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Shadowrun: Crossfire» Forums » Rules

Subject: Assist timing vs. current runner's phase? rss

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Yan Bertrand
France
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Hi there!
I've read quite a few posts (especially [thread=16967251]this one[/thread]) but I didn't find an explanation that i feel satisfactory. So i thought I'd ask specifically.

Assist cards are supposed to be played "during another player's turn". Technically, the other player's turn does include "start of turn","play cards", "apply damage", "take damage", "draw & buy", as well as "End turn". Technically, it does not include the round phases called "draw newcrossfire event card" (and apply it) not "round is over".

Now for the questions:

1 - The "Backdoor" card can be used to cancel Obstacle's abilities.
The thread I've pointed to states you cannot use Backdoor to prevent a "Flipped" ability. Is that the consensus here?

2 - Could I use the Backdoor card to cancel an "at the start of your turn" ability (for another runner, not for me), say if he is facing a "Weapons Specialist"? (Otherwise, I assume it means I can only use it after the Weapons Specialist deals extra damage to all runners facing at least one Black Obstacle. Which dreks.)

3 - Could I use Doc Wagon during the "Take Damage" phase? What are the limits there? (Can I bring a friend back from "Staggered" to 1 HP if I use it after damage is applied? Can I do the same thing to prevent him from going into Critical?)

Thank you for your help!

Note: I'm currently at 1 won game with 4 runners, then 3 lost games with 2 runners and 1 successfully aborted game with 2 runners. Yeesh! isn't this game hard for 2 characters? cool
 
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Sean McCarthy
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You can only use assist abilities during the play cards step of other players' turns.

1 - Correct.

2 - You would need to use it on a prior turn, otherwise the ability will happen before you're allowed to play Backdoor that turn.

3 - Nope.

Two things help to make the 2-player game easier - make sure you're doing both of them. First, there's a rule that runners with multiple roles get +1 nuyen, which applies to both players in a 2-player game. Second, the Crossfire scenario tells you to skip the first two rounds' crossfire draws with 2 players. That said, 2-player is swingier - things will go worse quicker if you make a mistake or get unlucky. You might enjoy this writeup I did of a 2-player game, explaining every choice I made: https://boardgamegeek.com/thread/1309331/sample-2-player-gam...
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Yan Bertrand
France
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Thanks Sean! Quick and precise answers - what more could I wish for?

Yes, I am doing both of these things, but indeed it looks like I am totally at the mercy of a bad card in a 2-runner game. (I keep quick notes of my plays, for what it's worth, but nothing a tenth of what you've done.)
i'll try and mix roles a bit differently for attempts 8-10. (1-3 were with a Samurai-Decker Ork, and a Face-Mage. 4-7 were with a Samurai-Face and a Mage-Decker. I'll switch to Samurai-Mage and Decker-Face.)
In fact, I have a feeling playing goblinoids is the easiest way forward here...
 
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Rob Davis
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If you're playing 2 characters, it's pretty much a give that both runners are going to take damage on the first turn. So you're pretty much stuck with the fact that your first runner needs to be a troll or an ork, and you're going to have to get them the extra HP perk ASAP. And I don't think I'd ever use an elf as the second character b/c they're just too squishy.
 
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