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Crossfire GP Blackmarket

Crossfire GP Blackmarket submitted by Shabasi to crossfirena

Shadowrun Crossfire Versus - A human player vs player mod! Extremely fun, must try!

2 players: each person plays 2 characters 3 players: 1 person plays 2 characters, each other plays 1 4 players: each person plays 1 characters
split blackmarket into 3 decks: take the 9 nuyen cost cards into 1 deck (this is the global black market). Seperate cards that have 3 copies into the 3 different decks (1 for the global black market, and 1 for each team's black market deck). Because its a smaller deck, the global black market can be dealt at 4 cards instead of 6 during the game, if you choose.
each character starts with 7 health, apply other upgrades (you can choose to play with no upgrades for anyone if it looks to be too unbalanced) from there. (for a longer or shorter game you can choose to have everyone start at 3 or 5 or really any health you think is better)
After shuffle and draw, flip a coin/Rock,Paper,Scissors for who goes first each player on the starting team draws 1 normal obstacle each, a player drawing an obstacle may pay 1 nuyen to draw a hard obstacle instead (this must be decided before drawing), obstacles abilities only apply to the enemy team. after obstacles are drawn and flipped abilities are resolved each team chooses who will go first from their team. the first player on the starting team starts, rounds are played as in the crossfire scenario. flip a crossfire event (it is global as in normal crossfire)
turns go as follows: 1. first player from starting team 2. first player from opposing team 3. second player from starting team 4. second player from opposing team
obstacles act as bodyguards, cards in hand are used to attack the opposing team's obstacles. if an obstacle in front of an opposing player is defeated that player is damaged according to the obstacle's strength. nuyen is dealt among the opposing team only, and starting from the player who deafeated the obstacle. at the end of the current player's turn, defeated obstacles are placed in the appropriate obstacle discard pile and a new normal obstacle is drawn and placed in front of that player (the player may pay 1 nuyen to draw a hard obstacle instead, this must be decided before drawing), new obstacles dealt during a turn can not be damaged this turn unless the obstacle was spawned behind a current obstacle (as a result of a crossfire event or moved by means of a player card)
a player that reaches staggered status acts the same as in normal crossfire. once a player goes critical they are dead, their deck is shuffled and can not be used, their money is put back into the bank, money is not dealt to dead players, but the team does not lose until both players are dead. Play continues alternating between the opposing teams, such that if a player from Team 1 is dead then rounds would continue like this:
  1. Team 1, player two's turn
  2. Team 2, player one's turn
  3. Team 1, player two's turn again
  4. Team 2, player two's turn
  5. This complete's a round with a dead player, draw a new crossfire event card and continue on
The game is finished when all characters of one team are dead.
Card Errata - Obstacles:
In general, obstacle's abilities should only affect / apply to obstacles or players of the opposing team. Obstacles that say "you" or "your" should affect only the opposing runner across from the runner who that obstacle is defending. Obstacles that say "runners" should affect all players of the opposing team. Damage normally dealt directly to players from obstacle abilities should instead be dealt to defending obstacle levels. Levels of damage dealt past an obstacles last level are not carried over (either to the obstacle behind it or to the player). Obstacles that say "when (this obstacle) attacks" in context of this scenario should mean "when (this obstacle) is killed" as that is when obstacles technically "attack".
Elf Blademaster - "the team" means 'the opposing team' and "number of runners" means 'number of runners on the opposing team'. So in a 4 player game (2 vs 2) the opposing team is 2 players, so between those 2 players they would discard 2 cards.
Grey Ops Rigger Team - "the black market" means only the opposing team's black market.
Drake Assassin - "the black market" means only the opposing team's black market.
Gargoyle - the player who defeated Gargoyle should choose the runner (of their team) to take the damage (which is applied to their defending obstacle's damage track).
Corporate Shaman - "each Blue obstacle" should only include obstacles from the opposing team.
Saeder-Krupp Observer - "each Red obstacle facing you" should include stacked obstacles (red obstacles behind Saeder-Krupp Observer) but not red obstacles in front of the other opposing players.
Spirit of Fire - In this case, the player who Spirit of Fire is defending, should choose which obstacle of the opposing team, to deal 1 level of damage to.
Combat Shaman - only opposing team obstacles heal.
GODwire - This ability should heal 2 levels of a teammate's obstacle (alternatively just ignore this ability or come up with something creative for it).
Elf Shaman - This ability should heal 1 level of a teammate's obstacle.
Jaguar Shifter - "it also attacks the Face" should only apply if the Face role is on the opposing team of Jaguar Shifter, and Jaguar Shifter's attack strength should be dealt to the damage track of the obstacle defending the Face.
Lone Star Trooper - (See Jaguar Shifter above)
Aztlan Decker - (See Jaguar Shifter above)
Spirit of Air - (See Jaguar Shifter above)
Freelance Assassin - This ability should not apply, as Freelance Assassin is dead.
Card Errata - Crossfire Events:
When crossfire events would reveal new obstacles and put them in front of a player, those obstacles should be put behind the current obstacle that is defending the player. All players should be able to see the damage track of all obstacles behind any other obstacle. If obstacles are moved between players, put the moved obstacle behind the current obstacle defending a player, any damage that's been done to it is carried over. Damage dealt from crossfire events should instead deal levels of damage to obstacles. Levels of damage dealt past an obstacles last level are not carried over (either to the obstacle behind it or to the player). If events reference a dead role, ignore what would happen, however if something else might happen because of the crossfire level, you should still execute only that part of the event.
This wasn't the plan - "facing" should mean 'across from'. If the crossfire level is 3 of higher only move obstacles between team members, not to opposing players.
Grenade - the street samurai can choose a member of the opposing team, but damage is dealt as levels of damage to that player's defending obstacle.
It's getting real - an obstacle that is killed and deals its attack strength, also deals that damage to the next player on that team, not to an opposing team member.
Coordinated Defenses - If there is a second obstacle behind the first defeated obstacle in front of a player, deal the first obstacle's attack strength as normal to the obstacle behind it. If the crossfire level is 5 or more, "all obstacles" means all obstacles on 1 team, not all obstacles on the board.
GPS hack - the decker can move obstacles only between team members, you can choose to allow stacked obstacles to be moved or not, if a stacked obstacle is moved it should go to the back of the stack of the player receiving it.
Focused combat - "facing them" means 'across from that player' and "facing a runner who has played a card" means across from a runner who has played a card" meaning if their teammate can play a card, the current runner should be able to attack the obstacle across from their teammate also.
No more toys - if the crossfire level is 3 or more, all cards in every black market should be cycled (you can choose not to cycle the global black market)
Harlequinade - If the Mage role player is dead, ignore this event.
Seperated - This should only apply to team members. For example, if an opposing team member plays 'covering fire' to stop an dying obstacle from attacking, this should be allowed.
Into the breach - You can choose to change "starting hit point value" to "current hit point value"
Reinforcements - discarded obstacles dont deal their attack strength in damage. If there is an obstacle behind the obstacle being discarded, it stays behind the replaced obstacle. If the obstacle behind an obstacle is damaged it is also replaced at the same position.
Reversal of fortune - staggered runners heal to 1 HP, undamaged runners are not dealt damage directly but 1 level of damage to their defending obstacle.
We gotta slow them down - This effect should apply from the start of the round until the end. For example, if an obstacle is undamaged when this event begins, and then is killed before this event ends, then it's attack strength should be dealt double.
Largest target - "if any runnner has more HP than the others" means between team members
Enemy tactics - the dying obstacle's levels are not healed, the player who killed that obstacle can decide which obstacle from their team is healed that number of levels. If the crossfire level is 5 or more, that means each obstacle from that team heals.
Top shelf - players HP do not heal, apply this effect to the current obstacle in front of a player and heal half of the levels it has lost (rounded up). The discard effect of coarse deals levels of damage to obstacles and not player HP.
submitted by MatrixWarlock to ShadowrunCrossfire

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