Download CAT27700 Crossfire Full Rules PDF

TitleCAT27700 Crossfire Full Rules
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Page 2

2 Shadowrun: CroSSfire rulebook



Shadowrun: CroSSfire rulebook
Welcome to your new deck-building game!

new To deCk-buildinG GaMeS?
The core idea of deck-building games is that each player has
their own personal deck of cards during the game. They draw
and play cards from their deck, keeping those cards separate
from the personal decks of other players. Usually players start
with identical or very similar decks, and those decks contain
only simple and low-power cards.

As the game proceeds, each player will add cards to their
deck (hence the name “deck-building”). The players add dif-
ferent cards, based on their own choices, preferences, and the
situation they face in the game. In this way, the player’s decks
diverge to become uniquely interesting play experiences. The
cards players add are more powerful than their starting decks,
allowing the players to do more each turn. This mechanic pro-
vides a curve of power growth that feels satisfying. Since you
are using the same deck, and you keep shuffling your discard-
ed cards back into that deck when you run out, you will ex-
perience a high variance in what you draw. Sometimes, you’ll
have a slow turn in which you can’t do much, challenging you
to make the best use of a bad turn. Other times, you’ll have a
good turn and get to enjoy the thrill of having a hand full of
the best cards you’ve acquired.

Each game is different, because players start out fresh with
the starter deck of low-power cards. You can take a new di-
rection each game, choosing to experience a different style of
play by acquiring different cards for your personal deck. This
variety of play is one of the great strengths of deck-building
games. Players enjoy playing them over and over again be-
cause each experience can lead to a new and exciting deck.
We hope you enjoy our version!

new To Shadowrun?
Shadowrun takes place in a dark future (called “the Sixth
World”), where magic has returned to the world and megacor-
porations have eclipsed governments in power, wrapping in-
ternational economies around their bejeweled fingers. Most
people survive by selling their souls to the megacorps, slaving
away for their entire lives in an effort to stay safe and fed.

Some people, though, aren’t willing to sell out. They don’t
fit into the mold the corporations have prepared for them.
They live in the cracks and margins of society—in the shad-
ows. To survive, they do the things others won’t, performing
the gray ops the megacorps need in order to keep up with the
competition.

You are one of them. You are a shadowrunner. You may be
a human, elf, ork, troll, or dwarf; you may make your way by
slinging spells, swinging swords, firing bullets, or hacking the
Matrix. You have to be a step faster and a hair smarter than
everyone else if you want to keep working, and you need to
keep your wits about you if you want to stay alive. There are
plenty of obstacles out there, from law enforcement officers
looking to put you away to corporate managers seeking re-
venge for the last job you pulled. There are ultra-violent gang-
ers, vicious critters, and people who carry two hundred bul-
lets and an equal number of grudges. To stay alive, you trust
yourself, you trust your team, and you remember a few simple
pieces of advice:

Watch your back. Shoot straight. Conserve ammo. And
never, ever cut a deal with a dragon.

As one of the most enduring gaming settings of all time,
Shadowrun has been entertaining gamers for a quarter of a
century. Shadowrun: Crossfire provides a new way to dive into
this enthralling setting!

ConTenTS

Your Wonderful New Toys ..................................................................... 3
Quick-Start Rules .................................................................................... 3
Full Game Rules ....................................................................................... 9

Objective & Campaign Overview ..................................................... 9
Card Types ........................................................................................... 9

Runner Cards .................................................................................. 9
Black Market Cards ....................................................................... 9
Obstacle Cards ............................................................................. 10
Crossfire Cards ............................................................................. 11

Setup................................................................................................... 11
Playing with Fewer than Four Runners .................................... 12

How to Play........................................................................................ 12
Draw a New Crossfire card........................................................ 12
Taking a Turn ................................................................................. 13

1. Play Cards ............................................................................. 13

2. Apply Damage ...................................................................... 13
3. Take Damage ........................................................................ 17
4. Draw & Buy Cards ............................................................... 17
5. End Turn ................................................................................ 18

Communication............................................................................. 18
Ending the Game............................................................................... 18

Mission Rules ........................................................................................ 19
Upgrading Runners ............................................................................... 22
Card Explanations ................................................................................. 23
FAQ .......................................................................................................... 25
Appendix A: Glossary of Game Terms ............................................... 26
Appendix B: Strategy Options ............................................................. 28
Credits ..................................................................................................... 29
Game Play Example .............................................................................. 30

Page 16

16 full GaMe ruleS



Example 2. On Jay’s turn, he decides it’s time to get rid of
a difficult obstacle—a Gargoyle—facing the next player, Jim. He
might also have enough firepower in his hand to take down an
Astral Shiver facing him, with some luck. The Gargoyle is tough
with a damage track of: 6 , 6 , , . The other obstacle,
an Astral Shiver, is less difficult: 3 , , . Luckily Jay is play-
ing a Mage. Jay has a Lightning Bolt, a Stunbolt, a Monofilament
Whip, a Quick Shot, and a Mana in his hand.

With the Gargoyle in his sights, Jay plays the Lightning Bolt.
Instead of dealing damage of a specific type, it deals two
consecutive levels of damage to the Gargoyle’s damage track.
He then plays a Quick Shot for a damage, followed by the
Monofilament Whip for the second damage. But first, the
Whip’s ability allows him to move an obstacle in front of Jim to
face him, which he does. Because he played another Weapon
card (Quick Shot), Jay knows he won’t take any damage from
that obstacle this turn. Jay places all three cards next to Gar-
goyle; he’ll take care of applying damage after he plays his
other cards.

Now for the Astral Shiver. Jay wants to clear all three levels
of its damage track, so he’ll need a total of 5 damage (3 + 1
+ 1), where 2 of that damage needs to be blue, to defeat it.
First he plays his Stunbolt, which is the only risk to his plan. Part
of Stunbolt’s damage ability lets him reveal the top card of his

deck and get additional damage equal to its cost. He reveals a
Guiding Spirit with a cost of 3, so things look good. His last play
is the Mana, and he places both cards next to the Astral Shiver.

Jay is done playing cards, so he applies damage. For the
Gargoyle, he uses the Lightning Bolt to deal two consecutive
levels of damage, clearing the 6 damage and 6 damage.
When you clear a level, it doesn’t matter how much damage
you would normally have to do, so Jay moves on to the black
damage. He gets one from his Quick Shot for the third level,
and one from his Monofilament Whip for the last level, and
defeats the Gargoyle. But this step of his turn isn’t quite over, be-
cause the Gargoyle has a defeated ability (Choose a runner. That
runner takes 1 damage.). So Jay has to decide which member
of his team can best take that damage.

Next it’s the Astral Shiver’s turn. The first level requires
3 damage, which Jay deals using Stunbolt’s ability (and the

Guiding Spirit reveal) to clear the level. Stunbolt also deals one
for its normal damage, which takes care of the second lev-

el. Jay applies the last damage from his Mana, defeating
the Shiver. Jay has defeated the two obstacles, so he distrib-
utes nuyen for them starting with himself, and discards the
cards he played. He also doesn’t take any damage from the
obstacle he moved from Jim to himself because of the dam-
age protection he got from the Monofilament Whip.

2

6

DEFEATED: Choose a runner. That runner takes 1 damage.

Gargoyle 6th World

66

73/80

© 2014 The Topps Company. All rights reserved.

6

REQUIRES SPELL: You can’t buy this card from the
Black Market unless you played a SPELL card this turn.

Damage: Deal 2 consecutive levels
of damage to an obstacle. 08/2

8

S
P
E

LL

Lightning Bolt

© 2014 The Topps Company. All rights reserved.

1

“Yeah, I think he’s the guy who put a bullet in my
chummer’s brain, since he was the only one around.

But I never saw him draw his fraggin’ gun!”
13/

28

W
E

A
P
O

N
:
B

A
S

IC

Quick Shot

© 2014 The Topps Company. All rights reserved.

2

You can move one obstacle facing another runner to
face you. If you played another WEAPON card anytime

during this turn, that obstacle can’t attack this turn. 14/2
8

Monofilament Whip

W
E

A
P
O

N

© 2014 The Topps Company. All rights reserved.

3

1

4

“I don’t know if it was a hungry spirit or some sort of twisted mana void, but something cold
and dark just brushed me on the astral. I don’t want to stick around to find out what it is.”

Astral Shiver 6th World
05/80

© 2014 The Topps Company. All rights reserved.

3

Reveal the top card of your deck,
then put it back on top of your deck.

X equals the revealed card’s cost.

X

21/
28

S
P
E

LL

Stunbolt

© 2014 The Topps Company. All rights reserved.

1

“Maybe it holds living things together, or maybe living things
call it and organize it. All I know is that when the right mage
shapes it, mana blows things up good. What else matters?”

05
/28

S
P
E

LL
:
B

A
S

IC

Mana

© 2014 The Topps Company. All rights reserved.

3

REQUIRES SPELL: You can’t buy this card from the Black
Market unless you played a SPELL card this turn.

You can discard your hand.
If you do, draw that many cards.

1

20
/28

S
P
E

LL

Guiding Spirit

© 2014 The Topps Company. All rights reserved.

+3

3

Page 17

full GaMe ruleS 17

Collecting and distributing nuyen
You and your teammates gain nuyen for each obstacle you
defeat. The nuyen value of the obstacle is shown in the upper
right corner of each Obstacle card (for example, 5 ). The cur-
rent runner (on whose turn the obstacle was defeated) takes 1
nuyen from the total the obstacle is worth. Then in clockwise
order, the runner to the left takes 1 nuyen from that total, and
so on until runners have taken nuyen equal to the obstacle’s
Nuyen value. For example, if you defeated a Wage Mage, which
has a value of 5 nuyen, and there are 4 runners, each other run-
ner would get 1 nuyen, and you would get 2.

There is no limit to how many nuyen you can have, but you
should usually spend them on your turn to improve your deck
if you can.

defeating an obstacle when it isn’t anyone’s Turn
Sometimes an obstacle gets defeated when it isn’t a runner’s
turn. Usually this happens during the Draw a New Crossfire
Card step of the round. If this happens, treat the runner whose
turn is next as the runner who resolves any defeated abilities
on the obstacle and who receives nuyen first when distribut-
ing it for that obstacle.

3. Take daMaGe
When you are done playing cards, if there are any obstacles
still facing you, each one attacks you. When it attacks, it
deals damage to you equal to its Attack Strength. No mat-
ter how many obstacles deal damage to you, that damage is
combined and applied as a single amount. Some obstacles
also have abilities that trigger when they attack. If those abil-
ities damage you, that damage is also combined with the
damage from obstacles attacking you. This means you might
become staggered from damage you take on your turn from
attacking obstacles, but you won’t go critical from that dam-
age as well. (See Staggered and Critical below.)

When you take damage, reduce your hit points (HP) by the
amount of damage you take. When you are healed, increase
your hit points by the amount of healing. If an effect would heal
you to more hit points than your starting hit points, it only heals
you to your starting hit points. You can’t go above your starting
hit points. Use Health markers (or other means) to track your hit
point total. If you take damage that would reduce you to less

than 1 hit point, you go to 0 hit points and are staggered (no
matter how much additional damage you take at the same time).

Staggered
› Damage taken from multiple sources during the same

step of your turn can’t make you become staggered
and go critical at the same time. Damage taken on later
steps of the turn, however, can still make you go critical
if you’re staggered.

› When you become staggered, immediately shuffle
your deck, hand, and discard together into a new deck
(meaning you currently hold no cards in your hand).

› You do continue to receive nuyen from defeated obsta-
cles and can use upgrades while you are staggered.

› If you are the starting runner, you do continue to man-
age the Crossfire deck while you are staggered.

› While staggered, if you get to draw cards before the
start of your turn, you can keep those cards and play
them on your turn.

› At the start of your turn, if you are staggered, draw 1 card.
› If you are staggered, you can still play cards and apply

damage during your turn, and you can still play cards
with assist abilities on other runners’ turns

› You still get attacked by obstacles and bosses during the
Take Damage step when you are staggered. If you take
any damage from them, you go critical (see below). At this
point, the run is aborted (see Ending the Game, p. 18).

› While you are staggered, you don’t get to draw 2 cards
or buy cards during the Draw & Buy Cards step.

› If you are healed 1 hit point or more while staggered,
draw 2 cards from your deck (even if it’s not your turn).
You recover and are no longer staggered.

Critical
› If you take any damage while staggered, you go criti-

cal, even if that damage occurs during another runner’s
turn. There is no recovery from going critical and your
current run is over. Shuffle your hand and discard into
your deck. You take no more actions during the game,
but your runner will escape and will be healed up in
time for the next run.

When a runner goes critical, the run can’t be completed,
and the rest of the team immediately begins playing an abort
run round (see Ending the Game, p. 18) unless the mission
doesn’t allow an abort.

4. draw & buY CardS
If you have 3 or fewer cards in your hand, draw 2 cards. When-
ever you need to draw cards and there aren’t enough cards in
your deck, draw the cards that remain in your deck (if any),
then shuffle your discard into a new deck and continue draw-
ing until you have drawn enough cards.

Now you can buy cards from the Black Market. The Black
Market consists of the six cards from the Black Market deck
that are face up. You can buy any number of cards, as long as
you have enough nuyen to afford them (which you get from

3 2

1

5

FLIPPED: You can cycle 1 non-SPELL card in the Black Market.

Wage Mage Human
12/80

© 2014 The Topps Company. All rights reserved.

Page 31

GaMe PlaY eXaMPle 31

GENERIC
TOKENS

3 24678 15

1

2

3

4

3

7

2

STAGGERED CRITICAL
NAME

SLOTS

KARMA

TROLL

HP>

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© 2014 The Topps Company. All rights reserved.

14

Yo
u c

an
’t

bu
y c

ar
ds

.
“S

he
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go
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jo

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yo

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st

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r.

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s,

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ith
th

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st
.”

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rk

3

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2

3

“Sometimes, geeking the mage first means taking them out before they know there’s a fight.
Best defense is a good offense, right?”

Mage Hunter Elf

322

55/80

© 2014 The Topps Company. All rights reserved.

S
TA

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TI

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G

D
E

C
K

S
tr

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e
t
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a
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s o

nly
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mo
ne

y c
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se
s o

nly
m

on
ey

. T
he

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ly

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no

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ef

t
is

at
th

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nd

of
th

e s
am

ur
ai’

s s
wo

rd
. It

is
sw

ift
, s

ha
rp

, a
nd

tr
ue

.”

1/4

© 2014 The Topps Company. All rights reserved.

Mage Role

“The world shakes, fires rage, and buildings crumble to the ground.
In the middle of it all is this guy, standing firm, ready to cast the next

set of spells that will rock everything again.”

STARTING
DECK

4/4

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®

1

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ea

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aw

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s f

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gg

in’
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n!


13/
28

WEAPON : BASIC

Q
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.

1

“Maybe it holds living things together, or maybe living things
call it and organize it. All I know is that when the right mage
shapes it, mana blows things up good. What else matters?”

05
/28

S
P
E

LL
:
B

A
S

IC

Mana

© 2014 The Topps Company. All rights reserved.



®



®

9

Damage: Deal 1 level of damage
to up to 3 different obstacles.

2

22
/28

S
P
E

LL

Fireball

© 2014 The Topps Company. All rights reserved.

4

Return a HACKING card from
your discard to your hand.

1

04
/28

H
A
C

K
IN

G

Retrieval Agent

© 2014 The Topps Company. All rights reserved.

9

Choose a card with cost 6 or less in the
Black Market and play it. Place that card into the

Black Market discard afterward. (Immediately flip a
new card to replace the card you played.)

2

19/
28

H
A
C

K
IN

G

Hack the World

© 2014 The Topps Company. All rights reserved.

2

You can move one obstacle facing another runner to
face you. If you played another WEAPON card anytime

during this turn, that obstacle can’t attack this turn. 14/2
8

Monofilament Whip

W
E

A
P
O

N

© 2014 The Topps Company. All rights reserved.

4

Choose another runner. That runner draws
1 card and then immediately plays a card.

1

11/
28

S
K
IL

L

Coordinated Attack

© 2014 The Topps Company. All rights reserved.

4

Other WEAPON cards played this turn
deal + 1 damage to each obstacle

and boss they damage. 15/2
8

Katana
W

E
A
P
O

N

© 2014 The Topps Company. All rights reserved.

1
11

1

1

5
5

1 1
1

1 1

1
11

5
55

1 1

BLACK
MARKET

BLACK
MARKET

DECK

BLACK
MARKET
DISCARD

BANK

ROLE CARD

ROLE CARD

DISCARD

DISCARD

OBSTACLE

CHARACTER
CARD

CHARACTER
CARD

OBSTACLE

RUNNER DECK

RUNNER DECK

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