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Shadowrun Crossfire: Prime Runner Edition» Forums » Sessions

Subject: Detailed session report to confirm valid play rss

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Rastislav Bodi
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Hey.

I made this session report to make sure I am playing it by the rules. I am constantly winning and this doesn't seem right with me because of all the talk around here how hard this game should be (and I want it to be)

I am planning to make more of these to be sure it wasn't just a lucky play.

Shadowrun Crossfire - session 1

Prime Runner Edition base game only

## setup
elf samurai (+decker) leader - replaced street smarts with icon grab
* 4 hp
* 5 nuyen
* hand: quick shot, quick shot, icon grab, mana, mark

dwarf face (+mage) - replaced quick shot with icon grab
* 5hp
* 6 nuyen
* hand: street smarts, street smarts

## scene 1
obstacles:
1. Jaguar Shifter -> dwarf
2. Gutter Punks -> elf

## round 1
crossfire level: -2
market: deathtouch, icon grab, coordinated attack, retrieval agent, docwagon contract, clairvoyance

*elf turn*
play everything -> Jaguar Shifter

Jaguar Shifter levels:
1st: 2x quickshot
2nd: icon grab extra icon
3rd: icon grab, mark
4th: mana

Gutter Punks attacks: -1hp

reloaded: 2x quick shot
market:
retrieval agent (-4 nuyen) -> covering fire

*dwarf turn*
street smarts -> Jaguar Shifter

Jaguar Shifter levels:
5th level: street smarts
-> killed, +6 nuyen

reloaded: mark, mana
market:
convering fire (-5 nuyen) -> negotiation
coordinated attack (-4 nuyen) -> deathtouch

## round 2
elf: 3hp, 4 nuyen, 2x quickshot, retrieval agent
dwarf: 5hp, 0 nuyen, street smarts, mark, mana, covering fire, coordinated attack

crossfire level: -1

*elf turn*
retrieval agent -> Gutter Punks (retrieved Icon Grab from discard)
2x quick shot -> Gutter Punks
icon grab -> Gutter Punks

Gutter Punks levels:
1st: retrieval agent
2nd: quick shot
3rd: icon grab, quick shot
-> killed, +5 nuyen, heals Elf

reloaded: 2x quick shot
market:
clairvoyance (-2 nuyen) -> stunbolt
icon grab (-2 nuyen) -> black market contacts
black market contacts (-2 nuyen) -> guiding spirit

end of scene 1
-> no purchases

## scene 2
obstacles:
1. bonelaced adept -> dwarf (cycled 2x deathtouch, guiding spirit, stunbolt - new cards: remington roomsweeper, convering fire, deathtouch, jacked in)
2. astral shiver -> elf
3. light combat drone -> dwarf (dwarf discarded street smarts)

*dwarf turn*
coordinated attack -> bonelaced adept (elf draws mark, plays clairvoyance - draws mana, discards quick shot)
mark -> bonelaced adept
covering fire -> bonelaced adept (no heal)
mana -> bonelaced adept

Bonelaced Adept levels
1st: clairvoyance, coordinated attack, mark
2nd: mana
3rd: covering fire
4th: covering fire
-> killed, +6 nuyen

Light Combat Drone attacks -> -1hp

reloaded: icon grab, street smarts
market:
negotiation (-3 nuyen) -> hero move

## round 3
elf: 4hp, 4 nuyen, quickshot, icon grab, black market contacts, mana, mark
dwarf: 4hp, 2 nuyen, street smarts, negotiation, icon grab

crossfire level: 0
crossfire card: into the breach

*elf turn*
dwarf plays negotiation -> light combat drone
black market contacts -> light combat drone (buys deathtouch for 3 nuyen -> backdoor)
deatchtouch -> light combat drone (0 bonus damage)
mana -> light combat drone
quick shot -> light combat drone
mark -> light combat drone

Light Combat Drone levels:
1st: black market contacts, deathtouch, mana
2nd: mark
3rd: negotiation
4th: quick shot
5th: negotiation
-> killed, +6 nuyen

Astral Shiver attacks -> -1 hp

reloaded: retrieval agent, icon grab
market:
jacked in (—3 nuyen) -> RA SM-4 sniper rifle

*dwarf turn*
plays nothing

reloaded: 2x street smarts
market:
remington roomsweeper (-3 nuyen) -> black market contacts

## round 4
elf: 3hp, 1 nuyen, 2x icon grab, retrieval agent, jacked in
dwarf: 4hp, 2 nuyen, 3x street smarts, icon grab, remington roomsweeper

crossfire level: 1
crossfire card: chummers

*elf turn*
icon grab -> astral shiver
icon grab -> astral shiver
jacked in -> astral shiver

Astral Shiver levels:
1st: icon grab, icon grab, jacked in
2nd: icon grab
3rd: icon grab
-> killed, +4 nuyen

reloaded: 2x quick shot
market:
nothing

end of scene 2
-> chummers go to bottom of crossfire deck
-> both heal 1
-> dwarf buys RA SM-4 sniper rifle (-4 nuyen) -> lightning bolt

## scene 3
obstacles
1. drake enforcer (lvl 2) -> elf
2. aerial combat drone -> dwarf
3. deckhead -> elf
4. ork fixer -> dwarf

*dwarf turn*
ra sm-4 sniper rifel -> ork fixer
street smarts -> Aerial Combat Drone
street smarts -> Aerial Combat Drone
icon grab -> Aerial Combat Drone
remington roomsweeper -> Aerial Combat Drone

Ork Fixer levels:
1st, 2nd: RA SM-4 Sniper Rifel
-> killed, 4 nuyen

Aerial Combat Drone levels:
1st: 2x street smarts
2nd: icon grab
3rd: remington roomsweeper
4th: remington roomsweeper

Aerial Combat Drone attacks: -2 hp

reloaded: streetsmarts, coordinated attack
market:
nothing

## round 5
elf: 4hp, 5 nuyen, 2x quick shot, retrieval agent
dwarf: 3hp, 2 nuyen, 2x street smarts, coordinated attack

crossfire level: 1
crossfire card: stranger things happen

*elf turn*
discards quick shot to return Jacked In from discard
retrieval agent -> Aerial Combat Drone (returns icon grab)
quick shot -> drake enforcer
icon grab -> drake enforcer
jacked in -> deckhead

Deckhead levels:
1st: jacked in

Drake Enforcer levels:
1st: icon grab
2nd: quick shot
3rd: icon grab

Aerial Combat Drone levels:
5th: retrieval agent
6th: retrieval agent

Deckhead attacks: -1 hp
Drake Enforcer attacks: -1hp (discards katana - nothing happenes)

reloaded: mark, icon grab
market:
backdoor (-4 nuyen) -> clairvoyance

*dwarf turn*
street smarts -> drake enforcer
coordinated attack -> aerial combat drone (dwarf draws clairvoyance, plays mark -> deckhead)
street smarts -> deckhead

Deckhead levels:
2nd: mark
3rd: street smarts

Drake Enforcer levels:
4th: street smarts
-> killed, +2 nuyen

Aerial Combat Drone levels:
7th: coordinated attack
8th: coordinated attack
-> killed, +8 nuyen

reloaded: mana, mark
market:
covering fire (-5 nuyen) -> guiding spirit

## round 6
elf: 2hp, 6 nuyen, icon grab, backdoor, clairvoyance
dwarf: 3hp, 2 nuyen, mana, mark, covering fire

crossfire level: 2
crossfire card: coordinated defenses

*elf turn*
dwarf plays covering fire -> deckhead (deckhead cant attack)

Deckhead levels:
4th: covering fire
-> killed, +4 nuyen

reloaded: mana, quick shot
market:
nothing

end of scene 3
-> coordinated defenses go to bottom of crossfire deck
-> both heal 1
-> no buying

## game end - WIN
elf: 3hp, 8 nuyen
dwarf: 4hp, 4 nuyen

crossfire level: 2
 
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B C Z
United States
Reston
Virginia
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Other than a few spelling irregularities, I can't find anything off in this report - though having the text of the encounters/crossfire cards would double verify that.

(aka: I'm not pulling out my set to recreate this so some effects are coming off of memory.)

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Till Uhlemann
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Well everything seems to be okay. Just some quick notes - yes there are some slight wrong wordings - also it would make it easier if you would mention Cards played as an assit - especially since at least once you accidently mentioned the wrong char with a card.

Regarding the winning of the game - in the new rules (Prime runner Edition) the buff for two players is much larger than in the original version (from my point of view). Previously each runner got one additional starting nuyen, but no lvl 2 card in their starting deck - this make a big difference since the flexibility of the Icon grab is an huge advantage.

Also you were lucky to find a third Icon grab really fast and all three drawn crossfire event cards had basically no (negative) effect on your game.

In general it is my feeling that if you reach scene 3 with only a crossfire level of one it should be normally a relativly easy game to win unless both runner have only 2hp and nearly no cards in their hands. Also it is good to see the big boost Icon grab from the start seems to have, because without the old add-on (high caliber ops) I found the two player game really hard (without the Icon grab ruling). I also would suspect that alone the first round would have been different if you would not have had the mark to pair it with the Icon grab in the first place.
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Alex Brown
Australia
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Count me as +1 for thinking the game is not hard. I appreciate the Prime Runner rules are a little softer for 2p, but I win a lot as well (80%+). I've played around thirty times.

When I lose, it's because:

1) random crossfire modifiers - the regular text of crossfire cards isn't too bad, but the modifiers for the level can be game-ending on the spot. Starting at negative crossfire status is a really big deal and probably my thinking for where the game is too easy. I think the game doesn't scale well - it's clearly tuned for four players.

2) Poorly timing the start of the last round - ultimately, in this game you are managing your damage output and flexibility (hand) versus time (crossfire deck and health). You don't want to race too quickly to the new Scene if you aren't ready for it. You are better off letting a turn or two tick over to replenish your hand, particularly if you have high-cost cards still in your deck. You are most vulnerable when the new turn starts, as that's when obstacles deal the most damage, flip abilities kick in, and crossfire cards can modify with counters. Once I realised this, the game became clearer, but also narrower and less fun.

The game becomes more difficult with the harder challenges for more karma, but these feel a bit artificial and tacked on at times. I don't really think they make the game more interesting, just less room for error

Shadowrun: Crossfire is an excellent production. Apart from the smell, the insert, art and quality of the cards is top-notch. In an ocean of card games, this really should be considered the standard for aesthetic presentation. The mechanisms have clearly been carefully quantified, but sometimes even nakedly so, with the game appealing to number-crunching and probabilistic risk-taking rather than drama. At its heart it wants to be a role-playing game with multiple player interaction, but the metrics of the game make it a little cold and calculating rather than intuitive and personable. Ultimately, this presents as a narrative game, and I could see that emerging with a core group who commit to investing in the role-playing elements and upgrades, but for me the gameplay doesn't reflect this much instead borrowing more from Pandemic or Race For The Galaxy in presenting a well-developed puzzle for you to solve.
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David
United States
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Alex Brown wrote:
Apart from the smell, the insert, art and quality of the cards is top-notch.

I recently bought this from someone and the first thing I noticed on opening it was the smell. Does it ever dissipate?
 
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B C Z
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Reston
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Odors in any games are a result of one or more of the parts offgassing and that gas not having anywhere to go (because we gamers want our cardboard shrinkwrapped in plastic).

Lay everything out on a table and put a box of Arm & Hammer nearby and walk away for a day or two.

I had this issue with my tiled copy of Hanabi and the above did the trick after a few days.
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