First, a correction: I compared shamans with mages. This is innacurate. Shamans are mechanically just like Riggers, but where one is offensivelly oriented (Riggers) the other is defensively oriented.
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This game was likely killed entirely by its booster distribution
THIS, unfortunately.
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If some of the runners on your team have the skills to sleaze a challenge does the whole team go? Or is it just the guys with the right skills?
The whole team. And the sleaze requirement can be beaten by the group as whole as well. So, if a security drone shows up with its "Mechanical 1 and Stealth 2" sleaze requirement, and in your group you have a rigger with mechanical 1, and a samurai with stealth 1, the drone is sleazed. In other words: you sleaze challenges as a group, combining the skills of everybody.
Also, remember that you cannot sleaze a challenge if you attacked another one previously in this turn (because, when you trash a challenge in combat, the ALARM sounds). The only exception to this is through the use of tricks (like that decker program that resets the alarm). And remember too that deckers do not need to be physically present in a run to use programs on it, ok ? But they DO count for the max numbers of runners going in a run.
And finally, the best tactic for sleazing is to relly on tricks/"sleazer gear", not just on skills. In the example above (the security drone with Mechanical 1 and Stealth 2), a steamroller program or a jynx spell would dispose of the challenge in much more guaranteed way, since you just need to have one card of these equipped on a runner, instead of counting on luck for deploying a group of runners with the right combination of skills.
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As for Prime Runners, I got Sally Tsung and the Rat Shaman guy that gets free spirits
Sally is the only magic-user in the game who has sorcey and conjuring skills. It makes her a great sleazer against magical or awakened challenges. And the Rat Shaman can be extremelly useful (munchkin-level even! ) if you have the right deck (full of spirits).
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How viable is Riggers as a balanced sort of fight-sleaze deck? It seems like they tend to have useful sleaze skills and the capability to field lots of cheapish drones.
Very viable, mainly if you expect foes to deploy mechanical/electrical challenges, which the riggers have a nice chance of sleazing. And they have an advantage against one of the better challenges in the game - maglocks.
From a tactical point of view, there are 2 kinds of challenges: "combat" ones and "trap" ones. Ideally ( supposing you dont know your adversaries deck), you should pick a nice distribution between these 2 kinds.
Dont neglect specials. Theyre the cards that give dynamism to the game, changing its status-quo if well used. (believe me, when you see your opponent deploying Lord Torgo, you will wish you had more specials in hand hehe).
Also, my group found the game much more enjoyable with 3+ players. We didnt like the game with just 2 players.