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Encounters: Shadowrun box art

Encounters: Shadowrun

Players

1-8

Time

15-30

Age

13+

Weight

2.33

Rating

6.22

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Encounters: Shadowrun has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much as individual competition.

Replay value

Encounters: Shadowrun has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

The final luck score for Encounters: Shadowrun is 5.67, indicating a moderate level of luck influence in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The year is 2078. The worlds’ megacorporations straddle the sprawls of the Sixth World, goliaths that intimidate even nations as they suck in souls in their drive for the almighty nuyen. Between the cracks, shadowrunners carve out a living as deniable and disposable assets that megacorps fire at each other for datasteals, personnel extractions, or even wetwork. Whether casting manabolts of magic, riding the electrons of the Matrix with just the brain, or slinging good, old-fashioned flying lead while firing at speed enhanced by the latest in bio-engineering, runners live dangerously and hope their skills are good enough to let them survive another day. Encounters: Shadowrun is a 1-8 player fast-paced, pushed-your-luck dice and card game. Players take the role of Mr. Johnson, arranging the megacorps’ dirty work and adding new shadowrunners to their already-assembled teams. They send their teams into the shadows of the mean sprawl streets of the Sixth World, collecting though paydata to beat down their rivals. Grab some dice, make a team, and show ’em who’s the boss. The goal of the game is to be the first player to acquire ¥30. Each player starts the game with (1) runner and 6 dice. At the start of your turn you flip over location card, that has effects aka breaks the rules, on every turn until a new environment card comes into play. You then flip over the top Event card form the deck and try and roll an exact match of the number on the card. If you succeed you place a die on the. You could stop then and receive ¥1 or flip a card and continue to press your luck. If you fail the next player starts a new run with a chance to collect n the ¥ you forfeited. ¥ are used as victory points as well as currency to buy additional runners.

Editions

Edition Year Language Publisher / Region
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Credits

Designers

2
Randall N. Bills Brian Knudson

Artists

4
Doug Anderson Gordon Benetto Joel Biske Melvin Chan

Publishers

1
Catalyst Game Labs

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