7) -SCORE to collect Nuyen,
-PUSH to a new Encounter,
-ESCALATE,
-or Defeat
7a] - If PUSHed, repeat from Step 3
7b) - If all dice locked, Active Player may ESCALATE. Start a new row, each Encounter yielding [Row#] Nuyen
7c] - If DEAFEATed, the Active Player may discard a Shadowrunner (not a Special Shadowrunner)
to BURN THE RUN so no Datasteal can occur.
8) If Active Player's RUN fails, the next Player may choose to DATASTEAL all locked Encounters.
(Discard the failed Encounter card)
8a] A Datasteal attempt can only go around the table once. If returned to original Player, they start fresh.
9) End of turn. If any of the Encounters had a "ROTATE DISTRICT" symbol,
rotate as many Districts as there are symbols.
ALT RULES: Every 2 symbols
10) Discard Encounters
11) Player to left now becomes the Active Player

-Shadowrunner limit 5. If you hire another, discard 1 of choice. Special Shadowrunners do not count toward limit.
-Only one Megacorp ability can be used against one player
(that player can still use their own Megacorp on themselves)
-The value of any dice CANNOT be decreased below one, or increased above 6. (You can't +1 a D6 to make it value 7)
-A single ability on a Shadowrunner can only be used once per Encounter


Outstanding questions:
-Toro dealt during setup?
-Shiawase: Trade your non-Active (facedown) Shadowrunner?





sources:
http://www.catalystgamelabs.com/encounters-shadowrun/

Shadowrun Encounters Rules Booklet
http://www.catalystgamelabs.com/download/CAT27790%20Shadowru...

Shadowrun Encounters Tactics Options
http://www.catalystgamelabs.com/download/CAT27790%20Shadowru...
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Rich Stokes
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pocketroid wrote:
The included rules in the box are such disjointed and unfinished drek


Never a truer word spoken on this forum.

While the game itself is actually relatively simple, the rule book and text on some of the cards are really scattered and confusing, making a simple game hard to learn.

For example, some of the cards refer to the optional retaining rules, which aren't actually anywhere in the rulebook. The book tells you that once you're finished with your turn, the next player starts anew, then 2 pages later it tells you that's not really true because datasteal and burning the run are things. The districts are massive cards which look like they might want to be folded, but there's no mention of how you'd fold them or why this might help anywhere in the box (I still can't see why they were made this way, surely just 5 more cards would be easier to manage and cheaper to produce?). There is a reference for the icons, but it's inside the front of the rulebook where it's not very useful instead of on the back cover (which has the credits on. While I appreciate that the developers and artists who made this game deserve credit, this isn't required as a reference).

It goes on and on, which is frustrating because it's a pretty fun game which really isn't that complex.

Thanks for compiling this, it's going to come in really handy next time we play!
 
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Vincent Vignola
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Nice summary. Thanks.
ps. You forgot to use the number 2 in your step numbering.

How do you guys play the "All rolled Xs are wild" rule?
Nowhere it is written what is a wild roll.

Sure, on page 6 there is an example but the example could also be just a
clever way to end a run and create an escalation.
(I don't thing Catalyst is that clever. I'm pretty sure they just forgot to add a definition for the word wild)
 
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daclown wrote:
You forgot to use the number 2 in your step numbering.

Thank you - post is reflects change. Had to change order and numbers multiple times during creation.

daclown wrote:
How do you guys play the "All rolled Xs are wild" rule?
Nowhere it is written what is a wild roll.

Sure, on page 6 there is an example but the example could also be just a
clever way to end a run and create an escalation.
(I don't thing Catalyst is that clever. I'm pretty sure they just forgot to add a definition for the word wild)

Not sure how you're confused on this, but I can see it being a problem if you're not fluent in English.
Wild = choose number between 1 through 6
In the rules on p5, it states
Quote:
... the value of any die cannot be decreased below 1 or increased above 6.

Using Shadowrunners, to change die values, to create an Escalation, is the main way you yield Nuyen to win.
 
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Vincent Vignola
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pocketroid wrote:

daclown wrote:
How do you guys play the "All rolled Xs are wild" rule?
Nowhere it is written what is a wild roll.

Sure, on page 6 there is an example but the example could also be just a
clever way to end a run and create an escalation.
(I don't thing Catalyst is that clever. I'm pretty sure they just forgot to add a definition for the word wild)

Not sure how you're confused on this, but I can see it being a problem if you're not fluent in English.
Wild = choose number between 1 through 6
In the rules on p5, it states
Quote:
... the value of any die cannot be decreased below 1 or increased above 6.

Using Shadowrunners, to change die values, to create an Escalation, is the main way you yield Nuyen to win.


That's exactly how i understood it. Wild = joker = every possible number.
But with the example on page 6 and a video i saw of someone playing who seem, to me, to always did +1/-1, i thought i had miss something.
 
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