⌂
Round
1/6

Lead standard start

◀ pursuers gainprey gains ▶
Pursuers
0
Net
0
Prey
0
Side total = highest single Runner + all Pressure + banked Cutter spent.

Obstacle —

Collateral the city pays

Outcome if it ended now

▸ Roles reference
RUNNERMobility
Driving
Successes move LEAD. Free. The default.
PRESSUREFirearms
Manipulation
Connections
Successes move LEAD. 1 Collateral each.
SPOTTERObservationPer success: negate a Toll · remove 1 Collateral · +1 advantage die · reveal next rung.
CUTTERMobility
Driving
Banks successes, spend all at once later. No successes = out 1 round, bank lost.
GAMBITonce eachDisadvantage. Win = double successes. Lose = out of the chase, +1 Collateral.

Chase

Overtime: max 3 rounds, Terminator stands, LEAD −1 each round, Collateral doubled.