“I know I sound like I’m talking about a roleplaying game, and it’s not. But it lends itself well to telling a good story.” – Zee Garcia, The Dice Tower
“The cards in Shadowrun: Crossfire are terrific, filled with combos and potential for cooperation among the players. On the other side the challenges and events are terrifying and combine in unexpected ways. The game swings back and forth between ‘We are doomed’ and ‘We are omnipotent’ in a fashion that makes me want to play again.” Richard Garfield, designer of Magic: The Gathering
“While other games offer a more pleasant or easy play experience, or a more cutthroat sense of competition, this one makes a group of people band together and desperately want to taste victory against long odds.” Senior Editor Jon Bolding, The Escapist
The shadows of the Sixth World have every kind of danger you can imagine. Ultra-violent gangers, flesh-eating ghouls, mages that summon spirits from toxic waste, backstabbing corporate raiders, hard-nosed police officers, even dragons. You don’t have much–mainly your guts, your wits and your friends. But maybe that’s enough. Between you and your teammates, you can sling spells, hack the Matrix, talk a tiger out of his stripes, and bring down a charging ork from a hundred yards away. Will that be enough to face down the worst the mean streets can throw at you?
Shadowrun: Crossfire is a deck-building game crossing cyperpunk with fantasy and plunging players into a world dominated by ruthless megacorporations; Crossfire gives players the chance to dive into the world’s shadows to see if they can survive. They’ll have weapons, spells, contacts, and gear to help them out, and they’re going to need those resources. If they play their cards right, they’ll do more than survive—they’ll become legends.
- 80 Obstacle cards
- 60 Black Market cards
- 50 Crossfire cards
- 20 Runner cards
- 100 Upgrade stickers
- 4 Role cards
- Rules Booklet
- Sixth World booklet
- 50 Nuyen tokens
- 20 Damage markers
- 3 Mission cards
- 12 Health tokens
- And more!
Q: When you flip up multiple obstacles with FLIPPED abilities, how do you resolve those abilities?
A: You resolve those abilities as you flip up each obstacle, applying the effect to obstacles in play at that moment. You don’t flip all the obstacles and then decide the order that the FLIPPED abilities trigger. For example, there are no obstacles facing runners and it’s the start of a new scene. You begin to flip up new obstacles and Spirit of Fire comes up first, which has a FLIPPED ability that says, “Deal 1 level of damage to another obstacle.” You haven’t flipped up any other obstacles at that point, so Spirit of Fire‘s ability doesn’t do anything. If, however, Spirit of Fire was the third obstacle you flipped up, it’s ability would allow you to apply a level of damage to one of the first two obstacles you flipped up that are in play.
Q: When I play Press the Advantage, what happens if I have no more cards left in my deck and discard pile, but I haven’t revealed a card that matches the color of any of the other cards yet?
A: In that case, draw all of the revealed cards. For example, if you have no discard pile and only 4 cards left in your deck (one of each color) when you play Press the Advantage, you will draw all 4 cards in your deck.
Q: Should I include the extra Basic cards in the Black Market deck? What about the Basic cards belonging to roles that aren’t in the game?
A: Unused Basic cards are returned to the box and are not included in the Black Market deck.
Q: When do continuous Crossfire card effects (with the infinity symbol) end? Do they persist when the card is discarded?
A: No, they stop when the card is discarded or removed from play.
Q: How do the upgrades Combat Fu, Minor Knack, Button Masher, and Competence work?
A: These upgrades allow you to convert raw power into damage of a specific color. For example, using Combat Fu you can apply any 2 damage to satisfy a “B” requirement on a damage track, once on each of your turns.
Q: I’ve just ended a turn with no obstacles in play, so I remove the current Crossfire card from play. Now I draw another one, right?
A: No. You only draw a new Crossfire card at the start of a round of play. Depending on when you removed the current Crossfire card, it might still be several turns before you draw a new one.
Q: How do additional difficulty options effect the Karma award for aborted missions?
A: The Karma award for a successfully aborted mission is exactly 1. You don’t receive bonus Karma awards for additional difficulty options. You also don’t apply negative modifiers for high Karma totals when you gain 1 Karma from an aborted mission. Karma awards for missions you lose work the same way. You don’t receive bonus Karma when you lose, even if you increased the difficulty by adding bonus Karma awards.
Q: What number is Karma scaling based on? Is it total earned Karma, or Karma I’ve spent on upgrades and unlocking slots? The rules say it’s based off of total Karma, but the tables on the missions say “Karma in Upgrades”. Which is it?
A: It is based off of total earned Karma. For example, if your character has earned 15 Karma, 5 of which has been spent on an upgrade and 10 of which is still unused, you nevertheless take the Karma penalty based on having earned 15 Karma. The “Karma in Upgrades” heading is incorrect.
Q: The Extraction mission sheet refers to “the Client HP track” but the Client card doesn’t have such a track. What’s going on?
A: The card was supposed to have a hit point track with 5 hp, but that didn’t happen. We’ll fix this mistake in the future. For now, here’s one you can print off and use (see below). Alternately, you could use an extra Runner card and use Health markers to give it 5 hp, use five generic markers to indicate hit points, or use your own workaround.
Q: When can I use upgrades?
A: Many upgrades say exactly when they apply. For those upgrades like “Tricks” and “Got Your Backs” that give you flexibility in when you can use them, you can use them at any time unless the upgrade itself says otherwise. However, you can’t choose to interrupt other game actions like flipping up an obstacle and resolving its flipped effects or drawing and resolving a Crossfire card. For example, you can’t start drawing a Crossfire card, see that it says “Runners can’t heal”, and invoke “Got Your Backs” before the ban on healing kicks in.
Q: What exactly can I do with the upgrade “Got Your Backs”?
A: You can use it at any time. You can heal any runner, including yourself. The healed runner will draw two cards as per the normal rules for recovering from being staggered. Also remember that if all runners are ever staggered at the same time, the game ends in a loss immediately, so you won’t be able to use “Got Your Backs” in that case.