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Welcome to the Game
These are the expanded Shadowrun® Duels rules for the Shadowrun Duels system. These rules add a level of depth, strategy, and on-the-fly game decisions that were only hinted at in the first rulebook. Using these expanded rules may lengthen game play.
Your shadowrunner is a uniquely painted and sculpted figure that represents one of the many types of shadowrunners that prowl the urban sprawl. Pose it on or off its base and equip it with an array of gear.
Your Figure’s Gear
Each figure comes with gear. These pieces of gear can be swapped between characters, allowing you to customize your figure in each game. Each piece of gear has a point cost and a game bonus printed on it. Gear can give your figure extra dice, damage protection in the form of a shield ( ), or both.
Your Figure’s Base
Your figure comes with a unique base stand, which is also a playing piece in the game. The base and its three combat dials display all of your figure’s game information. The base details your figure’s name, the number and kind of starting dice it gets, its collector’s number, its point value, and its damage bonus. The numbers and symbols on your figure’s combat dials represent its abilities in the game. As your figure receives damage, you’ll click its combat dials, changing the numbers that appear. The three combat dials are as follows:
Head. Shows your figure’s current base movement value. You can roll dice and add the result to this number to move even farther.
Weapon. Shows your figure’s current base attack value. In order to attack, you must roll dice and add the result to this number for a revised attack value.
Body. Shows your figure’s current base defense value. You can roll dice and add the result to this number to get a better defense.
Your Figure’s Cup
The bottom of your figure’s base is a removable cup, which is used in the game. When not playing, use the cup to store your dice, tape measure, and gear.
The Tape Measure
Each figure has a unique tape measure. You must use the tape that matches its figure. Each tape has yellow, blue, and green damage tracks that represent different attack ranges. Some tapes can also have black and/or red damage tracks that represent tech and magic special abilities, respectively. Each tape measure also indicates the range at which a figure gains its damage bonus.
For balance. this die may be used with any other color die. Placing Figures Each team. moving. and attacking—without using another color die. After the alpha team places its figures. and the chance to place next moves around the table starting from the left of the alpha team. figures must be placed at least 12˝ from any terrain piece already in the play area. Place these dice in your figure’s cup. Placing Terrain Small boxes. books.) Each terrain piece must be placed at least 6˝ from any other terrain piece already on the play area.” pp. each team should have the same point value (add point values if using multiple figures). this die may be used with any other color die. Paper or fabric cutouts can be used to represent hindering terrain. the alpha team designation switches to the team to the left of the current alpha team. If your figure has a black or red damage track. ( Starting Position 6 Who Goes First A player on each team rolls two 6-sided dice. A green arrow ) indicates a dial’s starting position. you must choose which six to use. Stacks of books or small boxes can be used to represent blocking or elevated terrain. If there are more than six dice in the pool. Reroll any ties. Die color is important because it indicates what you use the die for. SETTING UP PLAY Play Area The Shadowrun Duels game is best played on the floor or a large. places its figures at one edge of the play area. terrain is placed before figures. THE SHADOWRUN Playing the Game The game is played in rounds. elevated. After the alpha team players have chosen their six dice for their figures. Terrain has game effects on both movement and combat. These rules assume that each player is playing with only one figure. Figures on the same team are friendly figures. Declare the type and height (if elevated) of each terrain piece as it is placed. The dice are listed to the right: Dice come in six different colors: white. Figures not on the same team are opposing figures. that color die must be rolled only with other color dice—never alone. yellow. The alpha team places its figures first. The exception to this is that any terrain type can be placed on elevated terrain. and blocking. flat tabletop that is at least 5´ x 5´. Remove your figure’s cup from its base. Teams must place their figures at least 48˝ away from any other opposing figure already in the play area. 4-sider 6-sider 8-sider 10-sider 12-sider White Yellow Blue Green Black* Red* Use for movement and dodge attempts. There are three types of terrain: hindering. Also. starting from the left of the alpha team and moving around. At the beginning of each round. Before each round. starting with the team to the left of the alpha team. each team.The Dice The Shadowrun Duels game uses differently shaped and colored dice. You can note the alpha team by having one of that team’s players turn a figure’s dice cup upside down. Preparing Your Figure Begin the game by assigning up to 12 points of gear to your figure. Use for attacks made with the green damage track (long-range attacks). Use for attacks made with the blue damage track (short-range attacks). the other teams place their figures. black. starting with the alpha team and moving to the left. Use for tech effects. Use for attacks made with the yellow damage track (close-combat attacks) and for dodge attempts. (See “Movement and Elevated Terrain. and red. Use for magic effects. Click all of your figure’s combat dials so that green arrows show through the top of the stat slots. Each figure gets one turn every round. The team with the highest roll is called the alpha team. this is your dice pool. 3–4. You can roll a certain color die only for the purpose for which it is intended. green. The dice you’ll play with come from two sources: 1) the gear your figure is using and 2) the starting dice indicated on your figure’s base. each player with a figure on the alpha team chooses up to six dice from his or her figure’s dice pool and places them on his or her figure’s base. blue. you can use that color die to roll for any effect—initiative. dodging. or whatever is handy can be used to represent terrain. The Teams Each Shadowrun Duels team can consist of any number of figures played by any number of players. 2 . Each team can place two terrain pieces. then picks six dice for each of its figures. The alpha team places terrain first.” If your figure doesn’t have a black or red track. these effects are described later in these rules. 4-Siders: Use the Top Result *Black and red dice are “wild cards.
doors. At any time. The figure can move in any direction. players place the dice they will use for initiative in front of their figures’ bases on the table. showing the exact line of fire. These attacks can be at two different targets or at the same target. Before rolling for initiative. The moment a figure’s entire base enters hindering terrain. you cannot perform any other actions with that figure that turn. Once you end a figure’s turn. An individual figure’s base initiative is its current Head value. When a figure’s turn is over. Each action can be done only once per turn unless otherwise noted. no part of its base can exceed its final movement value. players must declare which dice.” pp. and so on) or perform special noncombat maneuvers. the tape must show the exact path of movement. and your figure can move up to this new value. and swap gear with a friendly figure. You can have a figure make up to two attacks on its turn. 5–6. the figure cannot end its movement with any part of its base overlapping blocking terrain or another figure’s base. A player can decide to increase his or her figure’s initiative by rolling white or any other allowable dice and adding the result of that roll to his or her figure’s current Head value. all players roll their dice at the same time. your figure can always move at least 6˝. pick up. Your figure can use skill checks to interact with nonfigures (computers. 6. Drop. Measuring Movement and Attacks Measure distances for movement and attacks from any edge of your figure’s base. and defense during the round. it cannot move again. Your figure can heal itself or a friendly figure by burning a red or black die. You can roll dice and add the result to your figure’s base movement. attack. the figure with the next-highest initiative takes its turn. Then the next round begins with a new alpha team. Once all the dice have been placed. If two figures on the same team are tied for initiative. The order of play for that round begins with the figure with the highest initiative total and proceeds down to the figure with the lowest total. Below is a complete list of actions that figures can take. the tape must be stretched taut. this is the figure’s revised initiative total. (See “Healing Actions. On the next round. Game Actions You can give your figure multiple actions on its turn. even if it could move farther. Elevated terrain is measured in levels. 6. even if it would have more movement. In the case of ties between non–alpha team figures. Red and black dice can aid this movement. if the Head value is 6. it automatically wins initiative. Attack. skill checks are used only in scenarios. If any part of another figure’s base or a terrain piece blocks this line of sight. pick up gear. they will use for their figures. Movement and Blocking Terrain If any part of a figure’s base is touching hindering terrain at the beginning of the figure’s movement action. A level of elevated terrain is considered to be 10˝ “up” from the last level. In addition. • • • • • • Move. that figure cannot use any white dice to aid in movement. so figures from various teams can take their turns in any order.) Currently. For example. End the turn. When measuring movement. the round is over. Initiative Initiative determines the order in which each figure gets to act in a round.” p. the players on that team can resolve initiative however they choose (reroll. or ground level. (See “Gear Actions. Add each figure’s dice result to its current Head value. Each figure determines its own initiative. Coming in September. this new total is the figure’s revised movement. These dice must come from the six chosen to begin the round. When your figure moves. Movement and Elevated Terrain 3 . movement. decide among themselves. When all figures have taken their turns. Beginning with the alpha team. Movement and Hindering Terrain Elevated terrain is terrain that can be climbed and stood on by shadowrunners.) Heal itself or a friendly figure. the attack cannot be made. and you should examine your choices each round to best use the gear you picked. you may want to choose six different dice from your pool: Choosing dice is a key game strategy. though it cannot move through blocking terrain and you must measure around the bases of opposing figures—not through them. Movement Actions Blocking terrain is any terrain that cannot be moved through or have figures climb up or be placed on it. figures on teams closest to the left of the alpha team win initiative. this is its base movement. When measuring an attack. and so on). Initiative Ties If an alpha team figure is involved in a tie for initiative. which are specially crafted Shadowrun Duels games with preset objectives created by WizKids. Any figure’s dice rolled during the round are removed from that figure’s base and returned to its dice cup. Players remove any dice left on their figures’ bases and return them to their dice cups. Once a figure moves and then stops. and/or swap gear. all Shadowrun Duels games begin on level 0.These are the dice you’ll use to affect your figure’s initiative. you can declare that your figure’s turn is over. Once the alpha team players have declared their dice.” p. Your figure can face in any direction at the end of its move. This sequence of events continues until the end of the game. Your figure can drop any or all of its gear. The figure’s turn is over either when you cannot perform any other actions with it or you declare it is the end of its turn. Unless otherwise noted. each team beginning with the team to the left of the alpha team places its dice. it must stop moving. This line of fire must be a straight line from any part of the attacking figure’s base to any part of the target figure’s base.) Make a skill check. You cannot move that figure again until its next turn. (See “Skill Checks. The attacks can be separated by other actions. You can move your figure a number of inches equal to its current Head ( ) value. if any. these dice are unusable for the remainder of that round.
no matter how many levels are between the attacker and target. though jumping has a price: For every level your figure jumps. 1. Your figure can move up multiple levels on the same movement action. Attack Actions A figure can make up to two attacks each turn and can attack in any direction. This die can be placed on the terrain at the start of the game. Roll the dice. Place the figure at the bottom of the terrain level to which it jumped so that the figure’s base is in base contact with the edge of the terrain. as normal. place the figure’s base in base contact with the edge of the elevated terrain at the point the move measurement was made. your figure can end its movement on the next level of terrain. 4. described below: • • • One-level difference. It takes 10˝ of movement to move down one level. the attack cannot be made. if the figure still has over 10˝ of movement remaining. Bases can hang off the edge of blocking terrain. You can continue your figure’s movement. Measure from base to base for all attacks. if desired. Dodging is optional. except when the one-inch rule applies. the target gains a defensive die bonus. Apply terrain modifiers. Check for Bad Karma. It is never removed from play. 6. Use all the rules above to determine placement of the figure. This die can be placed on the terrain at the start of the game. so the same figure can use it in the case of multiple attacks. Three-level difference. You may jump any number of levels. Your figure can move to a level of terrain only if its base fits at that location. determine the figure’s movement. There can be no more than three level differences. It takes no action or movement to jump. After “climbing” the terrain. such as your 4 . and it can be used by any team in the game.To move a figure onto a higher level of elevated terrain. Your figure’s tape will indicate which color dice you can use for the attack.” above. Both players roll their dice at the same time. If an attacking figure is on a lower elevation than its target. including attacks across levels. If a target figure is on a level higher than its attacker. If you have 10˝ or more of total movement. Blocking Terrain If the attacker’s damage track crosses blocking terrain before reaching the target. measure to the base of the terrain. an attack made by an elevated figure is not blocked by figure bases on lower levels. use the following steps. it takes 1 click of damage to each combat dial. Jump. the target figure’s base must be within 1˝ of the edge of the terrain in order to have line of fire. After jumping. If your figure does not begin its move in base contact (its base touching) with the elevated terrain. 2. the target receives an additional white or yellow 4-sided die that can be used for dodge rolls only. Bad Karma is a stroke of bad luck that interferes with your attack. Elevated Terrain Elevated terrain acts like blocking terrain for all attacks. Bad Karma can happen only on an attack roll. it can move to the next level of the terrain. One-Inch Rule If an attacking figure is on a higher elevation than its target. if it has enough movement to do so. The target can pick dodge dice. The standard descent uses the same rules as climbing. This die can be placed on the hindering terrain before the game begins. as described in “One-Inch Rule. Two-level difference. Its attacks can be at two different targets or at the same target. Pick your attack dice. The figure on the higher level gains a white or yellow 8-sided die for dodge rolls only. This die can be placed on the terrain at the start of the game. The target can try to dodge the attack by choosing appropriate dodge dice. Characters on two different terrain levels cannot engage in close combat. Moving off of elevated terrain can be done in two ways: standard or jumping. 3. the attacking figure’s base must be within 1˝ of the edge of the terrain through which the attack will be made in order to have line of fire. You must roll dice in order to attack. The figure on the higher level gains a white or yellow 4-sided die for dodge rolls only. Hindering Terrain If the attacker’s damage track crosses hindering terrain before reaching its target. once your figure is on the elevated terrain. Pick the dice you plan to use and show them to the target figure’s controller. The figure on the higher level gains a white or yellow 6-sided die for dodge rolls only. You can choose any dice of the color tracks that touch both your base and the base of the figure you are attacking. Replace the die on the terrain after each use. a figure can move as normal. Measure distance to the target. Also. 5. To resolve combat. An attack made from a lower to a higher elevation grants +1 to the attacker’s weapon value. Standard.
which is the current value shown on its Weapon combat dial ( ). Gear Shields Gear shields come from gear. Black Dice—Technical Superiority. A figure is eliminated whenever three bullet holes are visible among its combat dials. but not damage from another color die or a yellow die roll of 6. 10. Each shield is keyed to a certain color die. and if the target figure falls within a range on your figure’s tape with the printed damage bonus (for example. and sets them on the play area in base contact with the target’s base. depending on the color of the die rolled. Calculate damage. that is. Determine final attack and defense values. the attack succeeds and the target is hit by the attack. Some figures do more damage with certain color dice. or swapped between friendly characters. a yellow-6 gear shield protects its figure from damage inflicted using a yellow die that rolled 1–5. the tech being poorly wired. When a figure is eliminated. Some dice have a effects when rolled on an attack. picked up. Set any aces aside. If it cannot. The target’s controller must remove one piece of gear from the target figure. Aces count as 0 for all rolls. the piece of gear to be picked up must fit within the figure’s Picking Up Gear 5 . below. magic fouling up. Remove blocked dice. Victory Gear can be dropped. revealing the figure’s new stats in that dial. symbol replacing the “1” printed on them.These dice are not available for the rest of the round. This new total is the figure’s revised attack. Green Dice—Called Shot. A successful attack does 1 click of damage to the target for each die that remains after shields have been checked. The target’s controller removes all the dice from the target’s base and places them into that figure’s dice cup. For example. Click that dial clockwise a number of times equal to the damage dealt. 12. Only one bonus is allowed per attack. Remove to your figure’s cup any dice blocked by shields. The attacker’s controller chooses where to apply damage from the attack. the attack fails. If more than one die would gain a bonus. Each shield can block only one die per attack roll. the attack automatically fails. This damage bonus is listed on the attacking figure’s base next to the symbol. Once all the gear is placed. Dropping Gear To pick up gear. simply remove the gear and the dice it provides and place it all on the play area in base contact with the figure. Red Dice—Major Mojo. This gear can be picked up using the rules for picking up gear. they’ll come back into play during steps 12 and 13. a figure must be in base contact with the gear and be able to equip it. If the attacking figure’s revised attack value is greater than or equal to the target’s final defense value ( + dice result. remove the figure and its base from the play area. look at the results. If Bad Karma would remove all the attack dice. it also appears on the figure’s tape measure within certain ranges. A combat-dial shield can be “clicked away” if damage is assigned to that combat dial. and do not have numbers printed on them. you must determine if the target has shields. 8. Eliminating a Figure After a team’s figure is eliminated. Add an additional 1 click of damage to the attack. instead. and so on. Check for shields. Multiple aces ignore the Bad Karma rule. They block any numbered result of the same colored die. the result is still 0. 9. and blocks damage only from the same color die. Gear shields can block a die only if the number rolled on the die is less than the number on the shield. Gear Actions To drop gear. ). The attacker’s controller removes the dice showing the same numbers from the attack and puts them into his or her figure’s cup. If you roll an ace on any roll other than an attack. add the remaining dice total to the attacking figure’s base attack. Weapon. Any figure can now pick up the gear. Once Bad Karma dice have been returned to your figure’s cup and any aces have been set aside. its controller places all its gear and dice from this gear on the play area in base contact with its base. 13.figure’s gun jamming. Shields do not block aces. In this case—and only in this case—this die does not get placed in the figure’s dice cup. that team loses. The target’s controller adds the result of his or her figure’s dodge dice total (if any) to the target’s base defense. The team with the lowest point value has two turns to reduce another team’s point value equal to or below its own. the damage bonus applies. but they do have special 7. and the target is not hit by the attack. Bad Karma has occurred. and each has a number printed on it. the die is placed back on the figure’s base. which is the current value shown on its Body combat dial ( ). That symbol is an ace. Aces have special effects. If the same numbers appear on any of them. Check for aces. if any. If a die of the same color remains to do damage. this new total is the figure’s revised defense. The three bullet holes do not all have to be located on the same dial. if any). or Body. Scenarios might change this victory condition. Bring in any set-aside aces and count them for this purpose. Assign damage. 14. If the attack value is lower than the defense value. 11. There are two types of shields: gear shields and combat-dial shields. The target’s controller chooses the gear and corresponding dice. Determine ace effects. The target’s controller assigns all the damage from the attack to one of the target’s combat dials: Head. the attacker’s controller chooses which bonus to apply. Once the attack dice are rolled. Combat-Dial Shields Combat-dial shields appear on combat dials. recalculate each team’s point value. so two remaining dice deal 2 clicks of damage. Compare results. these dice do not add to the attack. If the attack was successful. Ace special effects are as follows: Blue Dice—Stun Attack.
The number rolled is the number of clicks that figure is healed. dice gained from swapped gear are put into the new figure’s cup. you must have a black or red die on that figure’s base. it counts as the maximum value of the die—for example. The number rolled is the number of clicks that figure is healed. Only white dice can be used for stealth skill checks. Red tracks allow a figure to heal a friendly figure both up close and at a distance. All dice used for a skill check are placed in the figure’s cup after they are rolled. currently used only in scenarios. You can heal the target figure as long as the red track touches both your figure’s and the target figure’s base. If an ace is rolled on a healing action. Skill checks allow figures to interact with their surroundings. Skill Checks A skill check is a special kind of action in Shadowrun Duels. To heal using a black track. Effects of stealth checks are noted in the scenarios in which they appear. if a piece of gear showed a shield icon and two dice icons. Certain figures might have an advantage when performing certain kinds of skill checks. that figure’s controller uses. If the gear to be picked up would cause the figure to exceed its 12-point limit. exchange the corresponding dice. it counts as the maximum value of the die—for example. defeat security systems. Roll only one black die.12-point gear limit. the healing figure and the target figure must be in base contact.” for example. or “burns.” if they have the right gear. or “nonfigures. These advantages will be indicated in the text for the skill check. Security passcards have their own rules and mechanics printed on them. Bad Karma does not affect skill checks.” a black or red die. Any time a figure fails a skill check. For example. Any ranged skill check adds +4 to the total needed to perform the check. Additionally. Some skill checks can be performed only if a figure is in base contact with the nonfigure requiring the check. You can also choose to have one of your figures heal other friendly figures. the figure must first drop enough points’ worth of gear (and the corresponding dice) in order to make room. and reaps the rewards outlined in the scenario. Remove to your dice cup a number of dice equal to the number of shield and dice icons on the picked-up gear. it has succeeded at the skill check. A skill check allows characters to download data. If something requires a skill check. You get the dice from the new gear immediately and can use them on the turn the gear is picked up. Jackie Ozone gains +2 to her Head value for this check. Swapped gear can be used as normal on the figure’s next turn. If an ace is rolled on the skill check. an ace on a 4-sided die counts as 4. a skill check might read “Black/Head 15. picking up gear costs dice that your figure has on its base. Roll the die you choose. Card rules supercede any printed game rules. it is not available for the rest of the game. The number rolled is the amount your figure is healed at a single combat dial. figures with black damage tracks gain +1 to their Head values for this check. Only shields— not dice—gained from swapped gear can be used on the turn the gear was swapped. Only one die can be burned for healing per turn.” Skill check effects are noted in the scenarios in which they appear.” This means that any figure’s controller can attempt this skill check by rolling as many available black dice as desired and adding the total to the figure’s Head value for a final skill check value. Special Skill Check: Stealth Any figure can attempt a stealth skill check. If a skill check can be attempted from a distance. To heal one of your figures. A figure must be in base contact with the nonfigure requiring the skill check in order to perform a stealth skill check. For instance. only the dice that remain in the game are dropped with it. Healing Actions A healing action allows a figure to heal clicks of damage. A die burned in this way is removed from the game. 6 . For the Black/Head 15 example. “Black/Head 15. When gear is swapped. To heal a figure. Swapping Gear A figure must be in base contact with another friendly figure to swap gear with it. Remove the die from the game. That die is removed from the game. dispel spirits. If a figure drops a piece of gear that had a die burned from it. it takes 1 click of damage to any combat dial. text in the following format will appear: Die Color/Attribute followed by a number—for instance. it would cost three dice to pick it up. Security Passcards Security passcards are special gear issued by WizKids Organized Play to participants of public Shadowrun Duels demonstrations. “(range)” will be indicated: “Black/Head 15 (range). if a figure’s skill check value is 15 or greater. Roll only one red die. or bypass magical defenses. That die is removed from the game. an ace on a 4-sided die counts as 4. Only figures with black or red tracks on their tape measures can heal other figures.
3. Peter Gregory. 10. 3. G. Check for aces. 4. You can roll extra dice to give your figure a revised movement value. Place terrain on the play area. Jay Borman. Joe Lamour. Apply terrain modifiers. Cameron Culp. Matt Robinson. K. Choose your figure and remove its base from the cup. Begin again at Game Play step 1. in initiative order. David Bikki. Lucas Weisman. Calculate damage. Scott Hungerford. N. Repeat Game Play steps 5 and 6 for each figure in the game. 9. Remove blocked dice. Pick up to 12 points of gear for your figure. Kevin Barrett. Mark Zug Shadowrun Duels Testing Coordinator Kelly Bonilla Universe Continuity Mike Mulvihill Game Design and Character Stats Mike Mulvihill Editor Michael Arnaud . 4. LLC. Determine ace effects. Assign damage. Jay Borman. 5. Chelsea Culp. Game Play 1. A figure’s turn is over when it has taken all its actions or its player has decided to end its turn. 7. once and in any order. J. Measure distance to the target. Codie Wegner. and place them in your cup. Each team rolls two 6-sided dice. L. Mike Mulvihill Production Management Jay Borman Package Illustrations Jim Nelson. Roll the dice. The team with the highest total is the alpha team. Zachary Weisman. Paint Design Jay Borman. Isaac King. James Carrott. Mark Sasso. Once your figure uses dice. 2. The team to the left of the alpha team becomes the alpha team for the next round. Check for shields. if desired. F. Combat follows the order shown below. LLC. place them in its cup. Cara Wegner. I. Prototyping. that team loses. Scenarios might change this victory condition. D. Paul Hume.Shadowrun Duels Reference Guide Game Setup 1. Brook Willeford. Determine initiative. Place figures on the play area. 5. starting with the alpha team and moving to the left. Each figure can perform the following actions on its turn. each player picks six dice from his or her figure’s dice pool and places them on his or her figure’s base. Mike Mulvihill Sculptors Jon Matthews. The target can pick dodge dice. Victory After a team’s figure is eliminated. All dice used this way are placed in your figure’s cup. the round is over. 8. If it cannot. Chris Borman. remove all dice still on your figure’s base and place them in your figure’s cup. Kevin Horner. Tony Simione. Compare results. Derek Miller. Jim Long. Your figure’s final movement value (base or revised) is the maximum it can move this turn. starting with the alpha team and moving to the left. Chris Borman. Nathan Weisman. Play proceeds from the figure with the highest total initiative to the figure with the lowest total initiative. Cody Culp. Pick dice for initiative. Sam Lewis. Shadowrun and WizKids are trademarks of WizKids. pick up. Jon Leitheusser Original Design Jordan Weisman. Ethan Pasternack Print Production Management Jay Borman and Tina Wegner Additional Game Design Jim Long. C. Dave Wylie. Bob Charrette. The team with the lowest point value has two turns to reduce another team’s point value equal to or below its own. Determine final attack and defense values. Beginning with the alpha team and proceeding to the left. You can have a figure attack twice. Check for Bad Karma. Pick your attack dice. regardless of which team the figure is on. Calvin Schoneck. Josh Sutton. Before the next round begins. B. Peter Williams Shadowrun Universe Jordan Weisman. E. Patent pending Art Direction Dawne Weisman. Sandra Garavito Character & Sculpting Design. The figure with the highest initiative goes first. 3D Art Direction. L. Kevin Goddard. a figure can move up to its base Head value. beginning with alpha team and proceeding to the left. Playtesters Dustin Babitzke. Ross Babcock III. All rights reserved. Jerry Macaluso. David Chase. • Move • Attack • Drop. Jay Borman. H. and/or swap gear • Perform a skill check • Heal itself or a friendly figure • End the turn When moving. Jeff Grubb. Dan Grendell. Chris Borman. Combat Order A. M. 6. Tom Dowd. Collect all the starting dice (indicated on your figure’s base) and dice from gear. Chris Dern. When all figures have had a turn. 2. Cameron Pickett. Alan Pollack. Luke Cash. Will Littrell. recalculate each team’s point value. Tony Simione 7 ©2003 WizKids. Tony Simione Shadowrun Duels Credits Graphic Designers Jay Borman. 6. Jay Borman.
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