Shadowrun: Crossfire

2014 · Combat

Shadowrun: Crossfire

Les joueurs forment une équipe de shadowrunners opérant dans une cité cyberpunk fantastique et s’attaquent à des contrats dangereux provenant de corporations, de criminels et de sources surnaturelles. Le jeu se joue comme un deck-building coopératif pour deux à quatre joueurs : chacun gère un deck personnalisé représentant un runner, joue des cartes pour combattre les ennemis et surmonter les obstacles, et acquiert de nouvelles cartes ainsi que des améliorations entre les missions et pendant celles-ci. Chaque scénario utilise des decks de missions et d’obstacles, ainsi que des cartes Événement et Marché noir, pour proposer des défis variés. Les joueurs gagnent du Karma afin d’acheter des cyberwares, des initiations magiques, de l’entraînement aux armes et d’autres améliorations permanentes pour leurs personnages.

Joueurs
1–4 idéal à 4
Temps de jeu
30–60 min
Âge
13+
Complexité
2,8 / 5
6,1 sur Ludoyaà partir de 19,95 €FantasyJeu de cartesJeu coopératifPouvoirs variables des joueursConstruction de decks, de sacs et de réserves

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Prix le plus bas, 12 derniers mois19,95 € – 19,95 €

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53
Parties enregistrées
34
Joueurs
1h 20m
Partie moyenne
17
Dans des collections
13
Dans des listes de souhaits

6,1/10

sur 7 avis Ludoya

  • Evan4,0

    This is a fun idea for a co-op deckbuilder that's too randomly hard for it's own good. I say randomly hard because it's the randomness of card flips that ends you as opposed to it being a nice puzzle to solve. Part of the problem is we tried having one of each character type, and the elf character just doesn't have enough hit points to make it through act 2 of 3 in the opening quest. The idea is this, each player has a deck of cards. Each round, everybody gets an obstacle card that will hurt them at the end of their turn. Then, an event flips that helps or hurts, and then players play cards from their hand in specific orders to destroy any of the obstacles, even the ones in front of other players. It's a fantastic idea. I just don't see any way to win this. There is a system for "leveling up" that seems really odd. You can keep your character between games. You get 1xp for failing, so when you fail 5 times, you can get a little skill that helps you not lose as much. The skills range in xp cost from 5 to 30. I suspect the secret to enjoying the game is to use these skills at the start and just pretend the characters are higher level, but then how do we balance that so the game doesn't become too easy? The characters didn't stand out to me in this game to me. Everyone has access to all the skills, so it's not like a descent level up tree. I don't understand why the leveling is part of the game design, other than maybe Pathfinder Adventure did it and they wanted to compete with them? ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ☆☆☆☆☆ Raw enjoyment

    Y a joué 4 fois

  • Pahn8,0

    Oh boy, is this ever tough. Still, it's a tough that I want to play a lot more of, so it's got that going for it. I may house rule the karma, simply because I don't have anywhere near enough time to play enough to build up at the rules-as-written pace.

    Y a joué 5 fois

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