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:

Haas-Bioroid




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:



Anarch


Criminal




Shaper




 * 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.




 Reference Cards (2)

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

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.




Five-Credit Token (8) 

This token represents five credits.  





Brain Damage Token (6) 




This token represents one brain damage. 

The Runner can get brain damage through various card effects.




             Bad publicity

 Tag

Bad Publicity // Tag Token (12) 

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. 






Generic Tokens (23) 

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



This symbol identifies cards included in the core set. 

Every card in the core set has this symbol next to its card number.



These boxes represent the quantity of a card 

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: 

The Corporation has

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.” 

: Draw one card from R&D. 

: Gain 1(one credit). 

: Install an agenda, asset, upgrade, or piece of ice. 

: Play an operation. 

, 1: Advance a card. 

, 2: Trash a resource in the Runner’s rig if the Runner is tagged. 

: Purge virus counters. 

• 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.


Installed Asset (rezzed)


Installed Ice (unrezzed)



* 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 

For, the Corporation installs 

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. 


Upgrades:

 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


This remote server has a rezzed asset installed in it, 

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 

For

the Corporation removes all virus counters hosted on cards, 

returning them to the token bank. 


TriggeringAbilities 

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: 

The Runner has

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. 

: Gain 1

: Install a program, resource, or piece of hardware. 

: Play an event. 

, 2: Remove one tag. 

: Make a run. 

• 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. 


* Making a Run For

the Runner initiates a run against the Corporation

 in order to steal the Corporation’s agendas and trash his cards. 


* TriggeringAbilities 

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.

He has 5

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. 

Olivia has 7


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). 

This leaves her with only 6

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, 

spendand 2to remove the tag, 

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, 

: Gain 2.” 


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, 

such as 1

which means “one credit,” 

or 3

which means “three credits.” 


: This symbol stands for a single click. 

Multiple clicks are represented by multiple symbols, 

such as

which means “two clicks.” 


: This symbol stands for recurring credit. 

It always appears with a numeral, 

such as 1

which means “one recurring credit,” 

or 3

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, 

such as +

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. 


: This symbol stands for trash. 

It is used as a selfreferential trigger cost in a card text, 

such as “: Draw 2 cards,” 

 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.