Shadowrun

2005 · Core Rules (min needed to play)

Shadowrun

In 2070, cybernetic implants, wireless augmented reality, magic, and mythical creatures shape a world dominated by rival megacorporations. Players take the roles of shadowrunners working as deniable operatives, choosing from ancestries such as humans, elves, dwarfs, orks, and trolls, and specializing as street samurai, mages, hackers, or other professionals. The rules cover character creation, cyberware and bioware, magic, matrix operations, gear, combat, and running ongoing adventures in the dystopian urban sprawl. The hardcover rulebook includes guidance for both players and gamemasters, along with sample character pages.

Players
0
Complexity
3.8 / 5
Point Based (allocate points to get skills, powers, etc)Race Based (Player Race/Species affects gameplay)Attribute/Stat Based (STR, CON, PER, etc)

Game facts (players, playing time, age, credits) from BoardGameGeek.