Please read the Seattle By Gaslight Additional Rules
Other Card List Spoilers
A DARK AND STORMY NIGHT / Objective
Reputation Award: 25. Once a player has placed a Challenge on any
Challenge stack, he or she may not look at it unless it is revealed during
a shadowrun. Cancel any effect which would allow a player to look at
Challenges defending this Objective.
ALIBI / Special (Stinger) / 1¥
Play when a Runner is arrested. Turn a Runner to Investigate your draw pile.
If one of the cards you Investigate is a copy of that Runner, show that card
to all players to cancel the arrest.
"It couldn't've been me, officer - I was asleep in bed that night!"
ALL POINTS BULLETIN / Special / 3/1¥
You must control a Detective or Lone Star Runner to play All Points
Bulletin.
Name a Runner when All Points Bulletin is deployed. When
that Runner is deployed, you may roll D6 (+1 for each Detective or
Lone Star Runner you turn.)
On a 5+, trash All Points Bulletin and arrest Runner. (Return Runner to
owner's hand, and trash all Gear being held by arrested Runner.)
A SCARLET MOON TONIGHT / Special / 3¥
Whenever a Challenge or Runner is trashed during a Nighttime shadowrun, treat that card as fragged until its owner must shuffle his trash pile to form a new draw pile.
BELLROPE COBRA / Challenge (Miscellaneous)
If the alarm is triggered, owner may place Bellrope Cobra on target Location.
At the end of any Nighttime turn, roll D6 for each turned Runner at the Location Bellrope Cobra is deployed on. On a 5+, trash that Runner and Bellrope Cobra.
Sleaze: Social-2 OR Sorcery-2 OR Stealth-2.
BILLYGOAT / Ganger / 7¥
5/6 Troll. Anti-social. Melee-3. If you ever have no ¥, Billygoat attacks
a random present Runner and then is trashed.
BITTER STREET Open Location (Barrens) / 4¥
When Bitter Street is deployed, you may select a player who controls an
Anti-social Runner to become Bitter Street's controller. Bitter Street's controller must face Challenges he or she controls during shadowruns.
Treat Runners on Bitter Street as being on the Street.
3¥: Turn a Runner to visit Bitter Street. Visiting Runner may attack target Runner on the Street in Runner-vs-Runner combat.
BLUE MOON DETECTIVE AGENCY / Open Location / 3¥
Detectives present at Blue Moon Detective Agency may Investigate without turning. If they do so, they cannot visit a Contact or Location or attempt a shadowrun this turn.
BOMB THREAT / Special (Stinger) / 2¥
Target Location may not be used or visited this turn. Any Runners present at target Location are kicked out onto the Street.
BRASS CANDLESTICK / Gear (Miscellaneous) / 2¥
+1/+0 to user. User may not use weapons while holding a brass candlestick.
During your Legwork, you may turn user and trash brass candlestick to gain X¥. (X = user's Social).
"It's an heirloom of my grandfather's, actually -- a little tarnished from use, sadly."
BREAKING AND ENTERING / Objective
Reputation Award: 10. Shadowrunning player may replace the sleaze requirement of one Challenge per shadowrun with an equal level of Technical. (If a Challenge requires two or more skills, e.g., Athletics-1, Melee-1, it may be treated as Technical-1, Melee-1 OR Athletics-1, Technical-1).
BONUS: D6+X¥ (X = Runner team's combined Stealth)
BRUTAL INTERROGATION / Special (Stinger) / 3¥
Play when you arrest another player's Runner. This Runner is held in your Safehouse instead. Neither you nor Runner's owner may commit this Runner to a shadowrun or turn to heal.
During your Legwork, Interrogated Runner takes one armor-piercing damage and you may look at
one random card in owner's hand. After the third turn, owner may reveal his entire hand to you
and return Interrogated Runner to his Safehouse.
Once during each of his Legwork phases, Runner's owner may attempt a break-out: If there are no Runners accompanying the Interrogated
Runner in your Safehouse, he may turn a Runner, tash Brutal Interrogation and return both Runners to his Safehouse.
BULLET TRAP / Challenge (Barrier)
Bullet Trap does 1 armor-piercing damage to target Runner.
2¥: Bullet Trap does an additional 2 armor-piercing damage to Runner. (You may pay this cost multiple times, but may only target one Runner.)
Sleaze: Demolitions-2 OR Tech-2
[A Troll, holding up his foot; several cartoonish holes can be seen penetrating it.]
BUTLER / Prime Runner / 6¥
5/5 Troll. Social-1. Turn Butler to take 1¥ from target opponent's Credstick and add it to yours. Opponent becomes Butler's new controller (move Butler and all Gear being held to opponent's Safehouse).
CALLING ALL CARS / Objective
Reputation Award: 25. If a player declares a shadowrun against this Objective but assigns less than the maximum number of Runners to his team, any player may turn a Runner holding a vehicle to add that Runner to the shadowrunning team. If a player does so, and his Runner survives the shadowrun, that player gains 5 Reputation.
CAR FIFTY-FOUR / Special / 1¥
Treat target detective or Lone Star Runner as fragged until the end of owner's next turn. This Runner returns to play turned.
CAT AND MOUSE / Special (Stinger) / 2¥
Play when a Runner you control has just been Tailed. Turn a Runner you control to attack the Tailing Runner in Runner-vs-Runner combat.
CHALK OUTLINE / Special (Stinger) / 3¥
Place target Runner in your trash pile into your hand, OR, frag target Runner in target player's trash pile.
CHEAP PIECE / Special / 1¥
Play on any ranged weapon. Shouldn't've shopped at Sparky's Discout
Firepower, chummer.
Roll D6 whenever weapon is used (-2 if weapon has Burst Fire):
1: BANG. Weapon misfires. Trash weapon; user takes damage equal to its
Attack Bonus.
2-3: Hangfire. Weapon does not add its bonus this combat.
4+: AOK. Trash Cheap Piece.
CHEZ M / Location (Restaurant) / 3¥
Chez M is open to all players during the Nighttime.
1¥: Turn a Runner to visit Chez M. Corporate Runners may not engage in Runner vs Runner combat while at Chez M.
3¥: During your Legwork, turn a Runner at Chez M to heal target Runner.
COLT MANHUNTER / Gear (Ranged Weapon/Medium Pistol) / 4¥
+2/+0 to user. User receives Firearms+1 while using Colt Manhunter.
Concept: Forrest
COMMISSIONER PARDELL / Lone Star Contact / 3¥
Lone Star Runners automatically sleaze Lone Star Challenges they
encounter. Corrupt Lone Star Runners automatically trigger the alarm if
they encounter Lone Star or Street Challenges, but may pay 1¥ per Runner present to
trash a Lone Star or Street Challenge.
CONCEALED HOLSTER / Gear (Accessory) / 1¥
Play on a Pistol. This weapon is now Concealed.
CONFISCATION / Special / 1¥
Turn a detective before a Runner you control Investigates. If one of the
cards revealed in the Investigation is gear, you may pay 1¥ to deploy that
gear on the detective. (This Runner must be able to hold the
gear in question.)
CONTROL THOUGHTS / Gear (Magic / Spell) / 1¥
Play on a Mage with Leadership or Social.
Turn and roll D6 (+ user's Sorcery and Social) when a Personnel or Street
Challenge is revealed on a shadowrun in which the user is present.
If the result is greater than Challenge's Attack Rating, treat that
Challenge as a bluff. If the result is lower, the alarm is triggered
immediately.
"My mind is your mind ... your thoughts are my thoughts ...
You dirty little fragger, you!"
CRIMSON BASILISK / Challenge (Awakened)
8/8. When Crimson Basilisk is revealed during a shadowrun, shadowrunning player may trash a Basilisk in his hand to trash Crimson Basilisk.
Crimson Basilisk may only inflict damage on one Runner. Frag Runners killed by Crimson Basilisk.
Sleaze: Stealth-2.
DIVIDED LOYALTIES / Special / 4/1¥
Unique. Play on target player. The maximum number of Runners that player
can commit to a shadowrun is reduced by two, to a minimum of one.
DODGE SCOOT / Gear (Vehicle/Bike) / 1¥
2¥: User may visit a second location this turn.
[A hulking troll, looking rather ridiculous (and off-balance!) on a
moped.]
DO THINGS MY WAY / Objective / (5¥)
Reputation Award: 20. Does not count toward minimum number of Objectives.
Before the game begins, you may shuffle Do Things My Way into
your draw pile instead of into your Objective pile. During your Legwork,
you may play Do Things My Way from your hand as a Special
to replace revealed Objective in play with Do Things My
Way. Any Challenges played on replaced Objective remain in play on Do
Thing's My Way.
DRAGNET / Objective
Reputation Award: 15.
BONUS: Name a Runner and look at X random cards in target player's draw
pile. (X = Runner team's combined Investigation.) Frag any copies of
the Runner you named among the cards you looked at.
DUCHESS / Lone Star Decker / 5¥
1/3 Elf. Tailing: Matrix Locations. Decking-2. Any Lone Star Runner may
Guard Duchess.
DUST-OFF / Special (Stinger) / 1¥
Turn a Runner you control that is holding a Vehicle to move target Runner to an Open Location or Safehouse of your choice.
EARLY PAROLE / Special (Stinger) / 0¥
Play when one of your Runners has just been Arrested. Lose 5 Reputation
and immediately deploy that Runner at no cost.
"Does everybody in this damn town have connections?"
Concept: Donald Arganbright
EYEWITNESS / Contact / 0¥
1¥: Owner of target Challenge must tell you what type (Awakened, Corporate,
Electrical, etc.) of Challenge it is.
1¥: At the beginning of your shadowrun phase, trash Eyewitness. The owner
of each Challenge defending that Objective must tell you what type of
Challenge it is.
"Yessir I saw it I was there. It was, uh, about this big . . . uh,
THIS big . . . "
FIDDLE CITY / Open Location (Airport) / 6¥
Prime Location. Unique.
You may begin the game with Fiddle City shuffled into your Objective pile instead of your draw pile. If Fiddle city is revealed during your Objective phase, you may immediately deploy it at no cost; otherwise, it is fragged.
If a player has Runners at Fiddle City, he gains +1¥ during his Credstick phase.
FOG OVER PUGET SOUND / Special / 6/2¥
Play on target Objective. No additional Challenges may be played on this
Objective while Fog Over Puget Sound remains in play.
FORENSIC LAB / Lone Star Location / 2¥
Forensic Lab is open to all Lone Star Runners. Lone Star Runners present at Forensic Lab gain Investigate +1.
FOSTER / Lone Star Forensic Mage / 4¥
3/2 Elf. Investigate-X. Leadership-1, Sorcery-1. (X = number of Runners Arrested this turn.)
FRAMED! / Special (Stinger) / 0¥
Play just after another player plays a Special that causes you to lose
Reputation. Arrest target Runner you control to avoid losing X Reputation (X = Runner's
deployment cost. Return target Runner to owner's hand and trash all gear
being held.) If you control a detective or Lone Star Runner, you may pay 2¥ to target another player's Runner.
FREDDIE FREE-PLAY / Street Thug / 4¥
2/2 Dwarf. Anti-social, Greed. Stealth-1. Turn Freddie, roll D6, and
target gear being held by a present Runner. (Freddie must be
able to hold this gear.)
If the result is higher than the gear's deployment cost, place it on
Freddie. Otherwise, Freddie and that Runner enter Runner-vs
-Runner combat.
"Hey, gimme dat! 'N yeah, dat t'ing, too!"
FREE SPIRIT / Gear (Magic/Spirit) / 6¥
6/6 Spirit. You may begin the game with up to four Free Spirits shuffled
into your Objective pile. If a Free Spirit is revealed instead of an
Objective during the Objective phase, you may deploy it on a Shaman you
control at no cost. If you do not deploy it, frag Free Spirit.
GODTHAAB / Detective / 4¥
4/4 Human. Tailing. Social-1, Street-1. When Godthaab is deployed,
all players must shuffle their draw piles. When Godthaab is trashed,
all players must shuffle their trash pile.
"Wherever this guy goes, he makes a mess outta everything!"
GOJÜN / Yakuza Thug / 5¥
4/3 (A1) Ork. Stealth-1, Street-2. Gojûn treats all Barrens and Street Locations as if they were open.
GRAFT AND CORRUPTION / Objective
Reputation Award: 25. While Graft And Corruption is revealed, all your
Lone Star Runners are considered Corrupt Lone Star Runners.
BONUS: If the shadowrunning player has negative Reputation, he may choose to become the new controller of target Corrupt Lone Star Runner. (This Runner requires Upkeep: 1¥ and remains Corrupt after Graft and Corruption is scored.)
GRAFTON STREET / Open Location (Barrens) / 2¥
Treat Runners on Grafton Street as being on the Street.
If any of your Runners on the Street are attacked in Runner-vs-Runner combat, you may turn any number of other Runners on the Street to assist them.
"F is for 'I gonna frag you up!' "
GRISTMILL / Special / 4/1¥
At the end of each Day, each players must trash all cards in hand and
then draw a number equal to the amount of cards he or she just trashed.
HARRY SU / Seoulpa Ring Ganger / 6¥
4/3 Human. Anti-social. Melee-1, Streetwise-1. Treat any Location Harry Su is at as Closed.
HAWKSHAW / Private Investigator / 6¥
4/4 Human. Investigate-2. Stealth-1, Streetwise-1. If Hawkshaw
attacks or is attacked in Runner-vs-Runner combat, attacking player
loses 5 Reputation.
HOTCHKISS / Detective / 5¥
3/4 Human. Investigate-3. Stealth-1. If you control any Lone Star
Contacts or Runners, Hotckiss gains Firearms+1 and Streetwise+1.
"I bet that's not his hotch he's kissin'!"
IACOVELLI / Mafia Crime Boss / 5¥
1/1 Ork. Influence-1. Social-1, Streetwise-1. Turn Iacovelli and any
number of Runners you control at the beginning of an Investigation.
Increase or descrease that Investigation by X. (X = combined Influence
of Runners you turned.)
IMPOUNDED GOODS AUCTION / Objective
Reputation Award: 20.
BONUS: Shadowrunning player must shuffle his trash pile into his draw pile.
For each detective or Lone Star Runner present, the player may set aside
one card of choice from the trash pile before reshuffling. Place these cards
on top of the new draw pile in any order.
INVESTIGATOR MARTEAU / Prime Detective / 5/1¥
2/3 Elf. Leadership-1. X¥: Investigate X cards in target player's hand.
IN WALKS A DAME / Special (Stinger) / 2¥
Turn target Runner you control to add target unturned detective to your
shadowrunning team.
ISABEL / Mafia Moll / 4¥
3/3 Human. Tailing. Stealth-2. Isabel may not be Tailed.
LEAD-FILLED SOCK / Gear (Hand-to-Hand Weapon) / 1¥
+1/+0 to user.
Runners wounded by a Runner using a lead-filled sock do not unturn
during their owner's next turn.
LT. CORWIN / Lone Star Detective / 6¥
5/4 Ork. Investiate-1. Firearms-1. If Lt. Corwin Investigates, any
Specials played that affect the course of that Investigation are free.
LOCKED ROOM MYSTERY / Objective
Reputation Award: X.
When Locked Room Mystery is revealed, roll D6. Locked Room Mystery's
Reputation Award is equal to ten times this amount.
Each player can place a maximum of X Challenges on his Challenge stack.
However, whenever an Objective is removed from the Challenge stack, that
player's maximum is reduced by one.
(Example: When Locked Room Mystery is revealed, the maximum number of
Challenges is 5. Jim plays three Challenges to defend it. On Mike's
turn, Mike's Runner team manages to trash two Challenges. Jim can only
play another two Challenges on this Objective. Mike can still play up
to five. Locked Room Mystery is worth 50 Reputation to both players.)
LOCKPICKS / Gear (Contraband) / 1¥
User automatically sleazes the Padlocks Challenge.
Turn user to attempt to visit a Closed location. Roll D6 (+ Stealth):
1-2: Location remains Closed.
3+: User may visit Location as if it were Open.
LONE STAR CURFEW / Special / 3¥
Daytime Upkeep: 1¥.
Treat all locations as Closed. Lone Star Runners may visit any location
as if it were open.
"They got beat cops on every corner, in every Matrix node -- how's a girl
supposed t'have fun in a town like this?"
LONE STAR'S MOST WANTED / Special / 3¥
Play on target Runner. Turn a Lone Star Runner you control to reduce the
deployment cost of this card by 1¥.
LONE STAR SNIPER / Challenge (Outdoor/Personnel)
6/6 (A1). Only ranged weapons may be used against Lone Star Sniper.
Damage Lone Star Sniper inflicts must be applied to a single Runner.
Sleaze: Firearms-2 OR Stealth-2.
"He was just about to confess all when - crack! - through the
skylight."
LOW-LIFE SCUM / Challenge (Street)
8/8. If the alarm is triggered, Low-Life Scum receive -X/-X.
(X = combined Streetwise of Runner team.) If the Runner team does not
have Streetwise, Low-Life Scum gains +1/+1 (A+1).
Sleaze: Social-1, Stealth-1 OR Stealth-1, Streetwise-1.
LYDIA JACOBS / Challenge (Political/Personnel)
When Lydia Jacobs is revealed, shadowrunning player may trash a copy from his hand to trash Lydia Jacobs.
If the alarm is triggered, shadowrunning player gains a Scrutiny token. Any Investigations against this player are at +2, but the Investigated player may trash the Scrutiny token and lose 5 Reputation to cancel the Investigation.
MANHUNT / Special / 3¥
Play just before a Runner you control Investigates. Name a Runner. If any
of the cards revealed in the Investigation are the card you named,
arrest that Runner (place that Runner into owner's hand).
MIRANDA / Police Informant / 4¥
1/2 Elf. Social-1, Streetwise-1. Trash Miranda when a D6 roll is made to
arrest a Runner. The arrest automatically succeeds.
MIRROR, MIRROR / Special (Stinger) / 2¥
Play during a shadowrun when a Challenge is revealed. You may frag an
identical Challenge from your hand to frag just-revealed
Challenge. The alarm is automatically triggered.
Frag Mirror, Mirror after playing.
[A group of Runners staggering through a Hall of Mirrors. Everywhere they
look, there's a Dracoform!]
MORIARTY'S RETURN / Objective
Reputation Award: 25. When this Objective is revealed, select a random
player to be Moriarty's arch-nemesis. When that player attempts a
shadowrun against this Objective, his Runners are at -1/-1 (A-1).
BONUS: Place a +1/+1 Experience token on each present Runner. If Moriarty's
arch-nemesis scores this Objective, he earns an additional 15 Reputation.
MORU / Assassin / 5¥
2/3 Human. Athletics-1, Firearms-1. Trash Moru to trash target Runner.
You may only do this if you have negative Reputation.
MR. WHITE / Contact (Mafia) / 3¥
2¥: Trash an unrevealed Challenge you own.
"Got a problem? You lookin' at the answer."
[A slick-looking man in white tuxedo; a pistol makes an obvious bulge in
his armpit.]
MUFFLED NOISES / Special (Stinger) / 2¥
Turn a Runner you control and roll D6 (+ Runner's Stealth).
1-3: Trash the Runner you turned.
4+: Trigger the alarm on an ongoing shadowrun.
MYSTERIOUS BENEFACTOR / Contact / 4¥
Upkeep: D6¥
At the beginning of your Legwork, draw a number of cards equal to the
Upkeep you paid for Mysterious Benefactor this turn.
O'CALLAHAN'S TAVERN / Location (Bar) / 2¥
O'Callahan's Tavern is open to all Runners during the Nighttime.
2¥: Challenge target opponent to a game of darts! Each player chooses
and turns a Runner he controls that is present at O'Callahan's. Roll D6 for
each Runner (+1 for each different skill Runner possesses).
Unturn the Runner with the lower result.
ON THE LAM / Special / 1¥
Unturn target Wanted or Most Wanted Runner. +1 to any D6 rolls involving
attempts to arrest this Runner until the next Day.
OSLO / Decker / 4¥
3/3 Human. Decking-2, Streetwise-1. X¥: Search your deck for X cards
and frag them.
"Don't need this . . . don't need that . . ."
[A decker taking a spanner to his cyberdeck.]
OUR LADY OF PERPETUAL MERCY / Open Location (Cathedral) / 4¥
Runners present at Our Lady of Perpetual Mercy heal one damage at the end of each of their owner's turns.
Runners at Our Lady of Perpetual Mercy who engage in Runner-vs-Runner combat are immediately expelled onto the Street and may not return for the remainder of the game.
PANICBUTTON! / Challenge (Electrical)
If the alarm is triggered, owner may turn up to four Lone Star Runners to
intercept the Runner team.
Sleaze: Technical-1
PASSWORD GENERATOR / Gear (Matrix/Program) / 2¥
Turn Password Generator at the beginning of any shadowrun. Roll D6 and note
the result.
Whenever an Electrical Challenge is revealed, roll D6. If the result is
greater than the highest number rolled so far, treat the Challenge as a
bluff.
[A decker, eyes wide and blank, spewing a chaotic jumble of half-words and
numbers.
PATDOWN / Special / 2¥
Turn a Lone Star Runner you control to search target Runner holding
non-Concealed weapons. Roll D6 (+1 for each non-Concealed weapon target Runner is holding).
On a 5+, arrest target Runner (return Runner to owner's hand and trash all gear
being held.)
"Up againsta hood an' spreadem!"
PATRICK BAMBRA / Prime Detective / 1¥
2/2 Human.
pHone pHreaks / Contact / 1¥
Use only once per turn.
During your Legwork phase, you may roll D6.
1-3: Target Runner you control gains Recon until the end of turn.
4+: Target Runner opponent controls gains Recon until the end of
opponent's next turn. If the result was 6 or greater, trash pHone pHreaks
as well.
Comments: Props to Forrest for suggesting the name.
PINCH / Decker / 3¥
1/2 Human. Investigate-2. Decking-2. May Investigate either the draw pile or trash pile.
[A seedy-looking man, after-hours in a retail store, poking through a bin full of merchandise.
POLK / Free Agent / 6¥
3/3 Human. Firearms-1, Leadership-1. You may begin the game with up to four copies of Polk shuffled into your Objective pile. If Polk is revealed during your Objective phase, you may immediately deploy him at no cost. If you do not deploy him, he is fragged.
RED LIGHT DISTRICT / Objective
Reputation Award: 10.
Whenever a Personnel or Street Challenge is revealed, roll D6. If the result is less than the
Runner team's combined Social, treat that Challenge as a bluff.
If a Runner team sleazes all the Challenges defending this Objective,
shadowrunning player earns no Reputation, but gains X¥ (X = Runner team's
combined Social.)
"Snake?! I never thought I'd see you in the bawdy-house!"
ROOFTOP CHASE / Objective
Reputation Award: 25. Runners holding Vehicles may not attempt a shadowrun
against this Objective.
BONUS: Unturn any members of the Runner team who have Stamina or Athletics.
SCAPEGOAT / Special / 0¥
Frag a random Runner you control. You now have 0 Reputation.
[A Mafia Don, nudging his two troll "associates" in the direction of a dwarf.]
SCARLATTI SERENADE / Special / 3¥
Turn a Runner with Social that you control to deploy Scarlatti Serenade on target unrevealed Challenge. If the Runner you selected is turned during the Challenge's owner's Refresh phase, it requires Upkeep equal to the Runner's Social skill.
SEA-TAC INTERNATIONAL AIRPORT / Location (Airport) / 6¥
Frag Sea-Tac Airport to take a ride on a big jet plane!
All Locations in play are turned face-down (out of play). Any Runners at
these Locations are kicked out on the Street. Each player may search
through his draw pile or face-down Locations for a number of Locations
equal to the number of Locations he controls that were just turned
face-down. These Locations may be deployed at no cost.
SNOW WHITE VIRUS / Special / 4¥
Whenever a Program is turned, roll D6. On a 3+, trash that Program and owner of Snow White Virus loses 5 Reputation.
"They released the virus, thinking they could control it. Scientists! What idiots!"
STINK BOMB / Special (Magic Ritual) / X¥
Turn X Mages or Shamans to deploy Stink Bomb on target Location. Place X Ritual tokens on Stink Bomb when it is deployed.
Whenever a Runner visits this Location, roll D6. If the result is less than the number of Ritual tokens on Stink bomb, that Runner becomes Anti-social until the end of the game. Remove one token at the beginning of each Day. Trash Stink Bomb when it has no more Ritual Tokens on it.
SWORD-CANE / Gear (Hand-to-Hand Weapon) / 2¥
+1/+0 to user. Concealed.
If user has Social and is forced to defend in Runner-vs-Runner combat,
he may trash Sword-Cane to trash target Hand-to-Hand Weapon opposing
Runner is using.
TATTOO PARLOR / Closed Location (Mafia) / 3¥
The Tattoo Parlor is a Mafia front! When Tattoo Parlor is deployed, you may search your draw pile for a Location and place it face-up beneath Tattoo Parlor. Runners may pay 1¥ to visit Tattoo Parlor but they generate an effect as if they had visited the Location beneath it. Mafia Runners may visit for free.
If Tattoo Parlor is trashed, shuffle Location beneath it into your draw pile.
THE MOON BEHIND THE SHADOWS / Special (Stinger) / 1¥
Play before declaring a Nighttime shadowrun. The number of Runners you may commit to this shadowrun is reduced by two (minimum of one). If at least one member of the Runner team has Stealth, this shadowrun may not be intercepted.
THE BUTLER DID IT! / Special (Stinger) / 3¥
Play only when Butler is in play and you have just lost Reputation. The
Butler did it! Butler's controller loses Reputation instead of you.
THE VIRTUE OF NIGHT / Special (Stinger) / 2¥
Play when a Runner with Stealth is about to enter combat. Roll D6
(+ Runner's Stealth.) On a 4+, Runner takes no damage this combat.
TRIPWIRE / Lone Star Bomb Squad Expert / 6¥
3/4 Ork. Demolitions-2, Firearms-1. If Tripwire is present on a
shadowrun, treat any Bomb or Trap Challenges as bluffs.
"If you see me running, just try and keep up!"
TURNCOAT / Challenge (Personnel)
8/8 (A1). Instead of using Turncoat's Threat Rating, owner may select
an unturned Runner in shadowrunning team's Safehouse.
Sleaze: Leadership-1 OR Streetwise-2.
TURO / Yakuza Street Samurai / 6¥
1/1 (A2) Human. Firearms-1, Streetwise-1. Turo receives +1/+1 for every
10 Reputation owner has. Turo is not affected by negative Reputation.
VICTORY PARTY / Special (Stinger) / 4¥
Play just after an Objective is scored. Shadowrunning player earns 10
Reputation. Surviving members of the Runner team do not unturn during
their owner's next turn.
WALTHER PK / Gear (Ranged Weapon/Light Pistol) / 1¥
+1/+0 to user. Concealed.
"You had that and a Palm Pistol in your -- ?! DisGUSTing!
WEALTH OF INFORMATION / Special / X¥
Discard your hand and turn X Runners to Investigate your draw pile. Add all cards you Investigate to your hand.
WIRETAP / Gear (Miscellaneous) / 1¥
Play on a Runner with Technical. Trash Wiretap when target Runner
Investigates or Recons. You may see the cards being looked at, too.
YESTERDAY'S NEWS / Special / 4¥
Target player who has not attempted a shadowrun in the past 5 turns loses
10 Reputation.
Concept: Donald Arganbright
YOU DA MAN! / Special (Stinger) / X¥
Play when a Runner you control survives Runner-vs-Runner combat. Gain 5 Reputation.
X = Number of attacking Runners.
The Lawyer Chant:
Shadowrun is a Registered Trademark of FASA Corporation. Original Shadowrun material © 1994 by FASA Corporation. All Rights Reserved. Used with tacit permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.
This page was last updated in the 20thcentury.