Edge City
Edge City Rulebook
Table of Contents
Table of Contents
- 2.0 Game Terms
- 3.0 Game Equipment
- 4.0 Course of Play
- 5.0 Setting Up for Play
- 6.0 First Turn Rules
- 7.0 Winning the Game
- 8.0 The Player Turn
- 9.0 Data Ripper Rules
- 10.0 Card Rules
- 11.0 Rules of Play
- 11.4 Sprawl Cards
- 11.5 Combat
- 12.0 Optional Rules
- Chart 1.0 Player Turn Order (8.0)
- Table 1.0 Win Number (W) (8.4)
- Table 2.0 Ripper vs Ripper Combat Results (11.5.4)
2.0 Game Terms
Important! Please become familiar with the following terms before reading the rules or attempting to play the game:
- Bizclave = A MegaFirm controlled business sector of Edge City.
- Black ICE = A software based MegaFirm Security Measure that can physically harm Rippers and cause them to lose their COOL.
- City Space = Represents one sector of Edge City. It may refer to either a Sprawl Zone or a Bizclave.
- COOL = A Data Ripper trait that determines their reactions under stress.
- Data Base = A source of Data Points.
- DP = Data Point.
- Data Ripper / Ripper = A computer hacker mercenary.
- Data Space = A computer-generated reality that represents the communications network.
- ICE = Interactive Computer Effectiveness. A modifier used for actions attempted in Data Space.
- iT = a special form of Black ICE software that highly skilled Rippers may use to attack and destroy other Rippers, i.e. cause them to permanently lose their COOL.
- Modifier = The strength of a Tech, Patron, Ally or MegaFirm.
- MSM = MegaFirm Security Measures designed to stop unauthorized access to data.
See the Index for terms not found above.
3.0 Game Equipment
A complete boxed game set includes:
- One rules booklet.
- Two dice, 5 pawns and 4 card stands.
- Twelve Edge City tiles.
- Eighty Sprawl cards.
- Thirty-two Tech cards.
- Eight Data Ripper cards.
- Thirty-two DP cards.
- One Status / Rip Track.
4.0 Course of Play
Edge City is a game of adventure and strategy for two or more Players (12.3). You play a Ripper competing with other Rippers for control of Edge City. During the game you may attempt a variety of actions (8.0). On entering Sprawl Zones (11.3.1) you may draw Sprawl cards (11.4), Attack other Rippers (11.5), or attempt Rips (11.6). On entering Bizclaves (11.3.2) you may attempt Rips, Purchase (10.1.2) Tech cards (11.4.5), or attempt their Theft (11.8). Bit by bit you will gather enough Tech and Status (9.1.1) to obtain and use iT (11.7) to eliminate the other Rippers and win the game (7.0).
5.0 Setting Up for Play
5.1 Read the Rules
Read all the rules and examples prior to play. When another rule relating to the same point exists, it's rule number is given in brackets. To avoid confusion do not follow references until you are familiar with all the rules.
5.2 Board Set Up
Play begins by laying out city tiles. The shape of the Edge City board depends on the final tile layout. Shuffle the tiles and deal them out to Players, one at a time, until all tiles have been given out. The Player with the Tech Plex (11.3.2) tile begins by laying that tile down. Next the Player to the left lays down a tile, and so on, until all tiles have been placed, in no special order, but following three rules:
- Bizclave (11.3.2) tiles, i.e. the Tech Plex, Business Dome, and Research Park, must not be adjacent to each other.
- Each Sprawl Zone (11.3.1) tile must touch at least one other Sprawl Zone tile.
- All tiles must have the same orientation (see Figure 5.1-1).
Figure 5.1-1: An example game board set up.
5.3 Data Ripper
Each Player draws a Data Ripper card at random (12.1) to represent the character they will play. Players then place their Data Ripper cards on their choice of Bizclave (11.3.2) which is where their Ripper begins the game.
5.4 Banker
The Player who placed the Business Dome (11.3.2.2) acts as Banker during the game. At the start of the game the Banker gives each Player Data Point cards worth three DP (11.1). During the course of the game the Banker collects DP that Players may expend (11.1) and gives to Players DP that they may gain (10.1.1.2).
5.5 Status / Rip Track
The Status / Rip Track is placed where it can be seen by all Players. Pawns are used to track each Ripper's Status (9.1.1). One pawn is placed on the Status Track in the Wannabee box for each Ripper. Another pawn is placed in the Rip Track SWAT Stealth Zone box and is used to track the progress (11.6.5) of Rip attempts.
5.6 Sprawl Card Deck
The Sprawl cards (11.4) are assembled into a deck, shuffled and placed face down near the board within easy reach of the Players. During the course of the game these cards are drawn and their game effects acted upon (11.4.2). Sprawl Cards that are not acquired (10.1) or do not remain on the board (11.4.3) are placed face down in the discard pile. When the draw card pile runs out, the discard pile is shuffled and reused as the draw card pile.
5.7 Tech Cards
Each Player begins the game with the Tech card (11.4.5) noted on their Ripper card. The Player places this card face-up on the play surface in front of them (12.2). The remaining Tech cards are sorted by Tech class (11.4.5.1) and placed, in separate piles face-up, within easy reach of the Players. Players may look through these cards at any time during the course of the game. These cards are used for Purchase (10.1.2) or Theft (11.8) actions. iT (11.7) Tech cards are kept in their own pile.
5.8 Game Play Tables
Four tables are provided to aid game play. Table 1.0 is used to find (W), the Win Roll (8.4) number for resolving Combat (11.5) and Rip (11.6) attempts. Table 2.0 lists the possible outcomes of Ripper to Ripper Combat (11.5.3.1). Table 3.0 lists the MSM strength modifiers for Rip (11.6.5) and Theft (11.8.1) attempts. Table 4.0 is used to adjust the number of DP that a Player gains from a successful Rip (11.6.5.3). Tables 3.0 and 4.0 are located on the Status / Rip Track (5.5).
6.0 First Turn Rules
The Player who placed the Tech Plex tile begins play (8.0). On their first turn only, all Players must Travel (11.2).
7.0 Winning the Game
The object of the game is to rise in Status (9.1.1) from lowly Wannabee to Hacker Legend and, once there, to eliminate all other Rippers from the game by using iT (11.7) to make them permanently UnCOOL. The Ripper who does this first wins the game. If all Players agree at the start that the game will end at some earlier stage, the Ripper with the highest Status (9.1.1) at that time wins. If Status is equal, the Ripper with the highest DP total (11.1) wins. If DP totals are equal, the Ripper with the highest total of both Stealth (11.4.5.2) SWAT (9.2) and ICE (9.3) modifiers wins.
8.0 The Player Turn
Players may perform three kinds of actions: Free, Turn and Other. When a Player completes their turn, play proceeds to the next Player to their left, and so on. When all Players have had their turn a round (8.3.2) has ended and another is begun.
Refer to Chart 1.0 "Player Turn Order" to determine when specific game actions are allowed or required.
8.1 Free Actions
The following Free actions may occur at the start of a turn:
- Purchase Status (9.1.1).
- Attempt to regain COOL (9.4.1).
8.2 Turn Actions
A Ripper who is COOL (9.4) may attempt one of the following actions during their turn:
- Attempt a Rip (11.6).
- Attack another Ripper (11.5.1).
- Travel (11.2).
- Draw Sprawl cards (11.4.1).
- Purchase from the Tech Plex (10.1.2).
- Attempt Theft from the Tech Plex (11.8).
- Pass on doing any turn action.
Example: Player Turn - Tech Gnome travels by Transit through two Sprawl Zones, expending one TP for each Sprawl Zone entered, and ends his Travel in the second one. Present in that city space is BIOHAZARD, a Zone card, and Dollar Boy, another Ripper. Instead of acting upon the Zone card and then drawing a second Sprawl card if he remains COOL, he decides to ICE attack Dollar Boy. Upon completing the attempt his turn ends. Note: Since Tech Gnome is in the same city space as Dollar Boy, he could have decided to SWAT attack him instead.
8.3 Other Actions
A Ripper who is COOL (9.4) may attempt Other actions, as follows, outside of their normal turn:
- Use a Play at any time type card as desired, e.g. EARN A FAVOR. The card must be played before the Target Player has rolled the dice.
- Purchase (10.1.2), Sell or Trade (10.4) - at the end of each round (8.0) Players may trade hardware, software and/or DP only.
8.4 Resolving Actions
The success or failure of Ripper game actions (8.1)-(8.2), (8.3) is resolved by rolling two dice. This is called a Win Roll. Where a Win Roll is required, rolling less than or equal to the action's Win Number (Table 1.0) results in a successful attempt.
For Attack and Defend Combat (11.5), Rips (11.6) and Theft (11.8) attempts, the Win Number is found by cross referencing the Ripper's Level or Status (9.1.1) and the given action's Die Roll Modifier (R) as described in the section of the rules for that particular action. "Cross referencing to find the Win Number (W)" means looking up the number that is at the intersection of Table 1.0 Ripper's Status row and the R column. For attempts to regain COOL refer to section 9.4.1 for the dice roll required.
8.5 Special Dice Rolls
8.5.1 Rule of 2 and 12 - A roll of 2 always results in a Win of the attempted action. A roll of 12 always results in failure - you do not lose your COOL, but your attempted action ends then and there.
8.5.2 Discarding Cards - When checking to see if an Ally (11.4.6), Tech (11.4.5) or Zone (11.4.3) card must be removed from play, the Win Roll made for the action in which the card is involved is used. If no Win Roll has been made, roll two dice for just this purpose.
9.0 Data Ripper Rules
Rippers have four basic traits; Reputation, SWAT, ICE and COOL. These traits define a Ripper's basic abilities. They are used to resolve (8.4) the success or failure of a Ripper's attempted game actions (8.0).
9.1 Reputation
A Ripper's reputation and experience in Edge City consists of two elements; Status and Level.
9.1.1 Status
The term Status refers to the Ripper's title, e.g. HACKER. The higher a Ripper's Status, the better is their potential Win Number (8.4).
At the start of their turn a Ripper who is COOL (9.4) may buy Status. Each title costs 8 DP to Purchase. A maximum of one Status title per turn may be purchased.
Drawing (11.4.1) STATUS BOOST may result in Status increases of more than one title per turn. A Ripper's Status is indicated by the position of their pawn on the Status Track (5.5). A Player may not voluntarily cash in their Ripper's Status for DP (11.5.4.1).
9.1.2 Level
The term Level refers to Level numbers. Each Status title has a Level number. These are found in the Level column of Table 1.0. Level numbers are used for Defend combat purposes (11.5.3.2).
9.2 SWAT
SWAT - This is the Ripper's strength, agility, stamina, stealth and combat skill in Real Space. A Ripper's SWAT abilities are modified by using SWAT related Tech (11.4.5.1) as noted on the cards. SWAT is used to resolve (8.4) Attack Combat (11.5.1), Real Space Rip (11.6.5), Defend Combat (11.5.2) and Theft (11.8) attempts.
9.3 ICE
ICE - This is the Ripper's stealth and combat skill in Data Space. A Ripper's ICE abilities are modified by using ICE related Tech (11.4.5.1) as noted on the cards. ICE is used to resolve (8.4) Attack Combat (11.5.1), Data Space Rip (11.6.5) and Defend Combat (11.5.2) attempts.
9.4 COOL
COOL - This is the Ripper's wit, attitude and knowledge of the Sprawl. COOL is used to resolve (8.4) COOL-based Sprawl card attacks (11.5.2).
A Ripper's COOL Win Number is 7. Some Tech card(s) may be used to modify COOL as described on the card. COOL does not change with Status (9.1.1).
9.4.1 UnCOOL
A Ripper who fails at defend combat (11.5.2) loses their COOL, i.e. becomes UnCOOL. A victim of a successful SWAT combat (11.5.1) may also lose their COOL. An UnCOOL Ripper's character card is tipped over to indicate this fact. An UnCOOL Ripper may attempt to regain lost COOL at the start of their turn (8.1) by performing a Win Roll vs their COOL Win Number (9.4). Winning allows them to have a normal turn. Losing results in their missing that turn, i.e. they may perform no other game action. Unless attacked by iT (11.7), being UnCOOL lasts at most one turn after which COOL is regained automatically. An UnCOOL Ripper defends normally if attacked.
Example: Regaining COOL - On her last turn, Lady of Darkness lost a SWAT combat in the Rip Track Defend Zone and lost her COOL (11.6.5.1). At the start of this turn she attempts to regain her COOL by rolling two dice (9.4.1). Her roll of nine is greater than her COOL trait of seven so she stays UnCOOL for this turn. At the start of her next turn she regains her COOL automatically and has a normal turn.
10.0 Card Rules
Players will collect various game cards to aid their Rippers in their Combat, Rip and Theft attempts. These cards must be kept face up (11.1), (12.2) in front of the Player.
10.1 Acquisition
Players may acquire DP (11.1), Tech (11.4.5), and Ally (11.4.6) and Patron (11.4.7) cards during the course of the game.
10.1.1 Acquiring DP
DP may be acquired in two ways. They may be taken or gained.
10.1.1.1 Taking DP - Rippers take DP from other Rippers by making successful ICE attacks (11.5.4.1).
10.1.1.2 Gaining DP - Rippers gain DP from the Edge City Bank by drawing Rumor cards (11.4.6), by winning certain types of Rips (11.6), by defeating certain Event cards (11.5.4.2), and by defeating attack combat attempts made by other Rippers (11.5.4.1).
10.1.2 Purchasing Tech
Players may buy Tech cards (11.4.5) that they may draw (11.4.1) from time to time from the Sprawl card deck (5.6). Tech card deck (5.7) cards may only be purchased at the Tech Plex (11.3.2.1).
10.1.3 Hiring Allies / Accepting Patrons
To acquire an Ally card drawn from the Sprawl card deck, a Player must hire it for the one time DP cost as noted on the card. To acquire a Patron card drawn from the Sprawl card deck, a Player simply retains it, at no DP cost, for their future use.
10.1.4 Acquiring iT
iT (11.7) cards may be bought (10.1.2) if drawn from the Sprawl card deck. iT cards may be taken from a Super Secret Data Rip (11.6.3). iT cards may not be bought in the Tech Plex (11.3.2.1) or taken by Theft (11.8).
10.2 Discarding Cards
A Player may discard any Tech, Ally and Patron cards that they possess, at any time, except for the CYBER LEPER-VIRUS (10.3.2) which may not be discarded. Discarded cards are placed in the Sprawl card discard pile, or returned to the Tech card deck, depending on which deck they came from.
10.3 Card Possession Limits
A Player may at no time keep more than the number of cards, listed by type, as follows:
- Hardware/Bioware - 4
- Software - 4
- Ally / Patron - 3
- Data Point - no limit
10.3.1 Card Doubles
Players may keep Tech card doubles, e.g., two SHRED GUNs, but only one may be used to modify (11.4.5.2) their Win Rolls.
10.3.2 CYBER LEPER-VIRUS
A Player who draws the CYBER LEPER-VIRUS (10.2) but already has four software (10.3) cards must lose a random Software card to make room for the virus card.
10.4 Selling / Trading
Except for JUMP BIKE, ASSAULT TAXI, and EXECU-LIFT, Tech cards held by a Player may be traded in for DP at the Tech Plex (11.3.2.1) when purchasing Tech cards there. The trade-in value is one-half of the printed cost of the card in DP, rounded down, with a minimum trade value of 1 DP. To sell or trade hardware between each other, both Player's Rippers must be in the same Sprawl Zone. Software and DP may be sold or traded between Rippers located anywhere on the board. Players may negotiate prices. Ally and Patron cards may not be sold or traded.
11.0 Rules of Play
11.1 Data Points (DP)
DP cards represent computer data and are used as game money. The amount of money a Player has at any time is equal to the sum of the DP cards they hold. DP cards come in denominations of 1, 2, 4 and 8 DP. A Player's DP total is kept hidden (11.5.4.1) from other Players during the course of the game. DP may be used to:
- Hire (10.1.3) an Ally (11.4.6),
- Purchase (10.1.2) Tech cards (11.4.5),
- Purchase Status (9.1.1),
- Trade / Buy (10.4) from another Ripper,
- Buy protection in the CHAOS ZONE,
- Drive in the ASSAULT TAXI.
11.2 Travel
Rippers move around the board by Travelling on the city Transit (11.2.1) system or by using special Tech cards (11.2.3). Rippers may Travel (11.5.4.2) along any path but may not return to the city space in which their turn began.
11.2.1 Transit TP
Each turn, Rippers have three TP to spend (11.2.2) on Travel. TP are spent to enter city spaces (11.3). Unspent TP do not accumulate from turn to turn.
11.2.2 Travel Point (TP) Costs
Rippers spend TP to enter city spaces only when Traveling by Transit or ASSAULT TAXI. Other means of Travel do not expend TP.
Normal TP costs are as follows:
- Enter a Bizclave - 2 TP
- Enter a Sprawl Zone - 1 TP
Zone cards with green shaded text boxes change the TP cost to enter the city space they are in as noted on the card. The TP cost to enter a city space with two such Zone cards is the sum of both card's TP costs. A Ripper may always move at least one city space per turn regardless of TP costs to do so.
11.2.3 Tech Travel
JUMP BIKE, ASSAULT TAXI, and EXECU-LIFT give special Travel abilities, as noted on the card.
11.3 City Spaces
Edge City has three kinds of city spaces; Sprawl Zone, Bizclave, and Wasteland.
11.3.1 Sprawl Zone
In these city spaces a Player may draw Sprawl cards (11.4), attack another Player's Ripper (11.5), or attempt a Rip (11.6).
11.3.2 Bizclave
There are two kinds of Bizclaves, the Tech Plex, and the Business Dome and Research Park.
11.3.2.1 Tech Plex - A Ripper who ends Travel (11.2) in this space must either buy (10.1.2) Tech card(s) or attempt Theft (11.8).
11.3.2.2 Business Dome / Research Park - A Ripper who stops or stays in the Business Dome or Research Park must attempt a Rip (11.6). When in these city spaces a Patron (11.4.5) is not needed to attempt a Rip (11.6).
11.3.3 Wasteland
These are ruined and lifeless areas of Edge City. Wastelands exist wherever there are no city tiles. By using special Tech cards to Travel (11.2.3) instead of Transit (11.2.1) a Ripper may fly or jump over, but may not enter these spaces.
11.4 Sprawl Cards
11.4.1 Drawing Sprawl Cards
Players draw Sprawl cards only in Sprawl Zones (11.3.1) where their Ripper ends Travel (11.2). Two cards, less the number of cards already in that space (11.4.3), must be drawn. Zone (11.4.3) and Event (11.4.4) captions must be read aloud.
11.4.2 Card Priority
Zone, Event, Tech, Ally, Patron and Rumor cards are grouped into four levels of priority:
- "A" - Zone,
- "B" - Event,
- "C" - Tech or Ally, and
- "D" - Patron or Rumor.
Sprawl cards are encountered, i.e. acted upon, in the following order:
- Card(s) already on the board (11.4.3).
- Sprawl card(s) drawn that turn (11.4.1).
Sprawl cards drawn that turn are acted upon, one at a time, in a strict "ABCD" order, i.e., A before B, and so on. If two of the same priority of Sprawl card are drawn, the Player may choose which to act upon first. A Ripper must Win (11.5.3.2) vs (i.e. not lose their COOL to) the first card in order to act upon the second card.
Figure 11.4.3-1: How to read a Zone type Sprawl Card. Labelled parts: Sprawl Card Type (11.4.2); Card Illustration; Card Caption; Travel Point Cost (11.2.2); Card Description; Discard Win Roll (11.4.3.1); Sprawl Card Priority (11.4.2). Example card: "A - Zone", TOXIC WASTE, Travel Cost = 3 TP. Text: "A toxic chemical has spilled here. Roll (COOL+1), or less, or be UnCOOL. Dissipates to the discard pile on a Win Roll of 2 to 6."
11.4.3 Zone
Zone cards (Fig. 11.4.3-1) are the only Sprawl cards that when drawn may (11.4.3.1) remain on the board at the end of a Player's turn. A maximum of two Zone cards may occupy a city space (11.2.2). Zone cards with yellow shaded text boxes attack (11.5.3.2) Rippers who end Travel in, and Rippers who Travel through by Transit (11.2.1) or ASSAULT TAXI (11.2.3), the city space occupied by such Zone cards. Rippers who do not Travel (11.2) are not attacked by Zone cards present in the city space they occupy.
11.4.3.1 Temporary Zones
These cards may be identified by the discard Win Rolls printed on them. These cards must be removed from the board and discarded (8.5.2) immediately if their Win Roll (8.4) is made when they are encountered.
11.4.3.2 Permanent Zones
Except for TRANSIT FAILURE, Zone cards without discard Win Roll numbers printed on them remain face up on the board at the end of the turn in which they are drawn. These Zone cards remain on the board until removed by a successful Upgrade Rip (11.6.4).
11.4.4 Event
These cards represent passing events in the Sprawl. Event cards are discarded at the end of the turn in which they are drawn. Rippers gain DP (10.1.1.2) by defeating certain Event cards (11.5.4.2).
11.4.5 Tech
Tech cards (Fig. 11.4.5-1) represent a Ripper's Hardware, Bioware, and Software weapons, tools and computer programs. Tech cards not purchased (10.1.2) must be discarded at the end of the turn in which they are drawn. Tech card modifiers of the same class (11.4.5.1) and type (11.4.5.2) add to each other. Some Tech cards must be discarded if certain Win totals are rolled (8.5.2) when they are used.
Figure 11.4.5-1: How to read a Tech type Sprawl Card. Labelled parts: Tech Class (11.4.5.1); Card Illustration; Card Caption; Purchase Cost (10.1); Card Description; Tech Type (11.4.5.2); Tech Modifier (11.4.5.2); Sprawl Card Priority (11.4.2). Example card: "C - Hardware", STEALTH GLOVE, Cost = 4 DP. Text: "Use to add 2 to your Stealth SWAT for Rip and Theft attempts."
11.4.5.1 Tech Class
A Tech card may be used in Real Space (11.6.5.1) or Data Space (11.6.5.2) depending upon its class. Tech cards come in three classes:
- HARDWARE - These are physical weapons, armor and tools. Hardware modifies SWAT (9.2) Win Rolls only.
- BIOWARE - These are bioengineered weapons, armor and tools. Bioware modifies, as noted on the card, SWAT and/or ICE (9.3) Win Rolls.
- SOFTWARE - These are computer weapon, armor and tool programs. Software modifies ICE Win Rolls only.
11.4.5.2 Tech Type
A Tech card may be used to modify attack or defend combat, Rips, and/or Theft depending upon its type. The three types of Tech are Stealth, Attack and Defend:
- STEALTH - Modifies Rip (11.6.5) Win Rolls at full value. Modifies Theft (11.8) Win Rolls at half its printed value, rounded down, to a minimum strength of one.
- ATTACK - Modifies Attack (11.5.3.1) and Theft (11.8) Win Rolls at full value. Modifies Rip (11.6.5) Win Rolls at half its printed value, rounded down, to a minimum strength of one.
- DEFEND - Modifies Defend Combat (11.5.3.1), (11.5.3.2) Win Rolls only.
11.4.6 Ally
An Ally is someone or something a Ripper may hire (10.1.3) and use to modify SWAT or ICE actions. When used, most Ally cards must be discarded if certain Win totals are rolled (8.4). These Win totals are printed on each such card.
11.4.7 Patron
Patrons are powerful people or beings who Rippers may accept employment from (10.1.3) in the form of difficult Rips. Patrons may only be used to modify Rip attempts (11.6). Only one Patron card may be used per Rip attempt. Patrons may not be used to modify Theft attempts. Patrons must be discarded at the end of a Rip attempt in which they are used regardless of the attempt's success or failure.
11.4.8 Rumor
Rumors represent the receipt of informal information about what is "going on" in Edge City. DP gained from Rumors come from the Bank (10.1.1.2).
Example: Drawing and Acting Upon Sprawl cards - Mad Maxine travels to an empty Sprawl Zone and draws two Sprawl cards. One is an "A" priority (11.4.2) card, BIOWARE CHOP SHOP. The other is a "D" priority card, SPRAWL RUMOR.
Being an "A" card, she acts upon the Zone card first. It reads "You are attacked if stopped or passing through. Roll less than or equal to (COOL - Largest Bioware Strength) or lose that card." Mad Maxine has NEURON BOOST which counts as a +1 Bioware card. Since her COOL is 7 (9.4) she must roll (8.4) less than or equal to 6 on two dice to keep the card. She rolls a ten and loses the card. Note that this encounter does not affect her COOL. As a result (11.4) she still receives 2 DP for the Rumor card and thus ends her turn.
11.5 Combat
11.5.1 Attack Combat
Attack combat occurs when a Player decides to attack another Player's Ripper. Attack combat may be based on either SWAT (9.2) or ICE (9.3). SWAT combat may only occur between two Rippers in the same Sprawl Zone. ICE combat may occur between two Rippers located anywhere on the board, with two exceptions:
- The attacker must be in a Sprawl Zone.
- Neither the attacker or the defender may be in a city space in which a NO ICE ZONE card is present.
11.5.2 Defend Combat
Defend combat occurs when:
- A Player's Ripper is attacked by a Zone (11.4.3) or Event (11.4.4) card.
- A Player has lost a Stealth Win Roll on a Rip attempt and has entered the Defend Zone (11.6.5.1), (11.6.5.2).
Defend combat may be based on SWAT, ICE, or COOL (9.4) as described on the Sprawl card drawn, or on SWAT or ICE for Rip (11.6) attempts.
11.5.3 Resolving Combat
11.5.3.1 Attack Combat
Both SWAT and ICE combat are resolved as follows:
- Compute the Attacker's strength (A) = (Sum of Attack Tech card modifiers).
- Compute the Defender's strength (D) = (Sum of Defend Tech card modifiers + Level (9.1.2)).
- Compute the Attacker's Combat Roll Modifier (R) = (A - D).
- Cross reference the Attacker's Status (9.1.1) and R on Table 1.0 to determine the Win Number (W).
- The attacker must roll less than or equal to W on two dice to Win (8.4).
11.5.3.2 Defend Combat
Both SWAT and ICE combat are resolved as follows:
- Compute the Defender's strength (D) = (Sum of Defend Tech card modifiers).
- If the attack is the result of drawing a Sprawl card (11.4.1), find its SWAT or ICE Attack modifier (A) as printed on the card. If the attack is the result of a failed Rip Stealth Win Roll (11.6.5), find its SWAT or ICE MSM (Table 3.0) modifier (A) as per its Rip type (11.6).
- Compute the Defender's Combat Die Roll Modifier (R) = (D - A).
- Cross reference, the Defender's Status (9.1.1) and R on Table 1.0 to determine the Win Number (W).
- The Defender must roll less than or equal to W on two dice to Win (8.4).
11.5.4 Combat Results
11.5.4.1 Attack Combat
The results of combat (Table 2.0) depend on the combat situation and the Win Roll (8.4) total. A Player who successfully defends against Attack combat gains DP (10.1.1.2) equal to the Level (9.1.2) of the attacker. A successful SWAT attacker may choose to make the loser UnCOOL (9.4.1).
A successful ICE attacker may take (10.1.1.1) one die roll of DP from loser and may also view the loser's DP total. If the loser has a higher Status (9.1.1) than the victor, the DP taken is the DP die roll multiplied by the Level (9.1.2) difference between the two Rippers. A Ripper whose Level is greater than zero, but with no DP cards, must cash in Status at 8 DP per title, to pay the winning attacker.
Rolling less than the required Win Number allows the winning attacker to choose from the following results, instead of those described above, if they wish:
- For SWAT-based combat:
- a. If Win Roll is 2 less than W;
- i. take or destroy one +1 hardware card, or
- ii. destroy a random +1 software card.
- b. If Win Roll is 3 less than W;
- i. take or destroy one +2, or less, hardware card, or
- ii. destroy a random +2, or less, software card.
- c. If Win Roll is 4 less than W;
- i. take or destroy one +3, or less, or special hardware card, or
- ii. destroy a random +3, or less, software card.
- a. If Win Roll is 2 less than W;
- For ICE-based combat:
- a. If Win Roll is 2 less than W;
- i. take or destroy one +1 Software card of choice.
- b. If Win Roll is 3 less than W;
- i. take or destroy one +2, or less, software card of choice.
- c. If Win Roll is 4 less than W;
- i. take or destroy one +3, or less, or special software card of choice.
- a. If Win Roll is 2 less than W;
Example: Combat Between Rippers - Mr Grizzly ICE attacks Helper of Mankind who is in some other Edge City space. Mr Grizzly has BURN which gives him a +2 attack ICE modifier. Helper has EVADE which gives him a +1 defend ICE modifier. Helper is also a Hacker which gives him a Level number of 2. The die roll modifier R = (2 - (1+2)) = -1. Since Mr. Grizzly is a Wannabee, Table 1.0 tells him he must roll (8.4) less than or equal to six on two dice to win the attack. He rolls a four, two less than he needs to win. As the victor he decides to take (11.5.4.1) Helper's EVADE card.
11.5.4.2 Sprawl Card Defend Combat
A Player's Ripper who is attacked by an Event (11.4.4) card and wins, gains DP (10.1.1.2) equal to the card's SWAT or ICE attack modifier. A Player's Ripper who loses to a Zone (11.4.3) or Event card loses their COOL (9.4.1) and must stop in that city space and Travel no further for that turn.
11.5.4.3 Rip Track Defend Combat
A Player who wins their first Defend Zone Win Roll (11.5.3.2) gets a second chance to attempt a Stealth Zone Win Roll (11.6.5). A Player's Ripper who wins their second Defend Zone Win Roll, when in Real Space (11.6.5.1), ends the Rip attempt still COOL. A Player's Ripper who fails their Defend Zone Win Roll, when in Real Space, ends the Rip attempt UnCOOL. A Player's Ripper who fails their Data Space Defend Zone Win Roll, ends the attempt COOL (11.6.3), (11.6.4).
11.6 Rips
Rippers may attempt Rips in Sprawl Zones (11.3.1), and the Business Dome or the Research Park Bizclaves (11.3.2) only. Rips are made to gain DP (10.1.1.2), to remove Zone cards (11.4.3.2), or to take an iT card (11.7). There are four types of Rip; Sensitive Data, Secret Data, Super Secret Data, and Upgrade.
11.6.1 Sensitive Data Rip
This Rip type's MSM (2.12) modifier is = 1. A Win allows a Player to gain one die roll's total of DP, adjusted for Status (11.6.5.3). A failed ICE Defend roll ends the Rip attempt.
11.6.2 Secret Data Rip
This Rip type's MSM (2.12) modifier is = 3. If not in the Business Dome or Research Park (11.2.3.2), a Secret Data Rip Patron is needed to attempt this type of Rip. A Win allows a Player to gain two dice roll's total of DP, adjusted for Status (11.6.5.3). A failed ICE Defend roll results in the end of the Rip attempt.
11.6.3 Super Secret Data Rip
This Rip type's MSM (2.12) modifier is = 5. If not in the Business Dome or Research Park Bizclave, a Super Secret Data Rip Patron is needed to attempt this type of Rip. This Rip type is defended by Black ICE which means that a Ripper's failed ICE Defend roll results in a loss of COOL. A Win allows a Player a choice of one of two results, as follows:
- Gain DP equal to two dice roll's total, plus six, adjusted for Status (11.6.5.3).
- Take an iT (11.7) card from the Tech card deck (5.7) instead of gaining (10.1.1.2) DP.
11.6.4 Upgrade Rip
This Rip type's MSM (2.12) modifier is = 5. Winning allows the Player to take a Zone (11.4.3) card of their choice from the board and discard it. To attempt an Upgrade Rip a Player's Ripper must be in a Sprawl, Business Dome, or Research Park city space. The Zone card removed need not be in the same city space as the Ripper. This Rip type is defended by Black ICE which means that a Ripper's failed ICE Defend roll results in a loss of COOL.
11.6.5 Resolving Rips
To complete a Rip, a Player must progress on the Rip Track (5.5) from Real Space to Data Space to the Data Base. For the purpose of Rips, Real and Data Space each consist of two Zones; Stealth and Defend. Stealth and Attack Tech (11.4.5.2) are used in the Stealth Zone. Defend Tech is used in the Defend Zone (11.5.3.2). Real and Data Space Stealth Zone Win Rolls are both resolved as follows:
- Compute the Ripper's Stealth strength (S) = (Sum of Stealth Tech card modifiers + Sum of one-half of Attack Tech card modifiers (round down, min. of 1) + Patron modifier (if any)).
- Find the MegaFirm's MSM (Table 3.0) strength (D) as per its Rip type.
- Compute the Stealth Die Roll Modifier (R) = (S - D).
- Cross reference the Ripper's Status and R on Table 1.0 to get the Win Number (W).
- The Ripper must roll less than or equal to W on two dice to Win (8.4) and move up into the next Rip Track Zone (11.6.5.1), (11.6.5.2), (11.6.5.3).
A cumulative -1 is applied to the R of a Player whose Ripper does not Travel or wait a turn between Rip attempts made in the same city space.
11.6.5.1 Real Space
Rips begin by placing a pawn in the SWAT Stealth Zone on the Rip Track. Roll less than or equal to W (11.6.5) to sneak past the SWAT MSM (Table 3.0) and move into the ICE Stealth Zone (11.6.5.2). If a SWAT Stealth Zone Win Roll is lost, move into the SWAT Defend Zone and roll for Defend combat (11.5.3.2). If the SWAT Defend Zone Win Roll is won, move back to the Stealth Zone to attempt another Stealth Win roll. A maximum of two attempts at the Stealth Win Roll (11.6.5) is allowed before a Player must end the Rip attempt (11.5.4.3).
Example: Rip Attempt - Randi 1101 does not Travel (11.2) this turn. Instead she declares that she will attempt a Super Secret Data Rip. Using her ICE ENTITY Patron, she attempts the Rip from the Sprawl Zone she is in. She begins in the Rip Track SWAT Stealth Zone. Taking into account her +2 to Stealth SMART CARD, and the Super Secret MSM (2.12) of -5, her die roll modifier is -3. As a Hacker Legend, Table 1.0 tells her that her Win Number is eight or less. She rolls (8.4) a nine. Her Stealth roll failure moves her into the Combat Zone instead of up into Data Space. She has no Defend SWAT Tech so her die roll modifier is -5. Table 1.0 tells her that her Win Number is six or less. She rolls a four. Her win moves her back into the stealth zone for a second and final attempt. She fails her next Stealth and Combat rolls and ends her Rip attempt UnCOOL. Her Patron is discarded at the end of her turn (11.4.7).
11.6.5.2 Data Space
Once here roll less than or equal to W (11.6.5) to sneak past the ICE MSM (2.12) and move into the Data Base (11.6.5.3). If an ICE Stealth Zone Win Roll is lost, move into the ICE Defend Zone and roll for Defend combat (11.5.3.2). If the ICE Defend Zone Win Roll is won move back to the ICE Stealth Zone to attempt another Stealth Win roll. A maximum of two attempts at the Stealth Win Roll (11.6.5) is allowed before a Player must end the Rip attempt (11.5.4.3).
11.6.5.3 Data Base
In the Data Base, roll to gain (10.1.1.2) DP, UpGrade a Sprawl Zone (11.6.4), or take an iT card (11.7) based on the type of Rip (11.6). When rolling for DP, the amount the Player receives is adjusted based on the Ripper's Status (9.1.1), as follows; cross reference the Ripper's Status and the Rip type on Table 4.0 to find a number. The DP the Player gains is the sum of this number and the base amount of DP rolled for, for a minimum of 1 DP.
Example: DP Gained from a Rip - Tech Gnome has just reached the Data Base on a Secret Data Rip. He rolls a ten on two dice as the base amount of DP he'll gain. Since Tech Gnome is a Wannabee, from Table 4.0 he finds that he adds two DP due to his Status. This means he gains an adjusted total of twelve DP for this Rip. If Tech Gnome had been a Master Hacker, from Table 4.0 he would have had to add -4 to his base DP roll for an adjusted total of six DP for this Rip.
11.7 iT (10.1.4)
Only Hacker Legends (9.1.1) may use iT to attack other Rippers and, if successful (8.4), make them permanently UnCOOL. A permanently UnCOOL Ripper is eliminated from the game. Rippers of less than Hacker Legend Status may keep, but may not use, iT. The acquired (10.1) cards of a Ripper made permanently UnCOOL are removed from the game and may not be claimed by another Player.
11.8 Theft
While in the Tech Plex (11.3.2.1) a Player's Ripper may attempt the Theft of a Tech card (11.4.5).
11.8.1 Resolving Theft
Theft attempts occur in Real Space. Since a Theft attempt is a single dice roll, the Rip Track is not used to track its progress. Theft attempts are resolved as follows:
- Compute the Ripper's Theft strength (T) = (Sum of SWAT Attack Tech modifiers + Sum of one-half of SWAT Stealth Tech modifiers (round down, minimum of 1)).
- Compute the Theft Die Roll Modifier (R) = (T - 3).
- Cross reference the Ripper's Status and R on Table 1.0 to get the Win Number (W).
- The Player must roll less than or equal to W on two dice to Win (8.4).
[Editor's note: the printed list has no step 3; the numbering is transcribed as printed.]
A cumulative -1 is applied to the R of a Player whose Ripper does not Travel or wait a turn between Theft attempts.
11.8.2 Theft Results
If successful, the Player may take one 2 DP value Hardware or Software card of choice from the Tech card deck (5.7). Players' Rippers who fail lose their COOL (9.4.1).
12.0 Optional Rules
12.1 Choose a Ripper
If all Players agree, each may select the Ripper they will play for that game.
12.2 Concealed Cards
Only one card in each category possessed (10.3) need be kept face up (11.1). Which cards face up may only be changed at the start of a Player's turn. If a Player tries to take a hidden software card (11.5.4.1) as a result of a successful ICE attack, but the selected software card has a larger modifier than the attacker's Win Roll allows (Table 2.0), the attacker may not take the selected card and instead gets nothing for that attack.
12.3 Two Game Sets
Combine two game sets if more than four Players wish to play. When using two game sets only one Tech Plex and one Business Dome may be used in laying out the board (5.2).
Chart 1.0 Player Turn Order (8.0)
The printed flowchart, transcribed as text:
- Begin Player Turn.
- Perform Free Action (8.1)? If yes: 1. Buy Status (9.1.1) and/or 2. Attempt to regain COOL (9.4.1). Then: Is Ripper COOL (9.4)? If no, End Player Turn.
- Perform Turn Action (8.2)? If no: Pass on this turn, then End Player Turn.
- Travel this turn (11.2)? If no: In Sprawl Zone (11.3.1)? If yes, 1. Attack Ripper (11.5.1) or 2. Attempt Rip (11.6). If no: In Tech Plex (11.3.2.1)? If yes, 1. Must buy Tech (10.1.2) or 2. Attempt Theft (11.8). If no: In Research Park or Business Dome, must attempt a Rip (11.6).
- Travel this turn (11.2)? If yes: In Sprawl Zone (11.3.1)? If yes, 1. Draw Sprawl card(s) (11.4.1), or 2. Attack Ripper in same space (11.5.1). If no: In Tech Plex (11.3.2.1)? If yes, 1. Must buy Tech (10.1.2) or 2. Attempt Theft (11.8). If no: In Research Park or Business Dome, must attempt a Rip (11.6).
- End Player Turn.
Table 1.0 Win Number (W) (8.4)
Cross reference the Ripper's Status (rows) and the Die Roll Modifier (R) (columns). The Level column gives each Status title's Level number.
| Status | Level | R -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wannabee | 0 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Hackolyte | 1 | 2 | 2 | 3 | 4 |
Table 2.0 Ripper vs Ripper Combat Results (11.5.4)
| (Win Number - Win Roll) | SWAT Combat Result | ICE Combat Result |
|---|---|---|
| Less than 0 | Defender gains DP | Defender gains DP |
| 0 or 1 | Defender is made UnCOOL | Victor takes DP |
| 2 | Take +1 hardware, or destroy +1 hardware or software | Take, or destroy +1 software |
| 3 | Take +2 hardware, or destroy +2 hardware or software | Take, or destroy +2 software |
| 4+ | Take +3 hardware or special, or destroy +3 hard/software or special | Take, or destroy +3 software |
Tables 3.0 (MSM strength modifiers for Rip and Theft) and 4.0 (DP adjustment by Status for successful Rips) are printed on the Status / Rip Track (5.5), a physical component that is not part of this rules scan, so their values are not reproduced here.