Shadowrun

Shadowrun Play => Shadowrun Crossfire => Topic started by: Jamelfr on <09-06-14/2221:01>

Title: Karma update question : button masher
Post by: Jamelfr on <09-06-14/2221:01>
Many 5-karma updates read like this example: "Button Masher - Once during your turn, you can subtiture 2 (Colorless) for a (Green) when applying damage". How do you play that?

My thought: when a obstacle has a health level of 2 Gray, I can replace it for a Green damage and can use one of my basic Green card (but I cannot do that with 1-3-4-5-6 etc Gray levels). Is it wrong?
Title: Re: Karma update question : button masher
Post by: Bull on <09-06-14/2236:24>
Basically, yes, but other way around.  Turn one green Matrix damage symbol into 2 Colorless.  So a Mark card, for example, would deal 2 Colorless instead of the 1 Green if you wished.  Something like the big 9 Nuyen green card taht does 2 G and 2 Colorless would instead do 1 G and 4 Colorless.  Etc.
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-06-14/2313:29>
That is good news: it makes 5 and 6 Colorless obstacles more manageable now. Thank you, your explanation is more understandable than the text on the sticker. :)
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-07-14/1700:31>
Sorry for the double-post... Coincidentally, there also seems to be some confusion about the interpretation on Board Game Geek : http://boardgamegeek.com/thread/1231781/karma-award-question.

Let's see what will be the final answer, but if SevenSpirits' interpretation is the right one, I'll get rid of the ability as it is almost useless/not efficient...  :(
Title: Re: Karma update question : button masher
Post by: Bull on <09-07-14/1724:43>
Well, Sean (Seven Spirits) is one of the co-designers of the game, so I'd guess his interpretation is the better one.  And that makes that ability much less useful now :(
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-07-14/2053:16>
Sean have updated the thread on Board Games and he is saying that his first interpretation is indeed the correct one... Well, this is too bad, it's just made a lot of upgrades almost useless :(
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-08-14/0105:38>
How is this useless?  I've run into a LOT of situations in which I've run out of cards in my hand that match the one color that is needed right now to save the day.  I would kill for this ability.
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-08-14/0133:25>
How is this useless?  I've run into a LOT of situations in which I've run out of cards in my hand that match the one color that is needed right now to save the day.  I would kill for this ability.

I see what you mean. I should give it a try then and see how it goes. I realize that "useless" was a too harsh word : I was just disapointed that Bull's interpretation was not the right one (it gave a lot of power to that ability hehe).  ;)

I will try some games with this ability and some other games the "+1 card in your starting hand" ability and I'll decide which one I like the best. Thank you for your thoughts on that matter.

One of the problem that I see for now with the " 2 colorless to defeat X color" ability is the luck aspect of it : if I need a Green to save the day but I chose the "Black" color as my ability, I can't do nothing. But I realize that this is normal for a 5-Karma upgrade to not be overpowered.
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-08-14/0332:10>
I run with an Oni, which starts with the extra +1 card in his hand.  This gives me a whopping 6 card hand at the beginning, which is great for clearing obstacles in the early game.  But the benefits taper off after the first two rounds, as I am stuck drawing hands out of a 1-card deck.  :(
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-08-14/2102:30>
What is the effects of the Oni runner exactly? You said it gives you 1 more card to your starting hand, but you are hinting at a penalty too... I'm just curious, since I'll probably never have that Oni Card. :)
Title: Re: Karma update question : button masher
Post by: Imveros on <09-08-14/2201:15>
What is the effects of the Oni runner exactly? You said it gives you 1 more card to your starting hand, but you are hinting at a penalty too... I'm just curious, since I'll probably never have that Oni Card. :)

The power up gives you +1 to your starting hand. Thus after your first round, it is no longer a benefit as you go to normal draw rules. Then since you start with a 7 card deck, drawing 6 of them only leaves one in the deck before shuffling them together.

Hoped that helped clear it up a little!
Title: Re: Karma update question : button masher
Post by: Jamelfr on <09-09-14/0028:16>
Thank you for the information. Then, there is no penalty for playing an Oni, interesting. Let's hope this runner will find its way in an expansion. :)
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-09-14/0111:59>
Well the Oni bonus isn't any different from any Ork picking up the "In Training" perk.  In fact, it's identical.  The problem being that unless you use your hand on your own obstacle you're going to be out of cards REALLY fast.
Title: Re: Karma update question : button masher
Post by: SevenSpirits on <09-09-14/0205:06>
Well the Oni bonus isn't any different from any Ork picking up the "In Training" perk.  In fact, it's identical.  The problem being that unless you use your hand on your own obstacle you're going to be out of cards REALLY fast.

I'm not sure I understand what you're saying, and so I just want to check that you are playing right.

If you don't play down to below 3 cards in hand, you won't draw at all. If you do play down to 3 cards or lower, you'll have a discard pile, and when you draw from your deck, after you draw the 1 remaining card, you'll shuffle up your discard pile to make a new deck. It's really hard to run out of cards to draw.

Also, it seems to me that you would get the same result in terms of drawing cards if you attack an obstacle in front of another player, as if you attack one in front of yourself.
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-09-14/0237:06>
Am I incorrect then in my interpretation that when I use my hand to resolve obstacles for another runner, that runner gets to keep the cards I used to resolve that obstacle?
Title: Re: Karma update question : button masher
Post by: SevenSpirits on <09-09-14/0248:11>
Am I incorrect then in my interpretation that when I use my hand to resolve obstacles for another runner, that runner gets to keep the cards I used to resolve that obstacle?

Yes, that is wrong. Cards you play always go to your own discard pile. Glad I mentioned it!  :D
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-09-14/0250:25>
LOL thanks so much!  I just looked at the rules again, and it's actually really clear in the examples that your played cards go into your own discard pile.  This is what I get for rushing through the instructions.  :)  Still, good to know that my team at least successfully aborted two runs of three attempts.  Granted, both of those times we actually allowed a teammate to go Critical to force the Abort phase.  :P
Title: Re: Karma update question : button masher
Post by: Dr. Meatgrinder on <09-09-14/0736:01>
Granted, both of those times we actually allowed a teammate to go Critical to force the Abort phase.  :P

The players at my table agree that we're basically playing for the successful Abort until we get our first upgrade.  Then we can actually try playing the game.  That makes the elf a good sacrificial lamb. :)

The Abort is hard enough, though, if you have more than one Staggered/Critical runner, because all of their obstacles go to the current player on his turn.  I've had a few close games that snowballed once a runner went critical because no one else had enough HP left to absorb the beatdown.
Title: Re: Karma update question : button masher
Post by: Namikaze on <09-09-14/1231:24>
Granted, both of those times we actually allowed a teammate to go Critical to force the Abort phase.  :P

The players at my table agree that we're basically playing for the successful Abort until we get our first upgrade.  Then we can actually try playing the game.  That makes the elf a good sacrificial lamb. :)

The Abort is hard enough, though, if you have more than one Staggered/Critical runner, because all of their obstacles go to the current player on his turn.  I've had a few close games that snowballed once a runner went critical because no one else had enough HP left to absorb the beatdown.

I had the same thing happen once.  That was the failure we had.  We also had a game where we could have killed the last obstacle facing the Critical runner, but instead we let it live.  That way we all had to only take damage from the one source.  It was metagaming to the extreme, but that's the point of a card game instead of the roleplaying game.
Title: Re: Karma update question : button masher
Post by: Bagpuss on <10-01-14/0638:24>
Basically, yes, but other way around.  Turn one green Matrix damage symbol into 2 Colorless.  So a Mark card, for example, would deal 2 Colorless instead of the 1 Green if you wished.  Something like the big 9 Nuyen green card taht does 2 G and 2 Colorless would instead do 1 G and 4 Colorless.  Etc.

Wow, I read that the wrong way round. I thought say the obstacle needs a Matrix damage but I don't have a Matrix card, I can substitute 2 Colourless to meet that requirement, converting them into a Matrix damage.

Which seems to make more sense from a flavour aspect. I'm not a decker and have skillz but if I mash the buttons fast enough it might work!!! It's how unskilled folks win at Street Fighter.

It's a really handy ability to have.

Edit: I take it from the later discussion in the thread my original interpretation is correct.

Of course if you thought it was the other way around and bought it playing a Decker it becomes pretty useless. But when I say it is handy I mean for someone like the Street Samurai or Mage, who can convert a lot of Mana or Weapon damage into Matrix Damage, when they need it, even if their one Hacking card is buried in their deck.