Shadowrun: Astral Ways
Previous Shadowrun books, including Cutting Black, Slip Streams, and The Third Parallel, have introduced plot machinations occurring in Sixth World metaplanes. Astral Ways moves some of those plotlines forward by bringing shadowrunners into the metaplanes and giving them a chance to explore wild new areas. For anyone looking to add a new twist to their Shadowrun game and also get a chance to uncover some deep mysteries, Astral Ways has the necessary details!
- Includes an immersive chapter on exploring metaplanes designed to set an exciting mood of exploration.
- Provides a variety of places to visit for changes of pace in Shadowrun games as well as intriguing plot developments.
- Includes rules for bringing tech, augmentations, and other Shadowrun features into the metaplanes.
Shadowrun: Rogues Lineup
Rogues Lineup is an NPC deck that could also be pre-generated PCs showing the full range of shadowrunners. It works great with the Shadowrun Sixth World Gamemaster Screen and makes easy reference along with other Shadowrun card decks.
Shadowrun: Program Deck
The Program Deck accompanies Hack & Slash, providing easy reference to dozens of programs, including commlink apps, from the Shadowrun, Sixth World core rulebook and Hack & Slash. It provides a summary of game rules for easy reference to most available programs. Commlink apps can be useful to non-decker players, making this something any player can use. It also includes a reference card with program availability and pricing.
Players: 1–4 • Ages: 14+ • Play time: 45 min.
Astro Knights is a cooperative deck-building game in which your deck is never shuffled. Your goal is to defeat the Boss before it destroys your team or the Homeworld you’re defending. Each round, the players and the Boss will take turns in a random order. During a player’s turn, they will be able to acquire Fuel, Tech, and Weapons from the supply, equip and attack with those Weapons based on the number of slots they have, gain new slots, power up, and use their special ability. All four of the Bosses in this game have their own decks and abilities, and they will require a different strategy to be defeated.
Astro Knights: The Orion System
Astro Knights: The Orion System is an expansion for Astro Knights. Each stretch goal from the Kickstarter is collected in this expansion, providing more fuel, tech, and weapon cards with which to power your game!
Players: 1–5 • Ages: 14+ • Play time: 45 min.
In Motor City, you have two player sheets, each with multiple areas. These areas are represented by tracks that you will mark off as you make progress. Many of the tracks are interconnected with other elements in the game, giving you bonuses along the way and opportunities to unlock more points. Advancing on all of these tracks offers various amounts of points, advancements, and bonuses.
The game lasts eight rounds. Each round, roll colored dice based on the number of players and then place them on spaces on the blueprint table based on value and color. Each player drafts one die and uses it. Once everyone has drafted a die twice, all players get to use the remaining die on the blueprint table. After eight rounds, you score points for your progress in engineering, assembly, testing, and more. Whoever has the most points wins.
Motor City has a solo mode in which you try to top your own score against an auditor that drafts dice and blocks areas of your sheet. Its difficulty can easily be adjusted by changing the colors of dice during setup, with no added rules. Motor City is game 3 of the Motor City Gameworks Loaded Roll and Write series.