When
You Need the Human Touch
–Jinteki corporate slogan
–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
- 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.
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