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Everything posted by byronczimmer

  1. Doc Savage said: The expanded rules on page 20 clearly state: "The Runner randomly trashes one card from his grip for each point of brain damage done to him, and his maximum hand size is permanently reduced by one card. The Runner takes a brain damage token to track this." So you get hit for a 4 brain damage blast. You lose 4 cards, but only get one Brain Damage token. Your hand size is reduced by one. The glossary is so shortened it is confusing. This is incorrect. 4 Brain Damage = 4 Discards from Grip + 4 Brain Damage Tokens
  2. HikariStarshine said: At least among my gaming group, we handle recurring credits by placing them on the card at the time it comes into play, then flipping them over to the advancement side when they're used instead of removing them. That way they're on the card at all times, and just get flipped back at the start of the next turn. This is why my groups do as well. Keeps everyone informed.
  3. Drop one of the Agenda (low cost) Put two advancement counters on it. Smile evilly.
  4. Which means the counter must be 'spent' to enact the effect. Otherwise the card would read: For each hosted counter on datasucker, every ice encountered has -1 strength.
  5. And, I dislike any representation of credits that requires a different representation for Advancement Counters. aka: Dice/Calculator/Abacus It is so much easier to take the '1' token and flip it to the white side and drop it on the advanced card.
  6. Click Trackers: Not usually, except during Runner's Turn when they Run (which click was I on?) and Corp's turn when they score an Agenda mid-turn (on action 1 or 2). Credit Tokens: Yes, very pretty, and flipping them to the white side has many uses: As an Advancement Token To represent [Recurring Credits] (flip them when they are used) To represent Astroscript's free Advancement Token (it's what it will be used for) To represent Nisei Mk II's ability etc… Red/Blue Tokens: Very useful for various things. Common practice in my area is to represent MU with the red side (and place them in the very upper left corner of a card using that MU (we have many new players and it s a very useful memory device). Blue side is pretty much everything else like virus tokens. Tag Tokens: Very useful, we also put a tag token on Data Raven as the 'Data Raven Token' since that's eventually what it will be used for. Brain Damage Token: I don't think these see ENOUGH use. Bad Publicity Tokens: Corps have not embraced their evilness enough yet to have these get used a lot, but when it happens, they will be used.
  7. It remains on the table Rezzed until a card effect causes it to derez or be trashed. For example, Cell Portal self-derezzes when its subroutine executes. Parasite can trash a rezzed piece of ICE. Security Subcontract can trash an installed piece of ICE.
  8. Three things can end the run: 1) The words 'end the run' 2) The Runner voluntarily Jacking Out (at a legal to do so time) 3) Flat lining the Runner In all other cases, if the Runner if still alive after the effect of an unbroken subroutine is executed, the Runner may keep going.
  9. Thread on BGG for background: http://www.boardgamegeek.com/thread/850442/can-corp-only-trash-when-installing Conventional wisdom is that the Corp may only trash ICE when installing ICE (for the purpose of lowering the installation cost), and may only trash Agenda/Asset/Upgrades when installing an Agenda/Asset/Upgrade. I feel a little like the OP didn't like that answer and went fishing for another answer. I will be sticking with the conventional wisdom (which is supported by the rules as written and quoted above).
  10. The Runner has a basic action called 'Make a Run'. This action requires only one thing: a click. The Runner can run with nothing in their rig and no cards in hand and no credits in the bank if they wanted to.
  11. Cards enter the archives face up if: 1) They were installed and rezzed (applies to ICE, Upgrades, Assets) 2) They were played as an Operation (applies to Operations) 3) They were accessed by the Runner during a Run and trashed during the access (applies to all card types, even operations, due to Demolition Run) Cards enter the archives face down if: 1) They were installed and NOT rezzed (applies to ICE, Upgrades and Assets) 2) They were discarded due to hand overflow 3) Any other situation where the Runner does not have knowledge of the card 3a) Accelerated Beta Test non-ICE cards 3b) Noise 'discard from R&D due to Virus installation' effect 3c) Forged Activation Orders on an installed and NOT rezzed ICE that is chosen to be trashed 3d) etc
  12. Doc9 said: This is why it is best that a runner leaves one click available til after a run. The rules say that if the runner's hand is less than zero at the end of his turn, he is flatlined. But, if a runner keeps a click available for a run, if he is damaged, he can then spend the click to draw a card so that he is no longer at less than zero. At least I'm pretty sure this would work. The actual rules quote: If the Runner takes more damage than the number of cards in his grip, or if he has a maximum hand size of less than zero at the end of his turn, then he is flatlined and the Corporation wins the game. Two distinct clauses. If the Runner needs to discard and cannot, the Runner loses. If the Runner has a hand size lower than zero at end of turn the Runner cannot maintain '0' cards in hand and loses.
  13. There are 15 points of Neutral Agenda, and with a deck size minimum of 45, at least 20 Agenda points are required to be present (allowing deck sizes from 45-49). Jinteki and Haas-Bioroid have no leeway in their Agenda choices. Both of their single in-faction Agenda are worth 2 points, so they must include all three faction Agenda and the six Neutral Agenda. Weyland only needs 5 points in faction Agenda and can do that with two in-faction Agenda of 1 point each. With two CORE sets, Weyland can choose which of Corporate Takeover and Posted Bounty is represented only two times, or may choose to include 3 of each with no change in maximum deck size. NBN has the most leeway, and can choose to include from 5 to 9 'in faction' Agenda Points across their two Agenda (worth 1 and 2 points respectively), giving them 20-25 Agenda points. If NBN were to include all of its in-faction Agenda at x3, they could get up to a 55-59 card deck if they so chose. Agenda : Deck Sizes 20-21: 45-49 22-23: 50-54 24-25: 55-59
  14. AussieKSU said: byronczimmer said: If the Runner encounters ICE and leaves any subroutines unbroken, they all happen. He means the all the unbroken subroutines happen. Yes, all unbroken routines happen.
  15. ZombiEd said: During the confrontation phase of a run, after the runner approaches an unrezzed ice does the runner decide to increase the strength of the icebreaker before or after the Corp opts to rez the ice? Once ice is rezzed, if it has a higher strength than the icebreaker, does the runner have an option to increase the strength at that point? If the runner doesn't have enough credits to increase the icebreaker strength to interact with and break subroutines what happens? If the runner can't interact with the ice, do the subroutines still activate? I think there are some basic rules misunderstandings in these questions. 1) Runner approaches ICE. 2) If ICE is unrezzed, Corp may choose to rez ICE. 3) If ICE is now rezzed (because it already was or because the Corp just rezzed it), Runner encounters ICE 4) If Runner wants to break any subroutines on the ICE 4a: Choose an Icebreaker to interact with the ICE 4b: If chosen Icebreaker is not equal or greater in strength to ICE, Runner pays to increase strength of icebreaker per a function of the icebreaker card 4c: if chosen Icebreaker is now equal or greater in strength to ICE, Runner pays to break subroutines they do not want to take effect. 4d: Corp activates all unbroken subroutines in the order listed on the card 5) If the Run is not over, Runner passes piece of ICE and all icebreaker strengths return to base value (exception: some Shaper programs) 5a: if there's more ICE, go back to 1 5b: if there's not more ICE, access the Server Contents Note, there is no reason to ever boost an icebreaker to MORE than the ICE being encountered, unless due to a stepping function (like Ninja which is boosted in increments of 5 STR). Paying to exceed the strength of an encountered ICE when you already equal or exceed the strength of the encountered ICE is a waste of credits. If the Runner encounters ICE and leaves any subroutines unbroken, they all happen. If the effect is 'trash a program', the Runner loses a program of the Corp's choice. If it's net damage the Runner will discard from hand. Etc, etc, etc.
  16. Inside Job is played. You encounter the first piece of Rezzed ICE (let's call it a Tollboth). You have two effects in play: 1) Runner: Bypass the first piece of ICE encountered 2) Corp: Make the Runner Pay 3 Credits The Runner is the active player, and chooses the order of their pending effects first, in this case, to bypass the ICE. As the Runner is no longer encountering the ICE, the Corp cannot enact the Toolbooth effect. -=-=- For Bioroid ICE: A disadvantage of Bioroid ICE is that the Runner can spend a click to break any routine. They can do this without any programs installed. It is only if the Runner wants to break a Bioroid subroutine with an icebreaker that the icebreaker has to match strength in order to interact.
  17. Arguments for multiple tagging: Psychographics has a limit of 'X', where 'X is the number of tags the Runner has'. Breaking News gives 2 tags. Data Raven can give 2 tags. There are multiple 'tag' tokens in the game box. --- All of these things convince me that the intent is to allow a Runner to be tagged multiple times. As pointed out, the state of 'being tagged' means to have one or more tags on the Runner. The state of 'not being tagged' means to have zero tags on the Runner.
  18. Out of the Box experience from a single Core set for two players is exceptional. If you choose to play competitively, each participant should have their own set so they can come to the tournament armed with 1 Corp Deck ready and 1 Runner Deck ready. If you choose to expand your deck building options, a second core set will open up almost all possibilities, as you will have more than x3 of all cards except the dozen or so cards which are made available singly in the core set.. If you are extremely hard core, purchase of a third set will let you run with x3 of those dozen or so cards, but they are very situational and/or unique cards that having in multiples of x3 will add miniscule value to your play decks.
  19. TheRealLeo said: byronczimmer said: No thank you. Keep the drip slow. There is no reason to accelerate beyond their normal rate. If they oversaturate the market then it will just be a repeat of the first time, and that's not a good idea. Further, they'll lose fans if they try to sell too much too fast. $15 * 12 is already $180 year (MSRP, can get discounts online, blah blah blah). Going above that takes this out of the realm of 'sure I"ll buy that pack for $15 to "$30? That's a whole game!" $180 for a whole year is hardly a big deal. And I'm not suggesting doing that for the whole year; just the first three or four months, especially October and hopefully early November to make the Championship tourney a little more interesting. Also, it wouldn't be $30 if there was even distribution amongst the factions. If you ran the typical 60 cards for the corp expansion, 4 new cards per faction (including generic) x 3 each = 60, while 4 new cards per runner faction (again including generic) x 3 each = 48. So unless FFG decides to get greedy, the runner expansion would realistically need to be a little less, maybe $12. So the total would be $27. It's only a difference of $3, but it's still something. Surely a distribution model like that for only a few months would not be a deal-breaker, or even a game-breaker. Your impatience is wonderfully exciting, but… No other LCG has 'accelerated' expansion packs early in the cycle and there is absolutely no reason to do it now either. I don't give a fly about the experience at Worlds. Per FFG tournament rules, unless the Expansion packs were available at least 30 days before the event, they would not be tournament legal anyway. People still don't have the CORE SET yet and won't until mid-September. Folks are going to be discovering various combinations and ways to do things within the core for a while. I think it would speak pretty poorly of FFG's faith in their product if they released Expansions so rapidly after release as to make the Core set obsolete or to get out of a slow-drip model. $180 may not be a big deal to you, but for those who were complaining about 'having' to purchase two (or three) core sets to be tournament competitive, anything MORE than $180 per year (for one game) is a bank breaker. If product rolls too fast, people will choose to quit the rat race. Further, by having focused pack, if the meta game is to play Jinteki, why will people purchase packs dedicated to HB, NBN or Weyland? It is far better to release themed packs where each faction gets a part of the theme in some way, and over time (6-7 or so expansions), a complete story arc is told. So don't worry about this year's 'worlds' in 2012, it's still too new, and they should limit to just core sets anyway. Think forward to how awesome next year's world's will be.
  20. Rulebook, p26: In addition to the creation of artificiallyintelligent bioroids, Haas-Bioroid has been experimenting with specialized bioroids dedicated to network security and other tasks that are traditionally the role of software agents (so-called “weak” AI). Bioroids tasked for purely network usage have a proven ability to interact with the brains of users employing a neural interface, with occasionally lethal results. There are also some indications that these bioroids are less “well-adjusted” than others who possess a body and may interact with human beings in a more traditional manner. Haas-Bioroid denies any allegations that their software-purposed bioroids are unstable or have ever been implicated in the brain damage of human users. --- Bioroid ICE are brain tape/matrix hosted only
  21. TheRealLeo said: byronczimmer said: The card base builds up at the same speed regardless of whether they do focused packs (1 per faction) or even distribution across all factions. No, I mean multiple expansion packs per month, not just the typical 60-card single pack for a whole month. They could do a corp expansion pack AND a runner expansion pack each month, getting more cards out than they normally do with their other games. No thank you. Keep the drip slow. There is no reason to accelerate beyond their normal rate. If they oversaturate the market then it will just be a repeat of the first time, and that's not a good idea. Further, they'll lose fans if they try to sell too much too fast. $15 * 12 is already $180 year (MSRP, can get discounts online, blah blah blah). Going above that takes this out of the realm of 'sure I"ll buy that pack for $15 to "$30? That's a whole game!"
  22. Access Cards is step 4.3 of the run. Bank job replaces this step.
  23. The card base builds up at the same speed regardless of whether they do focused packs (1 per faction) or even distribution across all factions. I'd rather see everyone get equal airtime.
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