Shadowrun: Crossfire

2014 · Combate

Shadowrun: Crossfire

Os jogadores formam uma equipe de shadowrunners que atua em uma cidade de fantasia cyberpunk e enfrenta contratos perigosos de corporações, criminosos e fontes sobrenaturais. O jogo funciona como um deck builder cooperativo para dois a quatro jogadores: cada jogador gerencia um baralho personalizado que representa um runner, joga cartas para lutar contra inimigos e superar obstáculos, e adquire novas cartas e melhorias entre as missões e durante elas. Cada cenário usa baralhos de missões e obstáculos, além de cartas de eventos e do mercado negro, para apresentar desafios variados. Enquanto isso, os jogadores ganham Karma para comprar cyberware, iniciações mágicas, treinamento com armas e outras melhorias permanentes para seus personagens.

Jogadores
1–4 melhor com 4
Tempo de jogo
30–60 min
Idade
13+
Complexidade
2,8 / 5
6,1 na Ludoyaa partir de € 19,95FantasiaJogo de cartasJogo CooperativoPoderes Variáveis dos JogadoresConstrução de baralhos, bolsas e reservas

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Comparar todos os preços na Ludoya
Menor preço, últimos 12 meses€ 19,95 – € 19,95
53
Partidas registradas
34
Jogadores
1h 20m
Partida média
17
Em ludotecas
13
Em listas de desejos

6,1/10

de 7 avaliações na 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

    Jogou 4 vezes

  • 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.

    Jogou 5 vezes

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Dados do jogo (jogadores, tempo de jogo, idade, créditos) do BoardGameGeek.