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About the Cards

DEPLOYMENT COST
Runners, Gear, Locations, Contacts and Specials cost nuyen to deploy. This is a one-time cost, paid when the player puts the card into play. Deployment costs are indicated by a nuyen symbol, ¥, and a number.

THREAT RATING
Runner and Challenge cards, and some Gear cards, have Threat Ratings. The Threat Rating represents the card's ability to inflict and take damage, indicated by two numbers separated by a slash (for example, 2/3). The number to the left of the slash represents the base Attack Value of the card. This is the amount of damage the card can inflict. The number to the right of the slash represents the Body of the card. This is how much damage a card can take before being "killed." These numbers can be modified by other cards.

Some Threat Ratings include Armor, indicated after the Threat Rating in parentheses; for example, 2/3 (A2). In this example, the card has an Attack Value of 2, a Body of 3 and an Armor Rating of 2. Armor protects its wearer by absorbing a certain amount of damage from an attack (see Armor, in Combat).

Some Gear and Objective cards modify the Threat Ratings of Runners or Challenges, respectively.

PUMPABLE CARDS
Players may pay nuyen to pump up the Threat Ratings of some Challenges, Runners and certain other cards, indicated on the cards by a nuyen cost and a Threat Rating modifier. For example, 2¥: +2/+2 on a card indicates that for every 2 nuyen the owner of the card pays, he adds 2 to the target Runner's Attack Value and 2 to his Body.

Both turned and unturned cards may be pumped up. Only the player who owns a pumpable card may pump up that card. Players may spend any amount of nuyen to pump up a card. Unless the card states otherwise, pumped-up Threat Ratings always return to normal at the end of the turn.

Some pumpable cards increase the card's Attack Value but lower its Body: for example, +2/-2. Pumping such a card until the Body drops to 0 kills the card. Trash a card with a modified Body of 0 after the card inflicts damage.

If a card survives damage in excess of its base Body because its Threat Rating has been pumped up, the card is killed at the end of the turn when the Threat Rating returns to normal. For example, the cyborg Runner Tin Man has a base Threat Rating of 5/5. If the owning player pumps up Tin Man to 10/10 and he survives a shadowrun but takes 8 points of damage, he dies when his Threat Rating reverts to 5/5 at the end of the turn.

TARGET RUNNER VS. USER
The phrase "target Runner" indicates that a Runner is the target of a card or game effect. If a card includes the phrase "target Runner," the player who owns the card chooses the target of the card. For example, the Special card Green Apple Quicksteps forces a target Runner to immediately return to the safehouse.

The word "user" on a card refers to the Runner using the card, not the player playing the card. For example, the Gear/Weapon card Ares Predator reads, "+3/+0 to user". When this card is played on a Runner, that Runner becomes the user of the card and receives a bonus of +3/+0 to his Threat Rating.

RUNNERS
Runners (or shadowrunners) are the main characters of the game. More than any other cards you choose to include in your deck, the Runner cards will determine your deck's attitude and style.

Players deploy Runner cards in their safehouses and use them to build teams to go on shadowruns.

Skills
Skills represent the primary distinction between Runners, making each Runner different and enabling them to survive in the shadows. Runners use their skills to achieve Objectives or sleaze past Challenges.

All skills have a base rating of 1. Skills with a small number to the upper right are enhanced skills; the number represents an increased skill rating and is indicated in the text as in the following example. A Runner with Athletics 2 has an Athletics skill rating of 2: he has twice the ability of a Runner without enhanced Athletics skill.

Some cards give Runners a skill or add to a Runner's skill. For example, the Skillsoft: Athletics card reads, "User receives Athletics +1." If the target Runner does not possess the Athletics skill, he now has the skill at the base rating of 1. If the target Runner has the Athletics skill, he now has Athletics 2. If the target Runner has enhanced Athletics (Athletics 2), the card gives him Athletics 3.

The following skill descriptions include the icon that represents the skill on the cards.

Athletics: Athletics allows a Runner to push his or her body beyond normal levels of endurance.

Conjure: Shamans and other Runners with Conjure use the Conjure skill to summon and command Gear/Spirit cards.

Decking: The Decking skill allows Deckers (cybernetically enhanced Runners who can manipulate encoded data with their minds) to access the world-wide communications net known as the Matrix.

Demolitions: A Runner with the Demolitions skill is highly experienced at working with explosives.

Firearms: Runners with Firearms are proficient with a variety of projectile weapons.

Gunnery: Runners with the Gunnery skill specialize in firing really big weapons.

Leadership: Leadership allows Runners to remain calm under pressure and to successfully manage difficult situations.

Melee: Runners with Melee are experts at fighting with their hands and with hand-to-hand weaponry.

Piloting: The Piloting skill allows Riggers (Runners who use a cybernetic link to control vehicles and drones) to drive or steer anything with wheels, wings, treads or any other type of mechanical propulsion.

Social: The Social skill allows Runners to succeed in situations where talking is more important than shooting.

Sorcery: The Sorcery skill allows Mages and other Runners with Sorcery to use Gear/Spell cards.

Stealth: Runners with Stealth can sneak quietly in and out of situations by blending in with their surroundings and covering their tracks.

Steetwise: Runners with the Streetwise skill know the score and can safely navigate the dangers of a hostile urban environment.

Technical: Runners with Technical skill are experts in all things technical or electrical.

Special Traits
Some Runners have special traits that make them unusual among the denizens of the Sprawl. These traits appear as keywords on Runner cards. All special traits have a base rating of 1. A Runner may use his special trait at any time during the game.

Some traits require the player to turn the Runner in order to use them; others do not. If a Runner has turned to go on a run, he may still use a special trait that does not require him to turn.

Anti-social: If a Runner with the Anti-social trait is present during a shadowrun, the shadowrunning team automatically fails to sleaze any Challenge with a Social sleaze requirement. The alarm is triggered for the remainder of the run.

Biotech: Biotech allows a Runner to completely heal himself or a target Runner (but not Spirits or Drones) who is present, provided the target Runner has a Body of at least 1. The Runner must turn to use Biotech unless he is on a shadowrun. If on a shadowrun, he need not turn, but may only use the trait between Challenges. This trait can only be used once per turn. A Runner with enhanced Biotech may heal a number of Runners equal to his Biotech rating, but must heal them all at the same time. For example, a Runner with Biotech 2 may heal two Runners. This special trait cannot be used on Cyborgs.

Fame: A player may add 1¥ to the amount he collects during the Credstick phase for every point of Fame his deployed Runners possess. For example, if a player has one Runner in play with Fame 2 or two Runners in play with Fame, the player would add 2¥ to his Credstick during the Credstick phase of his turn.

Guard: The Guard trait allows a Runner to take damage directed at another Runner that is present. A Runner with Guard may take damage equal to his Body. Any excess damage must be taken by the original target. A runner using Guard during a shadowrun need not turn to use the trait; at all other times, he is required to turn.

Hermit: A Runner with the Hermit special trait cannot visit or use Location cards.

Recon: The Recon trait allows a Runner to turn to view one Challenge card during the Legwork phase of the Runner's owner's turn. A Runner with enhanced Recon may perform a number of Recons equal to his Recon rating. For example, a Runner with Recon 2 may perform two Recons (look at 2 Challenge cards) per turn.

Stamina: A Runner with Stamina ignores the effects of Fatigue (see Fatigue in Combat).

Prime Runners
Prime Runners are Runners who have achieved legendary status in the Sprawl. They are extraordinary individuals who possess powers and skills beyond those of the typical Runner. Only one of each Prime Runner can be in play at the same time. For example, if you are holding Lord Torgo in your hand and your opponent has Lord Torgo in play, you cannot play Lord Torgo until your opponent's card is trashed or fragged.

Prime Runners have an Upkeep cost in addition to a deployment cost, shown in the upper right corner of the card and separated from the deployment cost by a slash. The deployment cost appears to the left of the slash, the Upkeep cost to the right. You must pay a Prime Runner's Upkeep cost every turn to keep that card in play (see Credstick Phase, in Playing the Game).

Dead Runners
When a Runner dies, trash the Runner card along with any Gear or Special cards that the Runner is holding.

GEAR
Gear cards represent the equipment Runners use to make themselves better, stronger and more effective. Players deploy Gear cards on unturned Runners to give Runners the edge they need to defeat Challenges and take Objectives. When a Gear card is played on a Runner, the Runner is said to be "holding" the Gear card. Players may swap Gear cards between Runners (see Swapping Gear, in Playing the Game).

The Categories
Gear cards are divided into ten different types.

Accessories: Accessories can be attached to Weapon cards. If a Weapon with an Accessory is trashed, the Accessory also is trashed.

Armor: Armor cards add to a Runner's Body and increase the Runner's ability to withstand damage. A Runner may only hold one Armor card at a time. See Armor, p. 63 for additional Armor rules.

Cyberware: Cyberware cards represent the metal put into a Runner's body, the artificial enhancements that can be surgically applied to an individual to improve his natural abilities. Players may deploy Cyberware cards only on their own Runners. Some Cyberware cards function as weapons, while others modify a Runner's skills.

Each piece of Cyberware has a deployment cost and an Essence cost. Essence represents a Runner's life-force, and every piece of cyberware installed in a Runner destroys a little of that life-force. When Cyberware cards are deployed on a Runner, he loses Essence. A Runner may hold up to 6 Essence points of Cyberware: if you try to give a Runner more than 6 Essence points worth of Cyberware, the Runner dies. Trash all Gear/Cyberware cards on the dead Runner along with the Runner.

Because Cyberware has a crippling effect on Runners who use magic, Mages and Shamans cannot use Cyberware. Burned-Out Mages can use it, however, because they have lost part of their ability to use magic. They often try to compensate for their failing skills with Cyberware.

Cyberware cannot be swapped between Runners, and cannot be replaced or removed once it is deployed on a Runner. The addition of cyberware cannot give a Runner more than the normal number of limbs (two legs, two arms, one head).

Drones: Drone cards (remotely piloted vehicles) may only be used by Riggers. Drone cards have a deployment cost and a Threat Rating. When used on shadowruns, a Drone is treated as a Runner and may attack and take damage. Because the Rigger is busy controlling the Drone, when a Rigger uses Drones on a shadowrun he may not add his Attack Value to the team's Attack Value during combat. The Rigger, however, is still vulnerable to attacks from Challenges or Special Cards (see Combat).

A Rigger may hold any number of Drone cards, but may only use a number of Drones equal to his Piloting skill at any one time. When a Rigger goes on a run, he can declare at any point during the shadowrun that he is using, or activating, a Drone. At this point, the player turns the Drone card. Once turned, the card is present on the shadowrun. It may attack or be the target of attacks and is subject to the effects of Fatigue (see Combat).

Spirits: Spirit cards may only be used by Shamans and other Runners with the Conjure skill. In all other respects, Spirit cards function exactly the same as Drone cards. Use the rules above, substituting Spirit for Drone and Shaman for Rigger.

Magic: In the basic card set, Gear/Magic cards are spells or Spirits. Spells may only be used by Mages or other Runners with the Sorcery skill. Spirits may only be used by Shamans or other Runners with the Conjure skill (see Drones and Spirits, above). Runners may hold any number of Spells, but may only use a number of Spells in a turn equal to their Sorcery skill rating. Each Spell may be used only once per turn. Turn a Spell card to use it.

Matrix: Only Runners with Decking skill may use Gear/Matrix cards.Cyberdeck cards can boost a Runner's Decking skill. A Decker may use only one Cyberdeck at a time. A Cyberdeck is not required to use Matrix/Program cards.

A Decker may hold any number of Program cards, but can only use a number of Programs equal to his Decking skill per turn. Programs can be used only once per turn. Turn a Program card to use it.

Unless otherwise noted, a Decker uses Programs to assist or affect a shadowrun in progress without leaving the safehouse. Because the Decker remains in the safehouse, he cannot be attacked by Challenges.

Miscellaneous: These special Gear cards serve a variety of functions not covered by the other categories.

Vehicles: Vehicle cards may not be used against Indoor Challenges (see Challenges), but may be used by any Runner unless a special requirement or limitation is indicated on the Vehicle card. Runners may hold any number of Vehicle cards, but each Runner may take only one Vehicle on a shadowrun. The shadowrunning player must declare which Vehicle is being used before he begins the shadowrun.

Weapons: Weapon cards are the tools of the trade for Runners, and they include a variety of Firearms and Hand-to-Hand weapons. All Weapon cards have a Threat Rating that is added to the Threat Rating of the user. In most cases, a Weapon will modify only the user's Attack Value. Weapons may be used by any Runner unless the card indicates a special requirement or limitation. A Runner may hold any number of Weapon cards but may use only one Weapon per Challenge or combat.

Gear Keywords
The following keywords appear on cards to indicate special abilities of certain types of Gear.

Burst Fire: This keyword appears on Gear cards as a nuyen cost followed by the words Burst Fire (for example, 2¥: Burst Fire). Burst Fire allows you to pay the listed nuyen cost and roll D6, then add the result to the Attack Value of the target card. Burst Fire may be used once per weapon per combat.

Indirect Fire: Indirect Fire allows a Runner to use a weapon to assist a Shadowrun without leaving the safehouse. Turn the Runner holding the weapon to add that weapon's Attack Value to the cumulative Attack Value of the shadowrunning team. The Runner using the weapon does not add his Attack Value to the team's and is not eligible to take damage from the shadowrun.

Silenced Weapon: If the alarm on a Challenge is triggered, and the shadowrunning team defeats the Challenge using only Silenced Weapons, the team may continue the shadowrun as though the alarm was never triggered.

OBJECTIVES
Objective cards are the target of shadowruns and the primary source of the Reputation points required to win the game. Objective cards are played from a separate pile.

Each Objective has special rules and/or requirements indicated on the card that a Runner team must fulfill in order to win the Objective. Before you begin a shadowrun against an Objective, read the text on the card carefully. These rules may affect Challenges, Runners, the rules of the game or even other Objectives. Keywords have the same meaning on both Objectives and Challenges.

CHALLENGES
Challenges represent all the things that get in the way of a successful shadowrun. They cover the spectrum of obstacles a team of Runners might encounter on the way to winning an Objective, from nasty critters to security to bad traffic. Each category of Challenge card has a keyword (see Challenge Keywords) that defines certain rules or limitations associated with the card.

Most Challenges have a sleaze requirement that determines whether or not the Runner team can sneak past the Challenge without triggering the alarm. If the alarm is triggered, the shadowrunning team must face the Threat Rating of the Challenge and fight its way to the Objective (see Combat). Most sleaze requirements are based on skills. If the Runner team has the necessary skill(s), it will successfully sleaze the Challenge.

If a Challenge has no Threat Rating, then the shadowrunning team must deal with any special instructions that appear on the card. (See Legwork Phase, in Playing the Game.)

Challenge Keywords
Challenges may have more than one keyword, which means a single Challenge card can combine various restrictions and effects.

Awakened: Awakened Challenges represent the powerful mystical beings that inhabit the magically active world of Shadowrun.

Barrier: Barrier Challenges are physical or magical obstacles that get in the way of the Runners.

Closed System: A closed system is not connected to the Matrix. The Runner team cannot access these Challenges from the safehouse, and so the Decker must leave the safehouse and go on the shadowrun. In other words, a Decker cannot use Programs to affect Closed System Challenges unless he is present on the shadowrun.

Electrical: Electrical Challenges are electrical or electronic and are particularly vulnerable to Matrix attacks.

Indoors: The Challenge is indoors.

Miscellaneous: Challenges whose effects do not fit the other Challenge categories.

Outdoors: The Challenge is outdoors.

Personnel: Personnel Challenges are the guards, grunts and security teams hired to protect an Objective.

Street: Street Challenges represent street-level problems that the Runners may encounter, including gangs, organized crime and traffic.

Vehicle: These Challenges represent vehicle-related situations that may arise while Runners are en route to an Objective.

LOCATIONS
Location cards represent places in the world of Shadowrun. Each card has a deployment cost and a unique function, which is described on the card. Some Location cards require the player to pay nuyen (¥) each time his Runners use the card. Unless otherwise stated, Location cards may only be used during the Legwork phase (See Legwork Phase, in Playing the Game).

CONTACTS
Contact cards represent the people who live in the shadows, and who will help Runners-for a price. Cards that target or affect a specific race can affect Contacts (a Contact's race appears on each card). Each Contact card has a deployment cost and a unique function. Some Contacts require the player to pay nuyen (¥) each time their Runners use the card. Unless otherwise stated, Contact cards may be used only during the Legwork phase.

SPECIALS
Special cards are the wild cards of the game. They represent unique events and occurrences in the world of Shadowrun, from food poisoning to rampaging mutants.

!
Some Special cards, called Stingers, can be played at any time in the game, allowing players to mimic the unpredictability of life. Stinger cards have an exclamation point icon in the upper right corner of the card. Like other cards, the deployment cost of Stinger cards must be paid before the card can be put into play.


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