Editing
Android: Netrunner
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Gameplay== ===Terminology=== Netrunner has a fair bit of terminology, which may seem confusing at first but is very simple when you get the hang of it. In keeping with the game being asymmetric, the Runner and Corps have different names for their Deck, Hand, and Discard Pile. Respectively, these are '''Stack''', '''Grip''', and '''Heap''' for the runner, and '''R&D''','''HQ''', and '''Archives''' for the corp. These are also collectively known as '''Central Servers''' on the Corp's play area - the HQ is represented by the Corp's Identity card. '''Credits''' are the game's currency, used by both Corporation and Runner. You might hear oldfags call them bits. '''Clicks''' are used to take actions, described below. At the start of their turn the Corp gets 3 clicks and the Runner gets 4. Clicks do not carry over turns and must be spent, but there is always at least one action that can be taken. Thematically clicks generally represent time spent. '''Install''': play a card onto the table. Corp cards are installed face down, Runner cards are installed face up. '''Rez''': flip a facedown card faceup. Rezing does not take a click. '''Trash''': send a card to Archives or the Heap, respectively. ---- ===Clicks=== Clicks can be spent in a number of ways. Both players can spend a click to: :*Gain 1 credit - representing liquid funds, thematically a single corp credit is much larger than a runner credit. :*Draw 1 card - Take a card from your Stack/R&D and add it to your Grip/HQ. :*Install a card - what is installed, where it's installed and if it has a cost will be described below :*Pay a click cost on an installed (or scored) card - what this does will depend entirely on the card, but it will either allow you to do something unique or to do something you could already do more efficiently - for example, gaining 2 credits or drawing 2 cards. :*Play an Operation (Corp) or Event (Runner) - these are non permanent cards. We pay for them, play them, follow their effect and put them in the Archives/Heap. The Corp can uniquely spend clicks to: :*Purge virus counters: - By spending 3 clicks, the Corp can remove all virus counters from the board. :*Trash a Resource - If the Runner is tagged, the Corp can spend 2 credits and a click to trash any resource the Runner has installed. :*Advance a card - If there is a card on the board that can be advanced - usually an Agenda or an Asset - the Corp can spend a click and a credit to advance it, placing an advancement counter on the card. Agendas must have a certain amount of advancement counters on them (given on the card) before they can be scored. The Runner can uniquely spend clicks to: :*Remove one tag: By spending 2 credits and a click, the Runner may remove one tag, if they are tagged. :*Make a run: This is the core of the game and has its own section. During a run the Runner overcomes the ICE installed in front of a server to access the server cards, to steal the agendas in it and trash its cards. But not everything is so easy. The Runner may not be able to overcome the ICE protecting the server, or may encounter ambushes in the server that trashes their rig or flatlines them. ---- ===The Board=== Pics incoming. ====Corp==== [[File:Corp Side.jpg|1000px]] The Central Servers you start the game with are R&D, HQ, and Archives - it is important to note that Archives exists even when are no trashed cards in it and no ice protecting it. Cards in Archives are known to the Corp - they can look at them at any time. For the runner, any card they trash goes to archives face up, and can be seen at any time, but any of the corp cards that the corp trashes that were not rezzed or were being discarded from HQ go in face down and cannot be seen by the runner. When the runner accesses archives all face down cards are turned face up. This is important, because some ambushes work in archives. ---- ===Types of card=== The golden rule of netrunner cards is that what is printed on the card over-rules what's printed in the rulebook - if a card says it does something that would contravene the normal rules, the card takes precedent. This happens a lot. Unique cards: cards with this symbol β are unique, which means that only one can be active at any one time. If another copy of the card is installed (runner) or rezzed (corp) then the first one must be trashed. '''Runner''' :'''Identity''': the card on the table that says who the runner is and what their special "thing" is. This card sees no use in actual play, but is quite important when deckbuilding, as it tells you the runner's faction, ''minimum'' deck size, base link for traces and influence (a "resource" used in deck construction to import cards from other factions). As IDs inform how the runner is likely to play, corp players may play differently depending on the ID they face. Runner abilities vary widely, and the more powerful abilities tend to be weakened in various ways, such as high deck size or low influence. :'''Programs''': The primary tools of the runner's trade, "icebreaker" programs are mainly how the runner gets past corp defences. There are also programs with other abilities - programs not used to break through ice are generally called "utility programs" and are generally very specific to a certain playstyle or plan. :*Programs, like all runner cards, are installed face-up, paying the install cost indicated at the top left :*When the Runner installs a program, the Runner may check first if there are Memory Units available for it - the runner starts at 4 MU, and every program has an MU requisite,though 0 MU programs exist and there is hardware available to increase MU. The MU needed is indicated by the smaller number at the top left (in the silver chip). :*The Runner may also trash any number of programs to the heap before installing the new program (but only when installing). :*Should the runner lose MU for any reason (say a piece of hardware got trashed) then they must trash programs until their installed programs do not use up more MU than they have :*Many programs have a cost to use their abilities, written " '''Cost''': Ability" - the cost is usually money (but may be clicks or other things) :* :'''Hardware''': Runner's physical stuff, hardware does a huge range of shit, from simply providing more MU to giving the runner protection. The most important and notable type of hardware is the runner's console, a single unique piece of hardware that forms the core of a runner's rig. Most of these are thematically and mechanically linked to a given runner, synergising with their ability in some way (though occasionally you'll find a console that's better with someone who isn't the "owner" of it thematically). :* There is no limit to how much hardware the runner can install :* Only one console can be installed at any one time :'''Resources''': Places, people and things that the runner uses and works with to do their thing, resources are pretty diverse, ranging from things like a mob boss, to a safehouse, to a simple job busting out code for cash. :* There is no limit to how many resources the runner can install :* If the runner becomes tagged the corp can pay 2 credits to trash a resource '''Corp''' :'''Identity''' {| class="wikitable" style="float:right; margin-left: 10px;" | [[[[File:Ice_anatomy_Hudson.png|200px|thumb|left|FFG's labeled ICE diagram]] |} :'''ICE (Intrusion Countermeasure Electronics)''': How corps protect their shit from pesky runners. Each piece of ICE causes the runner a series of damaging effects (ex. losing credits, losing cards, or straight-up ending their run). These effects are neutralized by their enemy programs, Icebreakers. But Ice can only be broken by Icebreakers that are equal strength or stronger than them. This discourages runners from going through Ice they can't break, because nobody wants to get fucked up by their effects. :*It's the Ice's subroutines (β³) that determine these effects, and it's the subroutines the runner must break through. :*Ice has a strength, indicated by the number in the bottom left. This tells the runner the strength that must be met or exceeded by an Icebreaker to break subroutines on the Ice. :*There are four important subtypes of Ice. Each subtype's subroutines can only be broken by corresponding types of Icebreaker. Other subtypes exist, but they only matter for specific cards. :::-Sentries are broken by Killers and AIs. Sentries are the "guardians" of the ICE types and focus on punishing the Runner directly, be it through net/meat damage or a wide variety of other detrimental effects. :::-Code Gates are broken by Decoders and AIs. Code Gates focus on conditional effects relevant to the faction that it belongs to. Jinteki's CGs can have conditional requirements for their subs to murder you, while Weyland may force the Runner to pay the corp or face their run being ended. :::-Barriers are broken by Fracters and AIs. Barriers are straightforward in function - they provide the most "End the run" subroutines per card out of any of the other types. :::-Traps can only be broken by AIs. Traps are seen as a primarily Jinteki type of ICE due to the unique effects they can apply at the cost of being trashed after their subroutines fire. :*Ice is installed face-down in front of the server you want to protect, and always as the outermost piece of Ice. Ice can also be installed to create new "empty" servers. :*Ice is not active until it is rezzed by paying credits equal to its rez cost, indicated by the number in the top left. This only has to be paid once. :*When you install a piece of Ice, you have to pay a number of credits equal to the number of piece of Ice that are already installed protecting that server. A server with no Ice would cost 0. Installing a fourth Ice in a server with 3 pieces of Ice would cost 3. :*You may trash any number of Ice from that server before installing the new piece of Ice. :*Ice is not installed '''in''' a server, only protecting it. This is mainly pedantic, but matters occasionally. {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Executive Retreat.png|200px|thumb|left|Executive Retreat, an agenda. It has an advancement requirement of 5 and is worth 3 agenda points]] |} :'''Agendas''': What the corp wants to do, their top-secret plans; these are the cards that win either player the game. Ranging from something as small as a sim-sense movie to as large as toppling a government, agendas are what a corp has to protect, advance, and score. Every agenda has an agenda points value, an advancement requirement, and some kind of effect that can be used once the agenda is scored - sometimes right away, sometimes by using clicks. ::* The advancement requirement of an Agenda is the number in the top right, the points it is worth once scored or stolen is the number in the centre left - diagonally across the card art from the advancement requirement. ::* Agenda effects can only be used by the corp - when a runner steals an Agenda they do not get to use the effect on it. ::* Agendas are always installed in a remote server, but only 1 Agenda OR 1 Asset can be installed in the same server at the same time. Whenever you install an Agenda, an Asset, or an Upgrade, you may trash any number of other cards in the server before installing it, and must do so if you want to install an Agenda or Asset in a server that already contains an Agenda or Asset. New servers can be created by installing Agendas, Assets or Upgrades. ::* Agendas can only be scored when there is at least as many advancement tokens on it as the advancement requirement, though it does not have to be scored straight away. Agendas can only be scored after each click, or when a turn begins. This does not cost anything or take a click. ::* Agendas are never rezzed. ::* Agendas are stolen by the runner when they access them, and added to the runner's score area where they are inactive. {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Server Diagnostics.png|200px|thumb|left|Server Diagnostics, an asset. It has a rez cost of 3 and a trash cost of 2]] |} :'''Assets''': The shit a corp owns, assets are a pretty diverse bunch of cards that do any number of things, but they are all the same in how they work. Assets have a rez cost and a trash cost. ::*Assets are not active until they are rezzed by paying credits equal to their rez cost, indicated by the number in the top left. This only has to be paid once. ::*Assets have a trash cost, indicated by the number in the trashcan-shaped symbol in the bottom left. This is the amount that the runner must pay to trash an asset when they access it - this may be when they access it in R&D, HQ or when it is installed. ::* Assets are always installed in a remote server, but only 1 Asset OR 1 Agenda can be installed in the same server at the same time. Whenever you install an Asset, an Agenda, or an Upgrade, you may trash any number of other cards in the server before installing it, and must do so if you want to install an Agenda or Asset in a server that already contains an Agenda or Asset. New servers can be created by installing Agendas, Assets or Upgrades. ::*Some Assets can be advanced, like an agenda. They will say, and can be advanced when both rezzed and unrezzed. When unrezzed they may used to masquerade as an agenda. ::*Some Assets have the text "when the runner accesses..." - these do not need to be rezzed, or in some cases even installed, to be active - they form the most important subset of assets in ADN, Ambushes, and are used to punish a runner that has gotten into servers or tempt them to make runs. Some Ambushes are also Assets that can be advanced. :'''Upgrades''': are a different variety of shit the corp owns, but their defining feature is that they improve a server in some way, and as such can share being in a server with assets, agendas and other upgrades. Upgrades have a rez cost and a trash cost. ::*Upgrades can be installed by themselves or with agendas and assets. ::*Upgrades can also be installed in the root of a central server, which is just an area for upgrades, but is still "in" the server. Again, this is just a technical thing and is pretty obvious when played. ::*Upgrades have a trash cost, indicated by the number in the trashcan-shaped symbol in the bottom left. This is the amount that the runner must pay to trash an asset when they access it - this may be when they access it in R&D, HQ or when it is installed. ::*Upgrades have a rez cost :'''Operations''' are Events to the corp. You play them with a click, pay the credit cost, and the Operation resolves. Simple, no? ---- ===Damage, Tags and Other Stuff=== :'''Brain damage''' reduces your maximum hand size. This is doubly punishing because in Netrunner your hand is also your life meter. :'''Net damage''' and '''meat damage''' are two different names for the same thing; discard cards from your hand or die if your hand is empty. The only difference between them is which cards cause and protect from them. :'''Tags''' are even more bad news than in the CCG because there are more cards that interact with them and more ways to drown a runner in tags faster than they can clear them. If you get tagged, at best you might lose resources, and you can expect anything from [https://netrunnerdb.com/en/card/01084 losing all your money] to [https://netrunnerdb.com/en/card/01085 a massive tempo swing] to [https://netrunnerdb.com/en/card/08075 pa-pa-pachinko] to [https://netrunnerdb.com/en/card/02118 simply] [https://netrunnerdb.com/en/card/01107 getting] [https://netrunnerdb.com/en/card/01099 murdered.] If the corp has cards that give you tags then they've probably got the cards to use them too :'''Bad Publicity''' no longer loses the corp the game, at least not directly. Each point of Bad Pub gives the runner a credit for the duration of the run, for every run. Weyland tends to garner the most Bad Pub due to their cards having a propensity to inflict it on themselves for short-term gain - as befitting their ruthless theming. Some runners and their cards can also inflict Bad Pub but this method is less common. :'''Traces''' is one of NBN's signature mechanics but over time has seen some introduction to the other corp factions. Traces are NBN's main way of both tagging the runner as well as also capitalising on tagged runners in more inventive ways. Whenever a trace is initiated the corp may spend a number of credits to boost the strength of the trace attempt beyond the value printed on the trace keyword. If the Runner does not spend enough credits to match or exceed the final trace strength then the trace succeeds and its effects are applied, usually giving the Runner a tag as punishment. Traces are brutal to run against as they often have decent base strengths that will tax the Runner dearly to avoid being tagged or worse, but a skilled Runner with good Link values can easily turn the tables on the corp and force the corp to pay for traces themselves in order for their rezzed ICE to not be completely useless. :'''Psi games''' are one of the big new mechanics that FFG has introduced. If you played Magic during Lorwyn and remember clash, this is similar but not garbage. Psi games are triggered by the Corp (Psi is one of Jinteki's signature mechanics) and take the form "You and the Runner secretly spend 0, 1, or 2 credits. Reveal spent credits. If you and the Runner spent a different number of credits, <X>" where X is [[Anal circumference|some form of horrible assrape.]] In a vacuum the Corp has a 66% chance of winning, but since the credits spent are gone either way and you can't spend more creds than you have the actual chance can swing wildly depending on the players' strategies and the current board state.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information