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Netrunner: Cyberpunk Card Game Guide

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0% found this document useful (0 votes)
14 views4 pages

Netrunner: Cyberpunk Card Game Guide

Uploaded by

Torvalaar
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Android Netrunner is a two player card game set in a dystopian cyberpunk future where powerful corporations control everything.

In this
world, advancements in biology and technology have blurred the lines between man and machine.

Elite hackers known as “runners” can physically interface their brains with the
ubiquitous and ever expanding network. Using this “neural interface” they
attempt to hack into these corporation’s servers and retrieve valuable secrets
which will disrupt their operations.

Of course, these corporations are far from defenseless. They deploy advanced
security programs designed to prevent access to their critical systems and stop the
runner at all costs. If they can successfully trace the location of the runner they can
also dispatch powerful security forces to eliminate the threat.

The stakes couldn’t be higher. The corporation stands to lose priceless data which may threaten their
growth or very existence. The runner risks brain damage as they use their mind as a vehicle to navigate
the dangerous networks and battle the corporations for a piece of the power and control.

Who will win? That’s for you to decide!


SET UP
The Corp has 3 central servers: HQ, which corresponds to their hand and is represented by an identity card. R&D refers to their deck.
Archives represents their discard pile. The Corp may also install remote servers by laying certain cards face down near the central servers.

All credit for this image goes to Xander Harris (dahbuss) of [Link]

The runner’s hand of cards is called their “Grip”. Their deck is referred to as the “Stack”. Their discard pile is known as the “Heap”. The
“Rig” refers to the play area where the runner can play (a.k.a. install) cards which represent Programs, Hardware, and Resources.
PLAY DESCRIPTION
Both players have access to the same resources, time and money, which they expend to
further their causes. Time is referred to as “clicks” and money as “credits”. Every action
the player takes requires them to expend one or more of their clicks. When a player uses
all of their clicks their turn is over.

Many actions also require the player to


spend a certain number of credits.
Although clicks are restored at the
beginning of each turn credits are not and must be earned. You’ll find that
resource management is an important strategy of this game.

OBJECTIVE
The object of the game is to score agendas, a special type of card that only exists in the
Corp’s deck. The Corp scores these agendas by “installing” them as “remote servers”
and then advancing them which requires expending clicks and credits.

The runner scores agendas by stealing them from the Corp. They do this by making
“runs” against the Corp’s servers which represents the runner jacking-in to the network
from a remote location and attempting to
access one of the Corp’s servers. If they
successfully bypass the Corp’s defenses and access the server and if they find an agenda
there they get to score it.

The first player to score 7 agenda points wins the game. Additionally, the runner can lose if
they take enough damage to be “flatlined.” The Corp loses if they run out of cards in R&D
(i.e. their deck of cards).
This should give you a good foundation for taking the first steps to learn the rules of the game. Although the learning curve in Android
Netrunner is much steeper than many other games the rewards are well worth the effort. The best way to learn is to be taught by
someone who already knows how to play the game. Alternatively, or even conjunctively, you can use the following great resources:

OFFICIAL FANTASY FLIGHT GAMES TUTORIALS: [Link]


FAN BASED & MORE EXPANSIVE TUTORIAL: [Link]
RULEBOOK: [Link]
GREAT WORLD’S TOURNAMENT SHOWING ACTUAL PLAY: [Link]
RULES SUMMARY & GAME MANAGEMENT CHEAT SHEET: [Link]

Common questions

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The runner wins by scoring 7 agenda points by stealing agendas from the Corp's servers, reflecting the theme of subverting corporate control and gaining power. Conversely, the Corp wins by either scoring the agenda points themselves or if the runner is 'flatlined' from damage, embodying the power and threat the corporations represent as they protect their strategic interests . Additionally, the Corp can lose if all R&D cards are depleted, indicating overextension or failure to maintain resources .

In Android Netrunner, corporations possess vast power and control everything due to their technological and biological advancements. They aim to protect critical data on their servers, the loss of which could threaten their growth or very existence. Runners, elite hackers, risk brain damage as they attempt to steal these secrets to take a piece of the power for themselves, leading to a high-stakes conflict where corporations could lose their 'priceless data' and runners could be 'flatlined' by corporate security .

The learning curve is steep due to the game's complex mechanics, asymmetric roles, and strategic depth. To overcome this, players are encouraged to learn from veterans or utilize official and fan-created tutorials and resources, such as videos and rulebooks, which provide detailed explanations and demonstrations of play mechanics and strategy .

Remote servers are strategic locations where the Corp installs agendas and other assets. They form part of the Corp's defense strategy, requiring the runner to consider which servers to attack. By investing resources into server protection or deception, Corps can manipulate runner decisions, increase the difficulty of accessing agendas, and control the tempo of the game .

Data truncation offers the runner a strategic path to victory by exhausting the Corp’s deck (R&D). This forces the Corp to advance their agendas quickly to avoid depletion, which could mean more errors or rushed security setup, potentially allowing the runner new opportunities to steal agendas effectively or exploit missteps .

The 'neural interface' concept allows runners to jack into the Corp's network directly with their minds, raising the narrative stakes as runners face the tangible threat of brain damage. This mechanic enhances gameplay by introducing the element of direct player risk; decisions to run against servers reflect a balance of potential gains against possible catastrophic loss, which enriches the psychological intensity of the gaming experience .

Tracing affects the runner's decision-making by adding a layer of risk and resource management. If the Corp successfully traces the runner, they can initiate counteractions, such as deploying security forces. Therefore, the runner must weigh the potential gain of a run against their credits or defensive measures needed to avoid or mitigate traces, impacting their overall strategy involved in risking exposure for potential reward .

Resource management in Android Netrunner is crucial because both players must manage time (‘clicks’) and money (‘credits’) effectively. Clicks are restored each turn, allowing players to take actions, but credits, needed for specific actions and cards, must be earned and managed carefully. This necessitates strategic planning on when to advance or install cards and when to initiate runs against the Corp's servers .

The asymmetric nature means the runner and Corp have different objectives and tools available to achieve them. The Corp focuses on defense and installing agendas in remote servers, requiring strategic use of security and deception. The runner, in contrast, focuses on infiltration and risk management, needing to exploit gaps in defenses and keep pace with the Corp's agenda advancement, leading to varied strategic planning and execution styles for each role .

The dystopian cyberpunk setting deepens the game’s themes of power dynamics, technological reach, and ethical ambiguity. It creates a backdrop where players engage in high-stakes interactions involving hacking and corporate espionage. This setting supports mechanics like neural interfaces, agenda theft, and advanced security systems, encouraging players to engage with ethical considerations and cyber themes in their strategies, reinforcing the immersive experience .

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