The Netrunner Vanguard Project is here

Not a expansion set, but a complement for your game.

Silent Impact is here

Released for the first time ever, grab now the unreleased official expansion set.

Classic is here

Grab now, for the first time ever in pdf the last official expansion set.

Proteus is here

Grab now, for the first time ever in pdf the first official expansion set.

Base Set is here

Grab now, for the first time ever in pdf the official set that started it all.

Sunday, July 29, 2012

NROHub Update 2012.07.30

This week update does not bring us new card sets, but we focused on fixing some bugs on the blog layout and some misspelled text on the posts.

But fear nor Runner as next week we're gonna present 3 to 5 band new (or not) card sets for your download pleasure... So just wait one little week to experience a new Netrunner Extravaganza...

-- Ophidian Lord

Sunday, July 22, 2012

Featured Card - Hostile Takeover

Welcome to the fourth "Featured Card", today we will introduce you to the first Android: Netrunner card featured on NROHub.

And why? Cause we're less than one month to get our hands on Android: Netrunner, so yeah it's and even though this is not an hostile takeover, as we're still releasing new sets for Classic Netrunner (you might have noticed that today we released 4 new sets, so this isn't over.)
--Ophidian Lord

Classic Netrunner Fan sets extravaganza

Welcome to the biggest Classic Netrunner Fan set release to the date!!!

Today we will release 3 full expansion sets, plus a mini set called VIP , sort of previewing or anticipating the new Android: Netrunner Identification Cards, as this set was created more than 10 years ago.

And even thought their mechanisms are similar, when VIP was created we didn't dreamed that someday those ideas were gonna become alive on a new version of NR. But for now just take a look on this crazy set: (For this just scroll down and... enjoy it...)

As for the 3 new sets - CyberTech, Net Links and Hard Code, are now in the downloads section ready to be printed and played.

Hard Code

Is now available on the download section. To download it click here.

Net Links

Is now available on the download section. To download it click here.


Is now available on the download section. To download it click here.

Friday, July 20, 2012

Project Management

When You Need the Human Touch
    –Jinteki corporate slogan
In our first previews of Android: Netrunner, we shared why we’re thrilled to reimagine the classic Netrunner card game as an LCG and presented an interview with Richard Garfield that revealed his thoughts on the effort. Now, as we race toward the game’s release at Gen Con Indy 2012, we turn our attention toward the game itself, starting with an overview of the Corporation’s turn and interests.
Android: Netrunner is an asymmetrical, head-to-head Living Card Game that features radically different play and options for the Corporation player (Corp) and the Runner. We’ll take a look at the Runner’s turn in a later preview, as we explore how each faction prepares for tense and dynamic struggles in cyberspace. For now, we’ll look at the Corp’s victory conditions and the actions it can choose to take as it pursues them.
The Corporate Agenda
Corporations can win by either of two victory conditions:
  • Score seven points from their completed agendas (see more later).
  • Force the Runner to discard a card when he has zero cards in hand.
In Android: Netrunner, the second Corp victory condition represents the Runner’s demise. Of the two Corp victory conditions, it’s the more confrontational and visceral, but the first victory condition is far more common. The game’s megacorporations are vast financial empires built on credit, labor, ambition, and clever business schemes. And like all vast financial empires, these megacorps share a singular dedication to expanding their business further, cornering additional markets, and growing perpetually wealthier.
To get richer, Corporations devise any number of agendas, and these agendas are represented by a type of card that can be installed (played onto the table) facedown and advanced (read more about advancing cards below). The number at the top right corner of each agenda indicates how many times it must be advanced before it is completed. Once the Corporation advances an agenda to completion, that agenda is scored.
In most games, then, the Corporation wants to focus on advancing agendas. Everything else is secondary. Except, of course, that if it doesn’t pursue its other courses of action along the way, the Corporation will never score enough of its agendas to win.
Corporate Actions
Android: Netrunner stands apart from most other card games in the fact that there’s no standard turn “sequence.” Most card games force players to move through a series of phases, but in Android: Netrunner players are awarded tremendous freedom in their use of a limited number of clicks (the click, or , is a unit of time and work), which they can use to perform the actions available to them in any combination they wish.

Corporate click tracker (left) and actions card (right).
Where the Runner has four clicks to spend each turn, the Corporation must take its first action each turn to draw a card and then may spend only three clicks toward their other interests. You can see from the cards above that the Corp has more actions available to it each turn than it has clicks to spend on them, and to further complicate matters, the Corp may perform actions multiple times in a turn, so long as it has the clicks (and, if necessary, the credits: ) to spend.
: Draw 1 card from R&D
The Corporation draws one card from R&D at the beginning of each turn but may spend additional clicks to draw more cards, at a rate of one per .
: Gain 1 
The Corporation starts with five credits, but it must spend them to install, advance, and rez other cards (the Corp makes its installed non-agenda cards active by paying their costs to “rez” them and turn them faceup). While many cards may alter the Corporation’s income, this action defines a baseline expectation of at least one per one .
: Install an agenda, asset, upgrade or piece of ice.
The primary way for the Corporation player to bring a card into play is to “install” it, playing it facedown into one of the game’s “servers.” Thematically, it costs the Corporation time and work to move data from one location to another, and other than scored agendas, each Corp card always belongs to one server or another.
The game identifies three central servers:
  • HQ: The Corp’s hand. This is represented on the table by the Corp’s identity card.
  • R&D: The Corp’s draw deck.
  • Archives: The Corp’s discard pile.

An example of a highly developed Corporation, with ice installed on all its servers, including two remote servers.
Cards installed outside of these central servers are considered part of a remote server, and a Corp player may create any number of remote servers.

In this example, the Corporate player spends a  to install the ice, 
Chum, to protect a remote server.
: Play an operation.
Operations are cards like Archived Memories (Core Set, 58) that the Corporation can play for an instantaneous benefit. After it has resolved, an operation is trashed (moved to Archives).
, 1 : Advance a card.
Card advancement is one of the game’s most fundamental actions. As mentioned earlier, the Corporation needs to score seven agenda points to win and can only score those points by advancing an agenda to completion. At both one  and one , though, card advancement is an expensive action, and a successful Corporation will devote much of its resources toward accelerating its economy.

As an example of advancement, the Corporation begins its turn with the agenda, Hostile Takeover, installed facedown in a remote server. It draws one card, per the rules, then spends two  and two  to advance the agenda twice. Hostile Takeover only requires two advancement, so the Corporation scores the agenda, gains seven  and one bad publicity. The Corporation still has one  to spend. If the Corporation gets up to seven points by scoring Hostile Takeover, it wins the game. If not, play continues as normal.
: Purge virus counters.
Certain Runner cards give or accrue virus counters, and none of them are good for the Corporation. The Corporation can scan its systems for these viruses and purge them, but to do so takes a full turn’s worth of clicks.
, 2 : Trash 1 resource if the Runner is tagged.
This is the Corporation’s second situational action, and whereas the first (purging virus counters) is defensive, this one is pure offense. A number of Corp cards provide means of tagging the Runner. In the game, this means the Corporation places one tag token on the Runner’s identity card each time it successfully tags him. Thematically, it means the Corporation has managed to identify the Runner’s signal and may be able to track his IP address, or even his physical address. Accordingly, once the Corporation tags a Runner, it may take a host of actions otherwise unavailable to it. The tag itself has no immediate game impact but serves as a triggering condition for other cards.
Here’s an example of tagging a Runner and trashing a resource:

When the Corporation scores 
Breaking News, it gives two tags to the Runner, placing two tag tokens on the Runner’s identity card.

Now that the Runner is tagged, the Corporation aims to choke the Runner’s income by trashing one of its resources,
Aesop’s Pawnshop. The Corporation pays one  and two , and the Runner must trash its resource.
Steady Progress Toward World Dominance
In time, if it is left uncontested, or if it is able to protect itself from insidious raids on its servers, the Corporation will launch several agendas, advance them, score them, and win. But Android: Netrunner rarely affords the Corporation such a smooth and stable ride to the conquest of its global markets. Thus, in coming previews, we’ll take a look at the various actions available to the Runner, and we’ll explore runs in cyberspace from the points of view of both Corporation and Runner.

Friday, July 13, 2012

Tapping the Source Code

In our first preview, we looked at some of the reasons Fantasy Flight Games is excited by the upcoming release ofAndroid: Netrunner, the reimagining of Richard Garfield’s classic 1990s card game of megacorps, runners, and cybercrime. Today, we’re pleased to share Mr. Garfield’s thoughts on seeing his game reimagined, the introduction of identity cards for each of the game’s two sides, changes to mechanics like trace attempts, and more!
How do you feel about seeing Netrunner reimagined?
I am delighted to see the Netrunner design alive again. It has some mechanics in it I was very pleased with, and I was sad they didn't get broader exposure. The Fantasy Flight Games treatment has been respectful of the original and yet has layered on some design additions and modifications that could bring a lot to the table – something I have seen them do again and again.
With what part of the original game were you most pleased, and how do you feel that Android: Netrunner has handled that aspect?
I would say the best part of Netrunner was the space for head games that would take place between the players. Sometimes, in trading card games, it feels like the cards are playing you; the card you draw each turn defines the game. In Netrunner, you definitely play the cards, and you have enormous latitude in how you play them. One measure of this is the question, “How much would it affect things if I knew my opponents’ cards?” For a game like Magic: The Gathering™ (and even more so with many Euro-style games), for a lot of players and a lot of situations, the answer is, “Not much.” You have to be very good (or find yourself in an unusual situation) to bluff in Magic™. In Netrunner, even the most casual player will very quickly start bluffing and wishing they could see their opponent’s cards.
This part of the Android: Netrunner design seems completely intact; it is exciting to see!
Another part of the original I really liked was the sense of humor, something that is fun to see in the new version as well.
What were some of the challenges in designing the original Netrunner?
The biggest challenge for the Netrunner design was that the property really called for an asymmetrical design, or an indirectly interactive one. It was a given that players were going to be hackers. If players were going to play hackers, then they would be competing directly with the organizations they were hacking into. Those organizations could either be played by the game system (creating indirect interaction between players) or by another player (making the game very asymmetrical). I played around with several designs where all the players were competing to run missions against a world deck; this worked okay but lacked the bite that direct head-to-head competition gives.
I guess another challenge was simply the fact that when Netrunner was designed trading card games were very young, and what was possible, as well as their natural strengths and weaknesses, were not as apparent. These days, a trading card game has ample examples of successful designs and unsuccessful designs with brilliant components from which they can draw inspiration and view as cautionary tales. We were still flying in heavy fog back then.
What do you think about the game’s new identity cards for the corporations and runners?
These are fun. They give a starting point for strategy and deck-building, and they are flavorful.
How do you feel about the changes to some of the mechanics, like trace attempts?
Almost all are reasonable simplifications or elaborations on the original mechanics. Some changes seem clearly good – like broadening the runner's ability to participate in trace attempts, while others are judgment calls. I am confident that care was taken not to change for the sake of change.
Android: Netrunner limits decks to three copies of a given card. What kind of impact do you think this will have on the game?
It will have little effect. The game was either released with or quickly moved to a limit of four copies of a card. My standard in those days was to attempt to design to allow unlimited numbers of cards, but later to limit the players in post-publish metagame rules. Going from four to three is not a big deal, and if anything, it will increase the variety of possible designs.
Many players suppose naively that more choices is more variety, but if you are forced to play with fewer of your favorite cards, you have to add more of your second-tier cards, and variation is introduced with this choice.
Is there any card or specific mechanic from the original game that you’re excited to see get new life in Android: Netrunner?
I like how the Corp has three inherently vulnerable points that can be attacked by the Runner: the hand, the deck, and the discard pile. It feels “hackery” to allow my opponent to rummage through these three collections of cards unless I defend them, along with the more traditionally vulnerable spots – the various assets put into play during the course of the game.
Thank you, Mr. Garfield!
As fans of the original Netrunner, we’re excited to reimagine its classic struggles between vast megacorps and subversive runners, and we’re glad that Android: Netrunner has earned the blessings of the game’s original designer.
We're confident that you, too, will enjoy the exciting challenges of cybercrime and futuristic enterprise in Android: Netrunner. It won’t be long before you have the chance to begin you runs; Android: Netrunner is coming to Gen Con Indy 2012!

Wednesday, July 11, 2012

Reimagining a Classic

Fantasy Flight Games recently announced the upcoming release of Android: Netrunner, an asymmetrical Living Card Game™ (LCG) for two players that has its foundations in the high-stakes cyberstruggles of Richard Garfield’s classic card game, Netrunner. In the 1990s, Netrunner’s dynamic, asymmetrical game play earned it a unique position among the early wave of customizable card games. Even so, despite the game’s strengths, it didn’t survive the turbulent environment of the late 1990s and went out of print after just two expansions.
Why, then, did Fantasy Flight Games recently announce its plans to remake this classic, giving it new life as Android: Netrunner? There are three main reasons:
  • We are excited by its compelling theme and mechanics, and while we’re mindful of its design challenges, we look forward to the creative opportunities presented. That’s why it’s important to clarify that Android: Netrunner is not a reprint of the classic game, but a reimagining.
  • The original iteration of Netrunner, along with our decade of experience publishing card games such as A Game of Thrones: The Card Game, has provided us with valuable lessons that we are able to apply to Android: Netrunner.
  • Finally, we believe the LCG model offers more promise for the future of Netrunner than the collectible model did. For more on that point, read on.
The Living Card Game™ Model
Redesigning Netrunner in the LCG format does more for it than simply remove the blind buy purchases and rare chasing that burn out some players and turn others away even before they start. The LCG model opens new design concepts.
When you remove the concept of card rarity, you aren’t compelled to design rarer copies of other, more common cards that do effectively the same thing. You can remove the clutter of multiple cards all fulfilling roughly the same goal. The focus can shift, instead, toward the variety of cards available, making sure players will have plenty of options to explore for deck design. Throughout the years, we’ve seen again and again that “constraint breeds creativity.” With that in mind, we’ve introduced distinct factions to the game, each with unique strengths and weaknesses; this will bolster the meta and benefit the game’s long-term viability. We’ve also created some deck-building limitations (such as a maximum of three copies of any one card per deck) that leave the heart of the game intact but promote creative exploration and deck diversity.
The LCG model also presents other design advantages. A designer can more clearly design toward the overall gaming experience, including how cards lend themselves to different styles of play or an average game duration. He can redirect some of the energy from a focus on the variable power levels of a player’s cards toward the unique feel they bring to the table as they enter play. Is each distinct? Is each worth playing?
Notes from the Developer
Lead developer Lukas Litzsinger shares some insights into the work he did in remaking Android: Netrunner as an LCG:
When I first found out I would be working on the reimagining of Netrunner, I was ecstatic. Not only was it designed by Richard Garfield himself, but it was wrapped up in cyberpunk. Put simply, it was one of the holy grails of collectible gaming.
There is always a danger when approaching a project of this sort. You can change nothing, and find that what worked fifteen years ago might not work for new players. Conversely, you can change too much, and find that at a certain point along the way the game has lost its special spark. We wanted to make sure that Android: Netrunner would respect the core of the old game while giving it a strong LCG identity.
The first thing that players of the old game will notice about the updates inAndroid: Netrunner is that the distinction between Corp and Runner has gotten a little more colorful. To provide the game a more sustainable system for expansion, we made the choice to add identities. Beginning with the Core Set, players can choose between four well-defined corporations and three different types of runners. While the introduction of identities impacted many of our decisions on a card-by-card basis, we worked carefully to make certain they wouldn’t obscure the brilliant gameplay that lies at the heart of Android: Netrunner. Once you are playing the game, the identities add flavor and not complication.
When it comes down to it, Android: Netrunner is a game built on risk-taking and bluffing. The heart of both the original game and Android: Netrunner is the idea of the “run.” We wanted to make sure that when updating the game we always kept the focus on the run. Everything else is secondary.
Thanks, Lukas!
Check back later this week, when we’ll post an interview with Richard Garfield himself in which he shares his insights into the development of Android: Netrunner. Then, visit often for in-depth previews of the game’s mechanics. The runs begin at Gen Con Indy 2012!