Android: Netrunner
for 2 Players
Android: Netrunner is a card game for two players set
in the dystopian future of the Android universe.
One player assumes the role of a Runner,
a rogue hacker armed with bleeding-edge gear and software,
while the other player controls a powerful Corporation
that will stop at nothing to achieve its goals.
In Android: Netrunner, players alternate taking turns,
beginning with the Corporation.
During the Corporation’s turn,
he has three Clicks to spend.
Corporation:
He can spend his clicks to perform a variety of actions,
including gaining credits, drawing cards, installing cards, and advancing agendas.
The Corporation must carefully divide his efforts between defensive actions,
such as protecting his servers from the Runner,
and offensive actions, such as tracing the Runner or advancing agendas.
The Runner has four clicks to spend during his turn.
Runner :
He can also spend his clicks to perform a variety of actions,
including gaining credits, drawing cards, installing cards, and making runs.
During a Run, the Runner attempts to hack into the Corporation’s servers
in an effort to hinder the Corporation and steal his agendas.
The Runner has several different targets to choose
from when initiating a run;
choosing where and when to run is a key part of an effective Runner strategy.
The objective for both players is to score seven agenda points.
The Corporation scores agenda points by advancing agendas;
the Runner scores agenda points by stealing agendas from the Corporation.
Agendas are cards that only appear in the Corporation’s deck.
If the Runner is Flatlined,
the Corporation wins,
and if the Corporation must draw a card from his empty draw deck,
the Runner wins.
If you can scan the QR code above,
you can also see it on your mobile!
<Components>
Corporation Cards (134)
• 28 Haas-Bioroid Cards
• 28 Jinteki Cards
• 28 Weyland Consortium Cards
• 28 NBN Cards
• 22 Neutral Corporation Cards
* The Corporate Factions
In Android: Netrunner there are four different Corporate factions to choose from.
Corporate factions are important for deckbuilding
and each Corporate faction has certain cards affiliated with it.
These factions are:
Jinteki
NBN
Weyland Consortium
Runner Cards (114)
• 33 Anarch Cards
• 33 Criminal Cards
• 33 Shaper Cards
• 15 Neutral Runner Cards
* The Runner Factions
In Android: Netrunner there are three different Runner factions to choose from.
Factions are important for deckbuilding and
each Runner faction has certain cards affiliated with it.
These factions are:
Criminal
* Neutral Cards
Some Corporation and Runner cards have no faction affiliation.
These cards are called neutral cards and can be used
in any deck of the corresponding side.
These cards show the actions a player can perform during his turn.
Click Tracker Tokens (2) & Cards (2)
Together these are used to track
how many clicks a player has left to spend during his turn.
The reference card with four spaces is for the Runner and
the reference card with three is for the Corporation.
One-Credit // Advancement Token (51)
One side of this token represents one credit.
Credits are the basic currency of Android: Netrunner.
The other side of this token is an advancement token.
The Corporation uses advancement tokens to track the advancement of his installed cards.
This token represents five credits.
This token represents one brain damage.
The Runner can get brain damage through various card effects.
One side of this token represents one point of bad publicity.
The Corporation can get bad publicity through various card effects.
The other side of this token represents one tag.
The Runner can get tags through various card effects.
One side of this token is purple,
and the other side is red.
Players use these tokens to track counters on cards as necessary.
The most common counters are agenda counters, power counters, and virus counters.
<Setup>
1. Choose Sides:
The players decide who will play as the Runner and who will play as the Corporation.
Then, each player places his identity card faceup in his play area
and takes a corresponding deck.
Note: New players should use the Shaper and Jinteki starter decks for their first game.
2. Create Token Bank:
Gather the credits, advancement, brain damage, tag,
bad publicity, and generic tokens into piles.
Keep these piles within reach of both players.
3. Collect Starting Credits:
Each player takes five credits from the bank.
4. Shuffle Decks:
Each player shuffles his deck.
After shuffling, each player offers his deck to his opponent for further shuffling.
5. Draw Starting Hands:
Each player draws five cards
from the top of his deck to form his starting hand.
After drawing starting hands,
the Corporation may choose to take a mulligan
by shuffling his hand back into his deck and then
drawing a new starting hand.
After the Corporation decides whether to mulligan,
the Runner decides whether to mulligan as well.
If a player takes a mulligan,
he must keep his second hand as his starting hand.
When the players are satisfied with their starting hands,
each player places his deck facedown in his play area.
'The Golden Rule'
If the text of a card directly conflicts with the rules in this book,
the card text takes precedence.
* Starter Decks
The game can be enjoyed straight out of the box
by building starter decks to play with.
To make a starter deck,
take all the cards of a single Corporate or Runner faction and
shuffle in all of the neutral cards for the chosen side.
Starter decks are quick to build and are legal for tournament play.
Below are the card numbers for the Corporate factions, Runner factions,
and Neutral cards that appear in the core set:
Corporation:
Haas-Bioroid Cards #54-66
Jinteki Cards #67-79
NBN Cards #80-92
Weyland Cards #93-105
Neutral Cards #106-113
Runner:
Anarch Cards #1-16
Criminal Cards #17-32
Shaper Cards #33-48
Neutral Cards #49-53
Every card in the core set has this symbol next to its card number.
in the core set and appear to the left of the core set symbol.
* Important Vocabulary
Active: An active card’s abilities affect the game and can be triggered.
Inactive: An inactive card’s abilities do not affect the game and cannot be triggered.
Install: This is the game term for playing a card onto the table.
Credit: This is the basic unit of wealth, represented by.
Click: This is the basic unit of work, represented by.
Rez: This is the act of flipping a facedown card faceup.
The Corporation installs his cards facedown
and must rez them in order to use them.
Play Areas
In Android: Netrunner,
the play areas for the Corporation and the Runner differ
significantly from one another.
However, both players have a credit pool, identity card, score area, and click tracker.
Credit Pool
Each player has a credit pool
where he keeps the credit tokens he has available to spend.
Spent credits are returned to the token bank.
Identity Card
Each player has an identity card that is placed faceup in his play area.
The identity card does not count toward his maximum hand or deck size,
and is always active during the game.
Score Area
Each player has a score area that holds his scored or stolen agendas.
Agendas in a score area add their agenda points to a player’s score.
Click Tracker
Each player has a click tracker
that he uses to track the number of clicks left
that he has to spend on his turn.
This is a game aid only and its use is optional.
* Corporation Play Area
In addition to his credit pool, identity card, score area, and click tracker,
the Corporation’s play area includes his servers and his ice.
There are two types of servers:
Central Servers and Remote Servers.
Central Servers
The Corporation has three central servers:
Headquarters, Research and Development, and Archives.
Each central server also has a root.
Headquarters (HQ):
This is the Corporation’s hand of cards.
Cards in HQ are inactive.
The Corporation begins the game with a maximum hand size of five cards.
The Corporation identity card represents HQ for the purposes of card installation.
Research and Development (R&D):
This is the Corporation’s draw deck.
R&D is kept facedown within reach of the Corporation.
Cards in R&D are inactive.
Archives:
This is the Corporation’s trash pile.
Archives is kept adjacent to R&D.
This is where Corporation cards are placed when they are Trashed or Discarded.
Cards in Archives are inactive.
Some cards enter Archives faceup,
and some cards enter Archives facedown.
Facedown cards in Archives should be oriented horizontally
so that the Runner can easily see them.
Both the Corporation and Runner may look through the faceup cards
stored in Archives at any time,
and do not need to maintain the order of its cards while doing so.
The Corporation can also look at the facedown cards
in Archives at any time; the Runner cannot
Root:
This is the area of a central server
where Upgrades for the server are installed.
When an upgrade is installed in the root,
it should be placed below the server.
If a root has no cards installed in it,
it is considered to be empty.
Remote Servers
The Corporation has no remote servers at the beginning of the game.
The Corporation creates remote servers by installing cards.
Cards in remote servers are active if rezzed and inactive if unrezzed.
There is no limit to the number of remote servers
the Corporation can have at any given time.
Ice
The Corporation installs ice to protect his servers.
Installed ice is always dedicated to a particular server and placed in front of that server.
Ice can protect an empty server.
Ice is active if rezzed and inactive if unrezzed.
* Runner Play Area
In addition to his credit pool, identity card, score area, and click tracker,
the Runner’s play area includes his Grip, his Stack, his Heap, and his Rig.
Grip
This is the Runner’s hand of cards.
The Runner begins the game with a maximum hand size of five cards.
Cards in the grip are inactive.
Stack
This is the Runner’s draw deck.
The stack is kept facedown within reach of the Runner.
Cards in the stack are inactive.
Heap
This is the Runner’s trash pile.
The heap is kept adjacent to the Runner’s identity card.
This is where Runner cards are placed when they are trashed or discarded.
Cards in the heap are faceup and inactive.
Both the Runner and Corporation may look through the heap at any time,
but must maintain the order of its cards.
Rig
This is where the Runner installs his cards.
The rig is separated into three rows:
one for programs, one for hardware, and one for resources.
Cards in the rig are active.
Corporation Cards
There are six types of Corporation cards:
identities, operations, agendas, ice, upgrades, and assets.
All cards except the identity card are shuffled into the Corporation’s deck
at the beginning of the game.
Corporation cards are installed facedown,
and are inactive unless rezzed.
Corporation Identity Card
Identity cards indicate which identity the Corporation has assumed.
The Corporation identity card defines the Corporation’s faction
and describes the identity’s special ability.
It also provides a minimum deck size that must be observed
when deckbuilding (8) and the amount of influence available
for spending on outof-faction cards (9).
See “Deckbuilding” on page 24 for more information.
Note: The Corporation’s identity card also represents
his HQ for the purposes of card installation:
ice protecting HQ is installed in front of the Corporation’s identity card,
and upgrades installed in the root of HQ are installed
behind the Corporation’s identity card.
Operations
Operations represent singular occurrences and are always trashed after being played.
The Corporation pays credits equal to the play cost (1) of an operation to play it.
When played, an operation’s abilities as listed in its text box (4) are resolved.
Then, the operation is immediately trashed.
Operations are never installed.
Agendas
Agendas are valuable pieces of the Corporation’s data,
and are the only cards in that are worth agenda points.
The Corporation installs agendas in remote servers.
Agendas are the only cards in the game worth agenda points (11).
Agendas have an advancement requirement (10) that must be met
before the Corporation can score them.
Agendas cannot be rezzed and are only active while in a score area.
There can be only one agenda or one asset installed in a remote server at a time.
Ice
Ice defends the Corporation’s servers against intrusions by the Runner.
The Corporation installs ice in front of any server.
Ice is not active until it is rezzed
by paying credits equal to its rez cost (12).
A piece of ice has one or more Subroutines ()
in its text box (4)
that the Runner must break
during a run or suffer their effects if the ice is rezzed.
Upgrades
Upgrades are improvements to a server
that provide the Corporation with a wide variety of benefits and bonuses.
The Corporation installs upgrades in remote servers
or the roots of central servers.
Upgrades are the only card type
that can be installed in the root of a central server.
An upgrade is not active
until it is rezzed by paying credits equal to its rez cost (12).
There is no limit to the number of upgrades
that can be installed in a server.
When the Runner accesses an upgrade,
he can trash it by paying credits equal to its trash cost (13).
Assets
Assets provide the Corporation with resources and connections
that help him advance and score his agendas.
The Corporation installs assets in remote servers.
An asset is not active until it is rezzed by paying credits equal to its rez cost (12).
Some assets can also be advanced, giving them the appearance of agendas
and potentially misleading the Runner.
When the Runner accesses an asset,
he can trash it by paying credits equal to its trash cost (13).
There can be only one agenda
or one asset installed in a remote server at a time.
Runner Cards
There are five types of Runner cards:
identities, hardware, resources, programs, and events.
All cards except the identity card are shuffled into the Runner’s deck
at the beginning of the game.
Runner cards are always active while installed.
Runner Identity Card
Identity cards indicate which identity the Runner has assumed.
The Runner identity card defines the Runner’s faction
and describes the identity’s special ability.
It also provides a minimum deck size
that must be observed when constructing a deck (6),
and the amount of influence available for spending on out-of-faction cards (7).
Hardware
Hardware is the array of physical tools at the Runner’s disposal.
The Runner installs hardware in his rig by paying an install cost (9).
There is no limit to the amount of hardware the Runner can install in his rig.
Resources
Resources are a wide variety of connections, assets, and skills that aid the Runner.
The Runner installs resources in his rig by paying an install cost (9).
There is no limit to the number of resources the Runner can install in his rig.
When the Runner is tagged, resources may be trashed by the Corporation.
Programs
Programs are digital tools at the Runner’s disposal,
primarily used as a means of intrusion.
The Runner installs programs in his rig by paying an install cost (9).
Programs are the only card type
that have a memory cost (11).
The memory cost of his installed programs can never exceed his current memory limit.
The Runner uses a program subtype
called an Icebreaker (4) to break ice subroutines during runs.
An icebreaker’s strength (12) must be equal to or greater
than the ice it is interacting with.
Events
Events represent singular occurrences and are always trashed after being played.
The Runner pays credits equal to the play cost (13) of an event to play it.
When played, an event’s abilities as listed in its text box are resolved.
Then, the event is immediately trashed. Events are never installed.
* Paid Abilities
Some card abilities have trigger costs that a player must pay
before the effect of the ability can be resolved.
These abilities are called Paid Abilities.
A card’s trigger cost is always listed in its text box before the effect,
following the format “cost: effect.”
The most common costs are
spending clicks (), spending credits (), trashing the card (),
and spending hosted counters.
Some effects feature a combination of costs.
Example:
The Runner card Datasucker has the text “Hosted virus counter:
Rezzed piece of ice currently being encountered has –1 strength
until the end of the encounter.”
The Runner must spend 1 of the virus counters on Datasucker
(returning it to the token bank) in order to trigger this ability,
after which the strength of the chosen ice is lowered by 1.
If the player cannot pay the full cost of an ability,
he cannot trigger it.
* Unique Cards
Some cards have a unique symbol (◆) in front of their title.
There can be only one unique card of the same title active at a time.
If a card with a unique title becomes active,
any other card that shares its title is immediately trashed.
This trashing cannot be prevented.
<Playing the Game>
In Android: Netrunner, the Corporation and the Runner alternate taking turns.
Android: Netrunner is unusual in that the Runner and the Corporation
are governed by different rules.
Players should familiarize themselves with the rules for both sides.
The Corporation always takes the first turn of the game.
Turn Overview
Each player, during his turn,
takes actions by spending clicks.
A player can only spend his clicks during his own Action phase,
and he must spend all of his clicks in each Action phase.
The Corporation begins his turn with three clicks()
and the Runner begins his turn with four clicks().
Corporation’s Turn
The Corporation’s turn consists of three phases,
which he performs in the following order:
1. Draw Phase:
The Corporation draws one card from R&D.
2. Action Phase:
with which to perform actions.
3. Discard Phase:
The Corporation discards down to his maximum hand size,
if necessary.
1. Draw Phase
The Corporation draws the top card of R&D.
This does not cost the Corporation any clicks.
Note: If the Corporation’s R&D is empty when he attempts to draw a card,
the Runner immediately wins the game.
2. Action Phase
In his Action phase, the Corporation takes actions by spending.
He can only take actions during his Action phase,
and he must spend all three of his clicks
during his Action phase.
The Corporation can perform any of the following actions
as many times as he likes,
and in any combination,
provided he can pay for them.
These are listed in the format of “cost: effect.”
•: Install an agenda, asset, upgrade, or piece of ice.
•, 2: Trash a resource in the Runner’s rig if the Runner is tagged.
• Trigger a [ ability on an active card (cost varies).
Whenever the Corporation spends clicks on one of these actions,
he is considered to be taking an action
and cannot take another action
until the current action fully resolves.
When the Corporation has spent all of his clicks, his Action phase ends
and his Discard phase begins.
* Rezzed and Unrezzed Cards
The Corporation’s installed cards have two play states: rezzed,
which means that the card is faceup and active, and unrezzed,
which means that the card is facedown and inactive.
The Corporation can look at his unrezzed cards at any time.
To rez an installed card, the Corporation pays its rez cost and turns the card faceup.
Note: Rezzing a card does not cost the Corporation a click.
To organize this hidden information for both players,
it is important that the Corporation observes the following rules for card orientation:
• Agendas, assets, and upgrades are always installed in a vertical orientation.
• Ice is always installed in a horizontal orientation.
* Drawing One Card
For, the Corporation draws the top card of R&D and adds it to HQ.
* Gaining One Credit
For, the Corporation takes 1< from the bank and adds it to his credit pool.
* Installing Cards
a single agenda, asset, upgrade, or piece of ice from HQ,
placing it facedown on the table.
Note: When an asset or upgrade is installed,
the Corporation can pay its rez cost to rez it at almost any time.
Ice can only be rezzed when the Runner approaches it during a run.
When installing a card in a server,
the Corporation can first trash any cards already installed in that server.
Trashed cards go to Archives faceup
if they are rezzed, and facedown if they are unrezzed.
If the Corporation chooses to create a remote server
when installing a card,
he installs the card by placing it facedown in a discrete location in his play area.
Agendas, assets, upgrades, and ice can all be used to create a new remote server.
If the Corporation creates a remote server
by installing ice, the server exists,
but is considered to be empty.
An empty server can still be run against by the Runner.
Note: Installed cards cannot be rearranged or mixed-up
by either player except through card effects.
The following entries describe the installation restrictions
and associated costs of each card type:
Agendas:
An agenda can only be installed in a remote server.
After an agenda is installed,
the Corporation can advance and ultimately score it.
Note: A remote server can have only one agenda or asset installed in it at a time.
If the Corporation wants to install an agenda in a remote server
that has an asset or an agenda already installed in it,
he can install the card but must trash the existing card first
as part of the install action.
The Corporation does not have to trash upgrades
in order to install an agenda or an asset.
Assets:
An asset can only be installed in a remote server.
If the Corporation wants to install an agenda in a remote server
that has an asset or an agenda already installed in it,
he can install the card but must trash the existing card first
as part of the install action.
An upgrade can be installed in any server.
When an upgrade is installed in a central server,
it is installed in the central server’s root.
Unlike an agenda or asset,
there is no limit to the number of upgrades the Corporation
can install in any server, central or remote.
Note: The Corporation can only have one upgrade
with the region subtype installed per server or server root,
as listed in the text box of these cards.
Ice:
Ice can be installed in front of any server
in order to protect that server.
After a piece of ice is installed in front of a server,
it is dedicated to that server and cannot be moved or rearranged.
When the Corporation installs a piece of ice,
he must install it in the outermost position in front of the server
and pay an install cost equal to the number of pieces of ice already protecting that server.
The outermost position is the position farthest from the server,
in front of any other pieces of ice that are protecting the server.
When installing ice,
the Corporation can first trash any ice protecting that server
in order to reduce the install cost.
Then, he installs the new piece of ice in the outermost position
in front of the server.
* Install Example
protected by two pieces of ice.
If the Corporation wants to install a third piece of ice to protect this server,
he will have to pay 2(one for each piece of ice already installed)
and place it in front of Ice Wall in the outermost position.
The Corporation can trash one or both pieces of ice
before installing to lower this cost.
* Playing Operations
For, the Corporation plays an operation from his hand by paying its play cost.
He then places it faceup in his play area,
immediately resolves the effects of the operation, and trashes it.
* Advancing a Card
For and 1, the Corporation adds one advancement token to an installed card.
Agendas can always be advanced while installed.
Cards other than agendas can only be advanced if their text box allows it.
There is no limit to the number of times a card can be advanced.
Note: If a card’s text box says that the card can be advanced,
the card can be advanced even when the card is unrezzed.
Scoring Agendas:
When the number of advancement tokens on an agenda is equal to or higher
than its advancement requirement,
the agenda is fully advanced and the Corporation can score it.
The only times the Corporation can score an agenda is right before his turn begins,
or after he completes an action.
To score an agenda,
the Corporation turns it faceup and places it in his score area,
resolving any conditional abilities on the agenda
that use the language “When you score.”
The Corporation cannot score an agenda
until it is fully advanced.
Scoring an agenda does not cost a click and is not an action.
While an agenda is in the Corporation’s score area,
it is active and adds its agenda points to his score.
* Advancing Assets
Some assets can be advanced.
Advancing assets gives them the appearance of being agendas.
This can be useful in bluffing the Runner into making runs
which are not beneficial to him.
Delayed Scoring:
An agenda sometimes has an ability
that rewards advancement beyond the agenda’s advancement requirement,
or an ability that encourages the Corporation to delay scoring the agenda.
The Corporation is not required to score an agenda immediately
upon satisfying its advancement requirement.
He may instead advance it more,
or wait for a more opportune time to score it.
Trashing a Runner’s Resource
If the Runner is tagged,
the Corporation can spendand 2
to choose one of the Runner’s resources and trash it.
Purging Virus Counters
the Corporation removes all virus counters hosted on cards,
returning them to the token bank.
Some cards have abilities with trigger costs
that require the Corporation to spend one or more clicks.
These abilities list theicon in their trigger cost,
and the Corporation can trigger these abilities only during his Action phase.
3. Discard Phase
The Corporation begins the game with a maximum hand size of five cards,
but card effects can increase or decrease this limit.
If the cards in HQ exceed the Corporation’s current maximum hand size
at the beginning of the Discard phase,
he must Discard down to his maximum hand size.
* Trashing and Discarding
A discarded card is not considered to have been trashed,
and vice versa.
Cards that prevent a card from being trashed
cannot prevent a card from being discarded.
If the Corporation must discard more than one card from HQ,
he chooses and discards cards from HQ one at a time
until he is no longer above his current maximum hand size.
Cards discarded from HQ are always sent to Archives facedown,
regardless of whether they have been previously accessed by the Runner.
After the Corporation completes his Discard phase,
the Runner begins his turn.
Runner’s Turn
The Runner’s turn is divided into two phases,
which he performs in the following order:
1. Action Phase:
with which to perform actions.
2. Discard Phase:
The Runner discards down to his maximum hand size,
if necessary
1. Action Phase
In his Action phase,
the Runner takes actions by spending.
He can only take actions during his Action phase,
and he must spend all four of his clicks
during his Action phase.
The Runner can perform any of the following actions
as many times as he likes,
and in any combination,
provided he can pay for them.
These are listed in the format of “cost: effect.”
•: Draw one card from the stack.
•: Install a program, resource, or piece of hardware.
• Trigger aability on an active card (cost varies).
Whenever the Runner spends clicks on one of these actions,
he is considered to be taking an action and cannot take another action
until the current action fully resolves.
When the Runner has spent all of his clicks,
his Action phase ends and his Discard phase begins.
* Drawing One Card
For, the Runner draws the top card from his stack and adds it to his grip.
* Gaining One Credit
For, the Runner takes 1from the bank and adds it to his credit pool.
* Installing Cards
For, the Runner installs a single program, resource,
or piece of hardware faceup in his rig.
An installed Runner card is active and does not have to be rezzed
like a Corporation card.
Note: The Runner’s cards are always installed faceup and in a vertical orientation.
Programs:
To install a program, the
Runner pays the program’s install cost and places it in his program row.
Each program also has a memory cost.
The Runner cannot have programs installed
that have a combined memory cost greater
than his available memory units (MU).
The Runner begins the game with four MU,
though certain card effects can increase or decrease this value.
If the MU costs of the Runner’s installed programs ever exceed his available MU,
he must trash his installed programs
until he is no longer exceeding his available MU.
The Runner can choose to trash any number of his installed programs
at the beginning of an install program action.
Resources:
To install a resource,
the Runner pays the resource’s install cost and places it in his resource row.
There is no limit to the number of resources a Runner can have installed.
Hardware:
To install a piece of hardware,
the Runner pays the hardware’s install cost and places it in his hardware row.
There is no limit to the amount of hardware a Runner can have installed.
Note: The Runner can only have one piece of hardware
with the console subtype installed at a time,
as listed in the text box of these cards.
* Playing Events
For , the Runner plays an event from his hand by paying its play cost.
He then places it faceup in his play area,
immediately resolves the effects of the event,
and trashes it.
* Removing Tags
Forand 2<, the Runner removes one of his tags.
the Runner initiates a run against the Corporation
in order to steal the Corporation’s agendas and trash his cards.
Some cards have abilities with trigger costs that require the Runner
to spend one or more clicks.
These abilities list theicon in their trigger cost,
and the Runner can trigger these abilities only during his Action phase.
2. Discard Phase
The Runner begins the game with a maximum hand size of five cards,
but card effects can increase or decrease this limit.
If the cards in the Runner’s grip exceed his current maximum hand size
at the beginning of the Discard phase,
he must discard down to his maximum hand size.
If the Runner must discard more than one card from his grip,
he chooses and discards cards from his grip one at a time
until he is no longer above his current maximum hand size.
After the Runner completes his Discard phase,
the Corporation begins his turn.
Runs
Runs are the heart of Android: Netrunner,
and provide opportunities for the Runner to steal the Corporation’s agendas
and trash his cards.
In a run,
the Runner attacks one of the Corporation’s servers in an attempt to access cards,
using his installed programs to help him pass the Corporation’s ice.
Because most runs pit the Runner’s installed icebreaker programs
against the Corporation’s installed ice,
it is vital that both players understand the functions and subtypes
of the Corporation’s ice and the Runner’s icebreakers.
Ice
A piece of ice |
Ice is defensive software the Corporation installs
in front of his servers to protect his valuable data.
There are four main subtypes that can appear on a piece of ice:
sentry, barrier, code gate, and trap.
Ice also has separate abilities called subroutines.
* Subroutines
Subroutines are abilities of a piece of ice marked by thesymbol.
If the Runner encounters a piece of rezzed ice
and does not or cannot break its subroutines,
the unbroken subroutines trigger and resolve one by one.
In addition to preventing the Runner’s access to the Corporation’s servers
by ending his run,
subroutines can pose other hazards if allowed to trigger,
such as damaging the Runner or initiating trace attempts.
Icebreakers
An icebreaker |
Icebreakers are programs with the icebreaker subtype
that the Runner can use to overcome ice encountered during a run.
Each icebreaker has a strength, an install cost,
and one or more subtypes
that reflect which kind of ice subroutine it is designed to break.
The Runner uses icebreakers to interact with and break subroutines on ice.
An icebreaker can only interact with ice
that has equal or lower strength than the icebreaker.
In addition to this strength requirement,
many icebreaker abilities can only be used to break subroutines
on particular subtypes of ice.
For example, an icebreaker that has the ability “1
: Break barrier subroutine” can only use this ability
to break subroutines on a piece of ice with the barrier subtype.
It does not matter if the ice has additional subtypes,
provided it has any subtypes referred to by the icebreaker’s ability.
If an ability does not restrict itself to a subtype (i.e., “Break ice subroutine”),
it can be used against any piece of ice.
* Increasing an Icebreaker’s Strength
Many icebreakers allow the Runner
to temporarily increase the icebreaker’s strength
by spending credits.
This helps the Runner deal with stronger pieces of ice,
provided he has enough credits to spend.
This strength increase lasts only
while the current piece of ice is being encountered,
unless otherwise noted by card abilities.
After an encounter with a piece of ice,
the icebreaker’s strength returns to the value shown on its card.
This applies to any other strength modifiers given
by icebreakers as well.
Phases of a Run
Runs typically transpire in three phases.
Not every run will include all of these phases.
Players are encouraged to use the following text in combination
with the “Timing Structure of a Run” diagram
in order to fully understand the intricacies of runs.
1. Initiation Phase
2. Confrontation Phase
3. Access Phase
* Bad Publicity
Some cards and events in Android: Netrunner give the Corporation bad publicity.
For each point of bad publicity the Corporation has,
the Runner gains 1at the beginning of each run.
The Runner may spend these credits
during his run as if they were in his credit pool,
but any unspent bad publicity credits return to the bank at the end of the run.
Bad publicity always generates revenue for the Runner
at the beginning of a run,
even when the Runner makes multiple runs in a single turn.
1. Initiation Phase
To initiate a run,
the Runner declares the server that he is attacking.
The Runner can only initiate a run
against a single server per run action.
After the Runner declares the server he is attacking,
he gains 1to spend during the run
for each point of bad publicity the Corporation has.
Then, both players check to see
if there is ice protecting the attacked server.
If there is ice protecting the server,
the run proceeds to the Confrontation phase.
If there is no ice protecting the server,
the run proceeds to the Access phase.
2. Confrontation Phase
The Confrontation phase consists of Approaching a piece of ice
and then potentially Encountering that ice.
A Runner approaches each piece of ice protecting the server one at a time,
starting with the outermost piece.
The Runner must Pass each piece of ice
in order to approach the next piece of ice protecting the server,
continuing until all pieces of ice have been passed or until the run ends.
If the Runner passes all pieces of ice protecting the attacked server,
the run proceeds to the Access phase.
* Approaching Ice
When the Runner approaches a piece of ice,
he must first decide whether he wishes to continue the run or jack out.
If he decides to jack out,
he ends his run and the run is considered unsuccessful.
The Runner cannot jack out
while approaching the first piece of ice during a run.
If the Runner decides to continue instead of jacking out,
the Corporation has the opportunity
to rez the approached piece of ice and any other non-ice cards.
Note: The Corporation can only rez ice when it is approached.
If the approached piece of ice is rezzed
after the Corporation has the opportunity to rez cards,
then the Runner encounters it.
If after rezzing cards the approached piece of ice is not rezzed,
then the Runner passes it.
He then continues the run
by either approaching the next piece of ice protecting the server
or proceeding to the Access phase
if there is no more ice to approach.
* Encountering Ice
When the Runner encounters a piece of ice,
he has the opportunity to break any subroutines on that piece of ice.
After the Runner finishes breaking any subroutines
that he wishes to break,
each unbroken subroutine on that ice triggers
in the order as listed on the card.
If a subroutine ends the run,
then the run ends immediately and no further subroutines on that piece of ice trigger.
Breaking Subroutines:
To break a subroutine,
the Runner uses abilities on his installed icebreakers.
The Runner can break the subroutines
on the encountered ice in any order he chooses.
There is no limit to the number of installed cards
a Runner can use to interact with the encountered ice,
but he generally only needs one icebreaker.
Remember that before an icebreaker can interact with a piece of ice,
the icebreaker’s strength must be equal to
or higher than the encountered ice’s strength.
Note: Breaking all subroutines on a piece of ice does not mean the ice is trashed.
A passed piece of ice remains installed and is approached
during every subsequent run against the server it protects.
After the Runner breaks all of the ice’s subroutines
and/or any effects from unbroken subroutines resolve
without ending the run,
he has passed that piece of ice.
He then continues the run
by either approaching the next piece of ice protecting the server
or proceeding to the Access phase
if there is no more ice to approach.
3. Access Phase
After the Runner has passed all of the ice protecting the attacked server,
he has one final opportunity to jack out.
If he chooses to continue,
the Corporation has one final opportunity to rez cards.
After rezzing cards,
the run is considered to be successful and the Runner accesses the Corporation’s cards
by looking at them.
The type of server attacked determines the degree and method of access,
and the Runner must access cards according to the following rules:
• R&D:
The Runner accesses the top card of R&D, and any upgrades in its root.
Unless the Runner scores, trashes, or is forced by a card’s text to reveal the card,
he does not show cards accessed from R&D to the Corporation.
• HQ:
The Runner accesses one random card from HQ and any upgrades in its root.
Any cards the Runner does not score or trash return to HQ.
• Archives:
The Runner accesses all cards in Archives and any upgrades in its root.
The Runner turns all cards faceup when accessing them,
and does not need to keep them in order.
The Runner steals all agendas in Archives and cannot trash cards
that are already in Archives.
After accessing Archives,
all cards in Archives return to Archives faceup.
• Remote Server:
The Runner accesses all cards in the server.
Note: Installed ice is not in a server and is never accessed.
* Stealing Agendas
If the Runner accesses an agenda,
he steals it and places it faceup in his score area,
resolving any conditional abilities on the agenda that use the language
“When you steal.”
While an agenda is in the Runner’s score area,
it adds its agenda points to his score.
The Runner cannot decline to steal agendas he accesses.
* Trashing Cards
If the Runner accesses a card with a trash cost,
he may pay credits equal to its trash cost
in order to trash it to Archives faceup.
* Accessing Multiple Cards
When accessing multiple cards,
the Runner accesses them one at a time in any order he likes.
For example, the Runner may access a card from HQ,
then an upgrade installed in the root of HQ,
and then another card from HQ,
if he has the ability to do so.
When accessing multiple cards from R&D,
the Runner must draw them in order from the top of the deck,
and must return any cards not scored or trashed in reverse order,
so as to preserve their positions in R&D.
The Runner must fully resolve his access to a card (steal it, pay to trash it, etc.)
before accessing the next card.
If the Runner scores an agenda that gives him seven or more points,
he immediately wins the game,
even if he would otherwise access more cards.
* Concluding the Run
After the Runner has accessed all required cards,
he returns any cards not stolen or trashed to their original play states.
For example, an unrezzed card in a remote server returns facedown to that server,
and a card accessed from HQ returns to HQ.
After a Runner finishes accessing cards, the run ends.
The Runner returns any unspent bad publicity credits to the token bank,
and the Runner resumes his Action phase.
Run Example
Spending his last click, Bob the Runner initiates a run against Olga’s remote server.
Bob has a Golden Blade, Crypis, Sacrificial Construct, and The Toolbox installed.
The remote server has two unrezzed cards in it and three pieces of ice protecting it,
one rezzed. One of the cards has an advancement counter on it.
Since the first piece of ice protecting the attacked server is rezzed,
Bob must encounter it.
The Gordian Blade is already at strength 2,
and Bob spends 1from The Toolbox to break Enigma’s second subroutine,
“End the run,” and declares he is finished breaking subroutines (1).
The first subroutine, “The Runner loses, if able” resolves,
but Bob has no clicks to lose.
Since the ice was passed,
Bob approaches the next piece of ice protecting the server
and can either continue the run or jack out.
He still has 5in his credit pool and 1on The Toolbox,
and decides to continue.
Olga has the opportunity to rez cards,
but declines to do so.
Bob then passes that piece of ice and
approaches the innermost piece of ice protecting the server.
Bob once again chooses to continue the run,
feeling confident with his credits and his programs in play.
Olga, with 7, again has the opportunity to rez cards.
She decides to rez the upgrade installed in the server by spending 1,
and flips over Akitaro Watanabe (2).
Her third piece of ice is a Wall of Thorns.
While normally this ice would be too expensive for her to rez,
Akitaro Watanabe lowers the rez cost of ice protecting that server by 2.
She rezzes the piece of ice by paying 6,
leaving her with no credits (3).
Bob encounters Wall of Thorns, spending 1from The Toolbox and 4
from his pool to boost the strength of Crypsis to 5 (4).
With only 1< left he cannot break both subroutines on the Wall of Thorns.
He breaks the “End the run” subroutine by spending 1(5),
and then must either remove 1 hosted virus counter from Crypsis or trash it.
Since there are no virus counters on Crypsis,
Bob decides to use his Sacrificial Construct and triggers its prevent effect,
trashing it instead of Crypsis (6).
The first subroutine on Wall of Thorns then triggers and resolves,
doing 2 net damage. Bob must trash two random cards from his grip.
He does so, leaving him with a single card.
Now that Bob has passed every piece of ice protecting the server,
he has one last opportunity to jack out.
He once again decides to continue the run.
Olga can now rez cards.
Since the unrezzed card in the server is an agenda, she declines.
The run is then considered to be successful and Bob gets to access cards.
The Runner chooses the order in which cards are accessed in,
and Bob chooses the unrezzed card first.
He flips over the agenda, steals it,
and adds it to his score area (7),
and then takes 1 net damage from Jinteki’s identity card ability.
This trashes the last card from his grip.
He then accesses the upgrade,
but since he cannot pay the trash cost,
Akitaro Watanabe remains installed.
The run then ends.
Traces and Tags
Though the Corporation spends much of the game
repelling the Runner’s intrusions,
traces and tags give the Corporation opportunities
to attack the Runner.
Traces
Some card abilities initiate a trace on the Runner.
Traces are marked by the language “TraceX” on a card,
with X equaling the base trace strength of the trace.
Traces pit the Corporation’s trace strength against the Runner’s link strength,
both of which are increased by spending credits.
The Corporation acts first during a trace,
openly spending any number of credits to increase his trace strength
by one point for each credit he spends.
There is no limit to the number of credits the Corporation can spend on the trace.
After the Corporation spends his credits,
the Runner has the opportunity to openly spend credits to increase his link strength.
The Runner’s base link strength is equal
to the number of links () he has in play.
The Runner increases his link strength by one point for each credit he spends.
There is no limit to the number of credits the Runner can spend on the trace.
After the Runner finishes increasing his link strength,
it is compared to the Corporation’s trace strength.
If the trace strength exceeds the link strength,
the trace is successful and any
“If successful” effects associated with the trace are resolved.
If the link strength is equal to or greater than the trace strength,
then the trace is unsuccessful,
and any “If unsuccessful” effects associated with the trace are resolved.
Trace Example
A Runner encounters Data Raven,
and is unable to break the trace subroutine.
The Runner’s identity card is Kate “Mac” McCaffrey (link of 1)
and he has one copy of Access to Globalsec (link of 1) in his rig,
for a base link strength of 2.
The Data Raven has a base trace strength of 3,
and the Corporation decides to spend 2,
increasing the Data Raven’s trace strength to 5.
This means that the Runner would need to spend 3
in order to make the trace unsuccessful.
The Runner has 7 in his pool and decides to spend 3,
matching the Corporation’s trace strength.
Because the trace was unsuccessful,
no power counter is placed on Data Raven.
Tags
Certain card effects result in a tag being placed on the Runner.
As long as the Runner has at least one tag, he is considered to be tagged.
While the
Runner is tagged,
the Corporation may, as an action,
spend [ and 2< to trash one of the Runner’s resources.
Certain card effects can also trigger off of the Runner being tagged,
and it is usually dangerous for the Runner to remain tagged for very long.
While tagged, the Runner may,
as an action,
returning it to the token bank.
The Runner can repeat this action as many times he likes,
provided he has the clicks and credits to pay its cost,
and as long as he has a tag to remove.
Damage
Many cards and ice subroutines inflict damage on the Runner.
The Runner can receive the following three types of damage:
• Meat damage:
The Runner randomly trashes one card
from his grip for each point of meat damage done to him.
• Net damage:
The Runner randomly trashes one card
from his grip for each point of net damage done to him.
• Brain damage:
The Runner randomly trashes one card
from his grip for each point of brain damage done to him,
and his maximum hand size is permanently reduced by one card.
The Runner takes a brain damage token to track this.
Note: The only differences between net and meat damage are the cards
that inflict and prevent them.
When the Runner trashes multiple cards for damage,
the cards are placed in his heap in the order they were randomly trashed.
If the Runner takes more damage than the number of cards in his grip,
or if he has a maximum hand size of less than zero
at the end of his turn,
then he is flatlined and the Corporation wins the game.
Winning the Game
If at any time a player has seven agenda points in his score area,
he immediately wins the game.
If R&D contains no cards and the Corporation attempts to draw a card,
the Runner immediately wins the game.
If the Runner is flatlined,
the Corporation wins the game.
Additional Rules
The following sections describe additional important rules and information
not addressed in the previous part.
Card Abilities
There are two different types of card abilities in Android: Netrunner:
constant abilities and triggered abilities.
The following information explains how these abilities function in the game.
* Constant Abilities
Constant abilities continually affect the game
as long as the card they appear on
is active and any other specified conditions are met.
They are not triggered and do not have costs associated with them.
An example of a constant ability is the card Experiential Data,
which reads, “All ice protecting this server has +1 strength.”
* Triggered Abilities
In order to use a triggered ability a prerequisite must be met.
This prerequisite is either a trigger cost that must be paid (paid ability)
or a trigger condition that must be met (conditional ability).
Once an ability is triggered,
its effect is resolved immediately and can only be stopped
by prevent or avoid effects.
Players must follow all restrictions on the cards
when triggering abilities.
Paid abilities- In order to trigger a paid ability,
a trigger cost must be paid.
The most common trigger costs are spending clicks, credits,
or hosted counters, and trashing cards.
A card’s trigger cost is always listed in its text box before the effect,
following the format “cost: effect.”
A paid ability can be triggered an unlimited number of times
as long as the cost is paid and any restrictions specified
by the effect are observed.
Paid abilities can be triggered at the beginning of each turn,
before and after each player action,
and at certain points during a run,
unless the ability requires a click,
in which case it must be triggered as an action.
An example of a paid ability is the card Magnum Opus,
which reads,
Conditional abilities:
In order for a conditional ability to trigger,
a trigger condition must be met.
A conditional ability can only be resolved once per trigger condition.
Trigger conditions commonly use the terms “When” or “Whenever”
in their card text.
An example of a conditional ability is the card PAD Campaign,
which reads, “Gain 1when your turn begins.”
If a conditional ability uses the word “may” in its description,
it is an optional conditional ability.
The decision to trigger the ability belongs to the player
who controls the card,
provided the ability’s trigger condition is met.
If a conditional ability does not use the word “may” in its description,
it is a required conditional ability.
It must be triggered when its trigger condition is met,
although the exact time of resolution may vary.
Note: Ice subroutines are required conditional abilities that can be broken,
in which case they do not resolve.
Other Terms and Concepts
There are several other terms and concepts that players should know
when resolving abilities.
* Timing Priority
Whenever there is an opportunity to trigger paid abilities,
rez cards and/or score agendas
(usually at the beginning of a turn and after each action),
the player who is currently taking his turn gets the first opportunity to act.
He can trigger as many abilities, rez as many cards,
and/or score as many agendas as he wishes in the order of his choosing.
When he is finished,
the other player gets the opportunity to act.
When that player is finished,
the first player gets the opportunity to act once again.
After both players have had at least one opportunity
to act and a player declines to act,
then the players cannot trigger more abilities, rez more cards,
or score more agendas until the next opportunity to do so.
For more information on the intricacies of
triggering card abilities, rezzing cards, and scoring agendas,
consult the timing diagrams.
* Prevent or Avoid
Some card abilities use the words “prevent” or “avoid.”
Prevent or avoid effects are the only effects
which can disrupt another effect.
A prevent or avoid effect states
what it is preventing or avoiding,
and an effect that is prevented or avoided is not resolved.
Prevent or avoid effects can be triggered
whenever the effect they are preventing or avoiding is resolving.
* Self-referential Language
Unless otherwise noted,
a card with text that refers to its own card title only refers to itself
and does not refer to other copies of cards with that title.
* Negative Effects
If an effect prohibits a player from doing something,
usually by using the word “cannot,”
it always takes precedence over other effects
unless another effect explicitly overrides it.
* Trashing
When trashing a card as part of a trigger cost for its own paid ability (),
the effect on that card will resolve even though the card is no longer active.
* Expose
Some effects expose one or more cards.
Generally, only unrezzed installed cards can be exposed,
unless an ability specifies otherwise.
An exposed card is revealed to all players,
and then returned to its previous state.
If multiple cards are exposed by one effect,
they are considered to be exposed simultaneously.
* Simultaneous Effects
When one or more abilities have the same timing trigger
or can be triggered at the same time,
each player chooses the order his own abilities trigger.
A player can trigger an optional conditional ability
before a required conditional ability
if they both have the same trigger condition.
Simultaneous Effect Example:
The Runner has Aesop’s Pawnshop and Wyldside installed and both
have the same trigger condition of “When your turn begins.”
The Runner begins his turn and can choose to trigger the optional conditional ability
on Aesop’s Pawnshop first,
gaining 3by trashing Wyldside.
This stops Wyldside’s required conditional ability
from triggering, keeping the Runner from losing.
If players ever want to perform simultaneous effects at the same time,
the player whose turn it is resolves all of his effects first.
* Hosting
Some cards can only be installed on other cards;
others allow cards to be installed on them.
A card that has other cards installed on it is called the “host card,”
while the card installed on it is called the “hosted card.”
Hosted cards can leave play without affecting their host.
Cards can also host counters and tokens.
Hosted counters or tokens can be spent,
or leave play,
without affecting their host.
If a trigger cost requires one or more hosted counters,
those counters must be spent (returned to the token bank)
from the card that the ability appears on.
If a host leaves play, then all cards and counters hosted also leave play.
This cannot be prevented.
* Forfeiting Agendas
Some card abilities require the Corporation or Runner to forfeit an agenda.
When a player forfeits an agenda,
he selects any agenda in his score area and permanently removes it
from the game (it does not go to Archives or the heap).
He no longer scores points for the forfeited agenda.
Symbols
: This symbol stands for credit. It always appears with a numeral,
which means “one credit,”
which means “three credits.”
: This symbol stands for a single click.
Multiple clicks are represented by multiple symbols,
which means “two clicks.”
: This symbol stands for recurring credit.
It always appears with a numeral,
which means “one recurring credit,”
which means “three recurring credits.”
Any recurring credits a player spends are replaced
on their host card at the beginning of that player’s turn.
A player can only spend these credits as instructed by their host card.
: This symbol stands for Link.
It is always used with a quantity,
such as +1~, which means “plus 1 link.”
: This symbol stands for memory unit.
It always appears with a quantity,
which means “plus 2 memory units.”
: This symbol stands for subroutine and only appears on
ice.
Each symbol marks a single subroutine on a piece of ice.
It is used as a selfreferential trigger cost in a card text,
which means “trash this card to draw 2 cards.”
Deckbuilding
In a Living Card Game, players can customize their decks
by adding and removing cards,
creating a unique play experience.
Why deckbuild?
Deckbuilding is a great way to experience the game in a completely new way.
Instead of adapting to the game,
you can force the game to adapt to you.
Deckbuilding opens up new strategies, new experiences,
and ultimately can lead to more exciting games where you feel more invested.
When you deckbuild, you do not just participate in the game;
you actively shape how the game is played.
When first building a deck, it is usually a good idea
to modify one of the starter decks
rather than start from scratch.
After playing Android: Netrunner a few times with different decks,
you should have a general idea of what the various cards do.
Pick your favorite faction, and then modify that faction’s starter deck
by switching out some cards for cards from other factions.
In most cases you will want to build a deck at the minimum deck size,
as it makes your deck more efficient.
Don’t worry about building the perfect deck–enjoy the process and try out cards
that are appealing to you and seem fun to play with.
When building a deck from scratch,
it is generally helpful to sort your cards by faction.
Once you have sorted the factions,
choose one and separate those cards by card type.
You will want to make sure you have a good mix of card types in your deck.
Adding cards from a second core set greatly increases
the number of options you will have.
One thing to consider when building a deck in Android: Netrunner
is how to spend your influence.
It is a good idea to use as much of it as possible,
since there are many powerful cards in other factions.
If you aren’t sure what to add,
look for broadly applicable cards like icebreakers or ice.
For the Corporation, a surprise rez of an out-of-faction ice
can be an important turning point in the game!
Another thing the Corporation should consider is how much ice you have in your deck.
You will want to make sure you put in enough to stop the Runner.
We recommend building about 17-20 pieces of ice into a 45-49 card deck.
Also make sure you have enough ways to generate credits quicker
than the regular “for 1” action.
Having a strong economy will give you plenty of credits to spend
and put a lot of pressure on your opponent.
Once you’ve built your deck, it is time to play some games!
This is where you will begin to understand whether or not your deck is working.
Do you have enough resources?
Is your ice too expensive?
Are you drawing your icebreakers fast enough?
Figure out what the weak points of your deck are,
and try switching out some cards.
Looking through your cards again,
you may even have another idea for a different deck!
Restrictions
When building a deck for organized play,
players must observe the following restrictions:
• A deck must be associated with a single identity card,
and cannot contain fewer cards
than the minimum deck size value listed on the chosen identity card.
There is no maximum deck size,
but the deck must be able to be sufficiently randomized
in a short period of time.
Identity cards, reference cards,
and click tracker cards are never counted as part of a deck
and do not count against the minimum deck size.
• A deck cannot have more than three copies of a single card (by title) in it.
• A deck associated with a Runner identity
can never contain Corporation cards, and vice versa.
• A deck cannot contain out-of-faction cards
with a total influence value that exceeds the influence limit listed
on the chosen identity card (see “Influence” below).
Cards that match the faction of the identity card
do not count against this limit.
• A Corporation deck must have a specific number of agenda points in it
based on the size of the deck, as follows:
- 40 to 44 cards requires 18 or 19 agenda points.
(Note: Identities in this set have a 45 card minimum)
- 45 to 49 cards requires 20 or 21 agenda points.
- 50 to 54 cards requires 22 or 23 agenda points.
For decks larger than this,
add 2 additional agenda points to the 54 card deck requirements
each time the number of cards in the deck reaches a multiple of 5 (55, 60, 65, etc.).
For example, a 66 card deck requires 6 additional agenda points
(2 at 55, 2 at 60, and 2 at 65 cards).
This gives a final requirement of either 28 or 29 agenda points.
Influence
A player may wish to include cards
in his deck that do not match the faction of his identity card.
He is restricted, however,
by the influence limit on his identity card.
The combined influence value of out-of-faction cards in his deck
cannot exceed this limit.
Each card’s influence value is represented
by small blue orbs near the bottom of the card.
Neutral cards are not part of any faction,
can be used in any deck of the side they are affiliated with,
and generally have an influence value of zero.
Note: Some cards do not have any influence value
(this is different than a card that has an influence value of zero).
These cards are identified by their lack of an influence box.
A card without an influence value cannot be used
with an identity card that has a different faction affiliation.
Social