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SRC PlayerHelper Drax 2.3
SRC PlayerHelper Drax 2.3
SRC PlayerHelper Drax 2.3
HOW TO PLAY [pg.12] * Cf = Crossfire . TAKING A TURN [pg.13] In Order .
1. Draw a Crossfire card. If Critical you do not take a turn
- Start of each round, mission leader puts active Cf card (if any) 1. Play Cards - Other runners may ASSIST
into the discard. - May play cards from your hand, 1 at a time.
- Mission leader draws the top card of the Crossfire Deck. - Resolve any abilities when you play the card
- Follow the instructions for that card. (Check Cf Level) - Play Cards next to Any Obstacle you wish to damage
When active Cf card discarded, that card's effects no longer apply - If card can Damage more than 1 O
bstacle, use Generic Token
Assists
2. Each runner Takes a Turn [pg.13] - Can play ASSIST abilities only during another runner’s turn
- Start with the mission leader.
- Play continues clockwise until everyone has taken a turn. 2. Apply Damage [pg.14]
Note: Mission leader remains the same throughout the game - Apply damage to obstacles after all cards have been played
At End of any Turn:** = Special Damage Type. See Card Ability box
- if there are no obstacles/bosses facing any runner:
Mission leader Removes active Crossfire card (if any) from play = 1 point of damage of that colour each
and puts it on the bottom of the Crossfire Deck (Not Discard)
Note: - Timebomb has no effect on Removed Crossfire Cards = # point/s of colourless Damage. Does not affect color
- Removed Crossfire Cards do not add to Cf Level
Damaging Obstacles/Bosses [pg.14]:
3. The round is over. - Each box of the track is a level
- Once all Runners have Taken a Turn the round is over - Damage is done from first Left level box to Right level Box.
Repeat steps 1–3 until the Game Ends. - May take several turns to defeat an obstacle
____________________________________________________ - Cleared Levels on a Track remain cleared- Mark cleared (clip)
- Colored symbol means that the indicated color of damage must
ENDING THE GAME - Win / Abort / Loss - [pg.19] . be applied to that level to clear it.
- Gray symbol with # means that you must apply a total amount
Win: Each Mission has its own victory condition. of damage of any color and/or colorless to that level to clear it.
Meet the condition, team wins the scene, earn the Karma
- At the end of this phase, played cards are discarded
Abort: If any runner goes Critical, run may be aborted (if allowed)
- Team must decide to proceed with Scene or abort run. 3. Take Damage [pg.18]
- If team proceeds and a 2nd runner goes Critical then the game Active player receives dmg from obstacles facing them (if any)
ends in failure (Loss), no abort. - If HP is <1, Runner becomes Staggered
- If the team aborts, then team plays 1 abort round, then end - If dmg while Staggered, Runner becomes Critical
- If HP <1 while Exhausted, Runner becomes Critical
Start Abort round with next runner with the following rules: Note: No matter how many obstacles deal damage,
•› Each non-Critical runner plays one turn. (skip Critical runners) that damage is combined and applied as a single amount.
•› At start of abort round, remove the current Cf card from play ie: Dmg taken from sources during same phase of your turn can’t
Put it on the bottom of the Cf Deck (not discard) make you become Staggered and go Critical at the same time.
Note: Do not draw a Crossfire card during the abort round.
•› During the abort round, ignore any Mission rules. 4. Reload [pg.19]
•› At the start of each runner’s Abort turn, move all obstacles and - If you have 3 or fewer cards in your hands, draw 2.
bosses facing a Staggered/Critical runner to face current runner - If Exhausted only draw 1 card instead
Note: This happens before any other start-of-turn actions.
5. Black Market (BM) [pg.19] - If Staggered skip BM phase
- If at least 1 runner is Not Critical at end of About round: - May buy cards from the Black Market
Success: Scene ends all runners receive abort Karma award - Cards purchased go into your hand
- If All runners become Critical during the Abort Round: Black Market consists of 6 face up cards from Black Market Deck
Loss: Scene ends and none get Karma award - Flip new card from the BM Deck face up to replace bought card.
Loss: Scene/Game ends and runners receive no Karma award. 6. End Turn [pg.19]
- If a runner went Critical and team proceeded with Scene (not - Next players Turn OR
abort) and a 2nd runner goes Critical the run ends in failure (loss) - If the next player is the mission leader? start another round.
____________________________________________________ **
TAKING A BREATHER [pg.20] . NOTE: At the end of any turn: if there are no obstacles or
Once a Scene ends, Runners take a Breather (if Mission allows): bosses facing any runner, Mission leader removes active Cf card,
A Scene ends when, at the end of any player’s turn, all obstacles if any, from play & puts it on bottom of the Cf Deck (not discard)
facing runners have been defeated ____________________________________________________
Crossfire Card Information: .
During a Breather apply the following rules in order:
a. End ongoing effects - Unless specifically stated CONTINUOUS - effect lasts as long as the card is active
b. Remove Exhausted tokens - Except Critical runners
c. Heal 1 HP - All Runners, including Staggered/Critical runners TIMEBOMB - effect triggers when card is placed in
May Not heal beyond Max HP, Stag/Crit auto draw 2 cards Crossfire discard. (Not triggered if Removed)
d. Purchase Cards, May buy 1 card from Black Market
Cannot buy cards that ‘Requires X’ to buy during a Breather CROSSFIRE LEVEL - # in center of symbol shows the Cf
level threshold necessary for the ability or effect to trigger
Note: Upgrades cannot be used during a Breather Unless they
specifically state otherwise Note: Cf level is equal to number of cards in the Cf discard pile
v2.2
DAMAGE CONDITIONS: [pg.18] . OBSTACLE CARD Information/Key [pg.10] .