Boardgames

Android: Netrunner

Dive into the futuristic world of Android: Netrunner! This asymmetric card game pits resource-rich corporations against skillful lone runners in a race to control the network.

45
minutes

2 - 2
player(s)

Medium Heavy

About the game

Android: Netrunner is a thrilling, dystopian card game for two players. It’s a game of high-stakes, futuristic intrigue, set in the world of the ‘Android’ universe, where players take on the roles of a mega-corporation and a hacker, battling for control in the cybernetic future.

The game is set in a not-so-distant future where humanity has advanced technology to incredible heights. However, this has resulted in a dystopian society, where large corporations hold immense power and hackers or ‘runners’ are the subversive elements trying to disrupt their plans.

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Setup and rules summary

Game components Unboxing the fun!

Android: Netrunner is a two-player game set in a dystopian future. One player takes on the role of a mega-corporation and the other player becomes a hacker, known as a runner. The game is comprised of several components, each with a specific function. Below is a detailed breakdown of these components:

1. Identity Cards: These cards represent the characters in the game. The Corporation has four, and the Runner has three. Each Identity Card has a unique ability that influences gameplay and strategy.

  • Corporation Identity Cards: These represent the mega-corporation the player is controlling. The Corporation’s primary goal is to advance their agendas by protecting them with ICE (Intrusion Countermeasures Electronics).
  • Runner Identity Cards: These represent the hacker the player is controlling. The Runner’s goal is to infiltrate the Corporation’s servers and steal their agendas.

2. Click Tracker Cards and Tokens: These are used to keep track of the number of actions a player can take during their turn. Each player has three Click Tracker cards and a number of tokens equal to their maximum clicks.

3. ICE Cards: These cards represent the different types of defenses the Corporation can install to protect their servers. Each ICE card has a cost to install and a strength value that the Runner must match or exceed to bypass it.

4. Agenda Cards: These cards represent the Corporation’s secret projects. The Corporation’s goal is to advance these cards to score points. The Runner can steal these cards to score points for themselves.

5. Operation and Event Cards:

  • Operation Cards: These cards represent special actions the Corporation can take, such as gaining extra money or installing extra ICE. These cards are discarded after use.
  • Event Cards: These cards represent special actions the Runner can take, such as making extra runs or bypassing ICE. These cards are also discarded after use.

6. Resource and Asset Cards:

  • Resource Cards: These cards represent the Runner’s assets, such as contacts and equipment. They provide ongoing benefits to the Runner.
  • Asset Cards: These cards represent the Corporation’s assets, such as subsidiaries and projects. They provide ongoing benefits to the Corporation.

7. Program and Hardware Cards:

  • Program Cards: These cards represent the software the Runner installs to help them infiltrate the Corporation’s servers. Each Program card has a cost to install and a memory value that limits the number of Programs the Runner can have installed at once.
  • Hardware Cards: These cards represent the Runner’s equipment, such as computers and tools. They provide ongoing benefits and often increase the Runner’s memory, allowing them to install more Programs.

8. Credit Tokens: These tokens represent the in-game currency. Both players spend credits to install cards and use abilities, and gain credits through various means.

9. Advance Tokens: These tokens are used by the Corporation to track the progress of their agendas. Each Agenda card requires a certain number of Advance tokens to score.

10. Damage Tokens: These tokens are used to track the damage done to the Runner. If the Runner ever has to draw a card and cannot, they lose the game.

Game setup Lay it out, line it up, let’s go

Android: Netrunner is a two-player game set in a dystopian future where players take on the roles of either a powerful corporation or a skilled hacker, known as a runner. The goal of the game is to score seven points before your opponent. Here’s a step-by-step guide on how to set up the game:

Step 1: Determine Player Roles

Player one: This player will take on the role of the Corporation. The Corporation’s goal is to advance their agendas by protecting them with ice and using their resources to hinder the Runner.

Player two: This player will be the Runner. The Runner’s goal is to infiltrate the Corporation’s servers to steal their agendas before they can be advanced.

Step 2: Set up the Play Area

The Corporation player places their identity card on their side of the play area. They then set up their deck, heap (discard pile), score area, and archives (trash pile) in designated areas. The Corporation uses three central servers: R&D (draw pile), HQ (hand), and Archives.

The Runner places their identity card on their side of the play area. They then set up their deck, grip (hand), stack (draw pile), and heap (discard pile) in designated areas.

Step 3: Initial Resources

Both players start the game with five cards in their hand, drawn from their respective decks. The Corporation player also starts with five credits, while the Runner starts with a set amount determined by their identity card.

Step 4: Establish Random Elements

The Corporation’s R&D (deck) and the Runner’s Stack (deck) are shuffled and placed face down. The order of these cards represents the random element of the game as players do not know what they will draw next.

Step 5: Prepare the Game

Each player draws five cards from their respective decks to form their initial hand. The Corporation player then installs one piece of ice (face down) protecting each of their central servers (R&D, HQ, and Archives) and creates a new remote server by installing an agenda, asset, or upgrade (also face down). The Runner player prepares their rig and resources to be ready for runs against the Corporation’s servers. The game is now ready to begin.

Game flow Round and round we go

Android: Netrunner is a unique two-player card game where one player takes on the role of a mega-corporation (the Corp) and the other player assumes the role of a hacker, or Runner. The game is played in a series of rounds, each divided into separate phases for each player. Below are the details of each phase.

Corporation’s turn:

  • Draw Phase: The Corp begins their turn by drawing a card from the R&D (Research and Development) deck. This step is mandatory and cannot be skipped.
  • Action Phase: After drawing a card, the Corp has 3 actions (or ‘clicks’) they can spend on various activities. These can include drawing additional cards, gaining credits, installing cards (Agendas, Assets, Upgrades or ICE), playing operations, advancing cards, or attempting to score Agendas.
  • Discard Phase: If the Corp has more than 5 cards in their HQ (hand) at the end of their turn, they must discard down to their hand limit.

Runner’s turn:

  • Action Phase: The Runner has 4 actions (or ‘clicks’) during their turn. They can use these actions to draw cards, gain credits, install programs or hardware, make runs on the Corp’s servers, or play event cards.
  • Discard Phase: Similar to the Corporation, if the Runner ends their turn with more than 5 cards in their Grip (hand), they must discard down to their hand limit.

Both players’ turns make up one round of the game. The game continues with alternating turns until one player has achieved their win condition. The Corp wins by scoring 7 points worth of Agendas, while the Runner wins by stealing 7 points worth of Agendas from the Corp.

During a run, the Runner attempts to breach the Corp’s servers. The Corp can use ICE (Intrusion Countermeasures Electronics) to protect their servers and stop the Runner. This creates an exciting game of bluffing, strategy, and risk-taking as each player tries to outwit the other and secure victory.

Players'turn One turn to rule them all

In Android: Netrunner, a player’s turn involves a series of steps and strategic choices which can significantly impact the overall gameplay. Here’s a detailed breakdown of the possible actions and choices for both the Corporation and Runner players during their respective turns.

Corporation’s Turn:

  1. Draw Phase: The Corporation player starts their turn by drawing a card from their R&D (Research and Development) deck.
  2. Action Phase: After drawing a card, the Corporation player can take up to three actions, also known as “clicks”. These include:
    • Draw a card: The player can choose to draw an additional card from their R&D deck.
    • Gain 1[credit]: The player can decide to gain one credit to build their financial resources.
    • Install a card: The player can install an agenda, asset, upgrade, or piece of ice from their hand.
    • Play an operation: The player can play an operation card from their hand by paying its play cost.
    • Advance a card: The player can advance an installed card that can be advanced by spending one credit.
  3. Discard Phase: The Corporation player ends their turn by discarding down to their maximum hand size if necessary.

Runner’s Turn:

  1. Action Phase: The Runner player starts their turn right into the action phase. They can take up to four actions, also known as “clicks”. These include:
    • Draw a card: The player can choose to draw a card from their Stack.
    • Gain 1[credit]: The player can decide to gain one credit.
    • Install a card: The player can install a program, resource, or piece of hardware from their hand.
    • Play an event: The player can play an event card from their hand by paying its play cost.
    • Make a run: The player can initiate a run on any of the Corporation’s servers.
    • Remove a tag: If tagged, the player can spend two credits and an action to remove one tag.
  2. Discard Phase: The Runner player ends their turn by discarding down to their maximum hand size if necessary.

Strategic choices in Android: Netrunner revolve around managing resources (cards and credits), balancing risk and reward, and outmaneuvering the opponent. The Corporation player must strategically secure their servers while advancing their agendas, and the Runner must wisely choose when and where to run, while maintaining their economy and defenses.

End of the game All good games must come to an end

Android: Netrunner is a unique, asymmetrical two-player game set in a dystopian future. One player takes on the role of a mega-corporation, while the other assumes the identity of a rogue cyber-hacker, or ‘runner’. The game ends when one of the several victory conditions is met:

  1. Agenda Points: The game ends immediately when the Corporation player scores seven agenda points through advancement of their agenda cards. Similarly, the game ends if the Runner player steals seven agenda points from the Corporation player.

  2. Deck Exhaustion: The game ends when the Corporation player can no longer draw cards from the R&D (Research and Development) deck. This results in a victory for the Runner player as the Corporation is considered to have collapsed under its own weight.

  3. Runner Flatline: The game ends when the Runner player has to discard a card from their Grip (hand of cards) but cannot because their Grip is empty. This results in a victory for the Corporation player as the Runner is considered to be flatlined.

Before the final scoring, there are no special actions that players must take. However, they must carefully manage their resources, strategies, and risk-assessment to prepare for these end-game scenarios. The Corporation player should protect their agenda points and keep their R&D deck plentiful, while the Runner player should keep their Grip full and consistently threaten the Corporation’s resources.

In the case of the game ending due to agenda points, the player with the most points wins. In case of a tie, the Corporation player wins. In the case of the game ending due to deck exhaustion or runner flatline, the respective player wins regardless of the current agenda points.

Scoring Did you outsmart your rivals?

The scoring system in ‘Android: Netrunner’ revolves mainly around the concept of Agenda Points. The main goal of the game is to be the first player to score seven or more Agenda Points. Here’s a detailed breakdown of how points are awarded:

  • Corporation: The Corporation player scores Agenda Points by advancing Agendas. Agendas are a type of card that the Corporation has in their deck. Each Agenda has a specific advancement requirement, and once this requirement is met, the Corporation can score the Agenda and earn the Agenda Points indicated on the card.

  • Runner: The Runner player scores Agenda Points by stealing Agendas from the Corporation. This is usually done by successfully making a run on the Corporation’s servers and accessing the Agendas there. Like with the Corporation, the Runner earns the Agenda Points indicated on the stolen Agenda card.

It’s important to note that not all cards that the Runner accesses during a run are Agendas. Some are traps or other types of cards that do not award points but instead can negatively impact the Runner. Therefore, a significant part of the game’s strategy involves bluffing and guessing what cards the Corporation player has installed in their servers.

As for tie-breaking rules in ‘Android: Netrunner’, the game rules state that ties are not possible because the game ends immediately when a player scores their seventh Agenda Point. However, in a tournament setting, if time is called and neither player has reached seven points, the player with the most Agenda Points wins. If both players have the same number of points, then the player who has made the most recent successful run or scored an agenda in their last turn is declared the winner.

Particular Cases and Exceptions Wait… is that legal?

Android: Netrunner is a complex game with numerous special rules and exceptions. Understanding these can significantly improve your gameplay. Below are some of the most important ones:

1. Maximum Hand Size: At the end of their turn, if a player has more cards in their grip (hand) than their current maximum hand size, they must discard down to their maximum hand size. The default maximum hand size is five cards for both the Runner and the Corp, but this can be modified by certain card effects.

2. Agendas: Only the Corp can include Agendas in their deck, and only the Corp can score Agendas. However, the Runner can steal Agendas from the Corp, which is one of the main ways the Runner can earn points.

3. ICE: ICE are defensive cards used by the Corp to protect their servers. When the Runner encounters a piece of ICE, they must either break its subroutines or suffer their effects. However, ICE is not destroyed or removed after being broken.

4. Card Abilities: When a card ability uses the word “may”, it means the ability is optional. If the ability does not use “may”, the ability is mandatory and must be resolved if its conditions are met.

5. Damage: There are three types of damage in Android: Netrunner – net, meat, and brain. When the Runner takes damage, they must randomly trash that many cards from their hand. If a Runner takes brain damage, they also permanently reduce their maximum hand size by one.

6. Winning the Game: The game immediately ends when one of the following occurs:

  1. The Corp scores 7 or more Agenda points.
  2. The Runner steals 7 or more Agenda points.
  3. The Runner cannot draw a card from his or her stack when required to (due to damage or a card effect).
  4. The Corp is required to draw a card from R&D and cannot because there are no cards left in R&D.

7. Tags: If the Runner is tagged, the Corp has additional options to attack them. For example, the Corp can play certain operations or use certain card abilities that require the Runner to be tagged.

8. Bad Publicity: For each bad publicity the Corp has, the Runner gains one free credit to spend during each run.

These are just a few examples of the special rules and exceptions in Android: Netrunner. As you play more often, you’ll become more familiar with these and other nuances of the game.

Tips and tricks Play smarter, not harder!

Android: Netrunner is a unique and strategic living card game that requires a deep understanding of its complex mechanics and various strategies to play well. Here are some advanced strategies, beginner tips, common mistakes to avoid, and ways to optimize your gameplay.

Advanced Strategies:

  • Bluffing: One of the most effective strategies in Android: Netrunner is bluffing. Pretend to be weak when you’re strong, or vice versa, to throw off your opponent’s calculations.
  • Resource Management: Always be mindful of your resources. Knowing when to spend and when to save credits can mean the difference between winning and losing.
  • Adapting On The Fly: The game changes with every card played. Always be ready to adjust your strategy based on the current game state.

Beginner Tips:

  • Understand the Basics: Before trying any advanced strategies, make sure you have a solid understanding of the game’s basic mechanics. Spend time learning how to play each side (Runner and Corporation) effectively.
  • Practice: Like any game, practice is key. The more you play, the more you understand the game’s nuances and strategies.
  • Start with Simple Decks: As a beginner, start with simple decks to get a feel for the game. As you get more comfortable, gradually add complexity to your decks.

Common Mistakes to Avoid:

  • Ignoring the Meta: The metagame (popular strategies and deck types) is constantly changing. Ignoring the meta can lead to unexpected losses.
  • Overcommitting: It’s easy to get carried away and overcommit to a single strategy. However, flexibility is key in Android: Netrunner. Always have a backup plan.
  • Undervaluing Economy Cards: Economy cards, which provide resources, are often undervalued. Having a solid economy is crucial for winning games.

Ways to Optimize Gameplay:

  • Planning Ahead: Always have a plan for your next few turns. This will help you make optimal decisions and stay ahead of your opponent.
  • Knowing Your Opponent’s Deck: Understanding what cards your opponent has can give you a significant advantage. Try to learn as many different decks and cards as possible.
  • Testing New Strategies: Don’t be afraid to try new strategies. Testing different approaches can help you find the one that works best for you.