- ACCESS: When the Runner makes a successful run
on one of our data
forts, he or she accesses its contents. The way the cards are accessed and
the number of cards accessed depend on the type of fort successfully run.
- ACTION: The basic unit of a turn. An action can be taken in a
number of ways. We have three actions on our turn after our mandatory draw.
The Runner has four actions and no mandatory draw.
- ADVANCE: To score an agenda,
or to improve the functioning of certain nodes,
we can advance them. To advance an appropriate card, we take an action and pay
1 to put an advancement counter on the card advanced.
- AGENDA: The data associated with a highly sensitive Corporate
project. Netrunner is a contest between us and the Runner to score
agendas.
- APPROACH ICE: The Runner is said to be approaching a piece of
unrezzed ice
just before we decide to rez
it, or approaching rezzed ice
just before he or she is about to deal with its subroutines.
- ARCHIVES: The central
data fort that protects and includes our discard area, which contains a
face-up pile and a face-down pile.
- BASE LINK: Your link
value is composed of two parts: your base link and any modifications to your
link, which you add to your base link. Your base link starts off at 0 for each
trace
attempt. You can set your base link by using a base-link card. Only one
base-link card can be used per trace attempt.
- BIT: A counter representing a unit of wealth. Bits are spent to pay
for cards and card effects. Of course, our bits represent more wealth than the
Runner's.
- BIT BANK: The supply of bits
not in use.
- BIT POOL: The bits
we have available to spend. The Runner also has a bit pool.
- BREAK: To stop a subroutine
from taking effect.
- CENTRAL DATA FORT: R&D,
HQ,
or our Archives.
- CODE GATE: See ICE.
- CORPORATION: Your opponent.
- DAMAGE, BRAIN: Damage to the Runner's brain. For each point of
brain damage, the Runner loses one card at random from his or her hand, and
his or her maximum hand size is permanently reduced by 1.
- DAMAGE, MEAT: General trauma to the Runner's body. The Runner loses
a card at random for each point of meat damage.
- DAMAGE, NET: Sensory overload induced in the Runner through the
Net. The Runner loses a card at random for each point of Net damage.
- DATA FORT: Discrete locations on our side that the Runner can
attempt to gain access to. We have two types of data forts: central
data forts, which we always have; and subsidiary
data forts, which we build during the course of play. Any card we install
is part of a data fort.
- DEREZ: A card that is derezzed is marked to indicate that it hasn't
been paid for. It is left exposed.
Derezzing an unrezzed card has no effect.
- DIE: A six-sided die (or a randomizer subroutine with a range of
the integers one through six applied with equal weight) is used with cards
that call for a die roll.
- ENCOUNTER ICE: To meet and have to join
battle with one of the cybernetic wards, traps, or demonic slaves of the
diabolical Corp.
- END THE RUN: To force the Runner out of netspace.
If an ice
subroutine
ends the run,
any following subroutines do not take effect.
- EXPOSE: Certain cards can expose one or
more cards the Corp has installed. If an unrezzed
card is exposed, it is turned face up so that you can see it, but is marked to
indicate that it has not been rezzed yet. Exposing a rezzed card has no
effect.
- FLATLINE: When the Runner ceases to be a threat.
- GAIN BITS: Take bits from the bank.
- HARDWARE: A deck or other piece of gear you
can install to give you that extra edge.
- HQ: Short for "headquarters." The central
data fort that includes and protects our hand.
- ICE: A program that protects our data
forts from intrusion. An acronym for "intrusion countermeasures
electronics." (An acronym for "insidious cortical
electrocution.")
- ICEBREAKER: A program
that neutralizes ice
in some way and permits its user to gain illicit entrance to data
forts. A basic tool of the trade for hardworking
proponents of information freedom.
- IN PLAY: Only installed
cards are considered to be in play.
- INSTALL: To put a card into play. Nodes,
agendas,
upgrades,
and ice
are installed face down. Ice is installed on a data
fort. Nodes, agendas, and upgrades are installed inside a data fort.
- INSTALLATION COST: Normally our cards have no installation cost,
but each piece of ice
on a fort
after the first has an installation cost in bits
equal to the number of pieces of ice already on that fort. All your cards other than prep
cards have an installation cost stated on them.
- JACK IN: To enter the virtual reality of netspace.
A neural interface connects your brain with your cyberdeck, typically via
wires plugged directly into your gray matter. Your deck then connects to the
Net, and your deck translates the signals it receives into direct sensory
input. Jacking in is assumed to precede each run.
- JACK OUT: To exit netspace.
If the neural link to your deck is broken for any reason, your deck cuts its
connection to the Net, dumping you back into the meat world. You will also be
jacked out if you are flatlined,
or if the power to your deck is cut. To jack out voluntarily, you typically
send a thought-command, instead of punching a button on your deck.
- KEYWORDS: Bold-face words in the first line of a card's text box,
and sometimes referenced within a card's rules text. Keywords identify the
categories to which a card belongs. If a card references a keyword, the
keyword will appear in bold text.
- LINK: Connection points along the Runner's telecommunication trail
(a Runner with a lot of links has a maze-like trail that's hard to follow).
The sum of your base
link and any modifications to your link is your link value.
- MU: Short for "Memory Units." You are
limited as to the number of programs
you can install
by your current MU.
- NETSPACE: The practically infinite virtual reality environment of
the Net.
- NODE: Data associated with one of our projects that would be of
little interest to competitors. Nodes are stored in forts
like agenda
and in lieu of agenda.
- OPERATION: One of our cards that is played as an action and then trashed.
Operations are simple, one-time actions that are not part of our regular
procedure.
- OVERWRITE: To replace installed
data with other data. Data may not merely be thrown away; it must be
overwritten. If we wish to replace an installed agenda
or node
with a new one, we can trash
the existing agenda or node and take an action to install an agenda or node
from HQ.
You may overwrite programs
when installing new ones. This option can become desirable if you have no more
MU
left for installing additional programs.
- PREP: One of your cards that is played as
an action and then trashed.
Preps are one-time special options you can exercise to make the job of
netrunning easier.
- PROGRAM: One of the main categories of
cards available to you, which includes icebreakers,
among other tools. You are limited in the number of programs you have in play
by the number of MU
you have.
- R&D: Short for "research and development." The central
data fort that protects and includes our draw pile.
- RESOURCE: Any of a number of different
tools or connections in or outside netspace
that you can work to your advantage. If the Corp tags
you, it can trash
your resources.
- REVEAL: A card turned face up, but not rezzed.
Exposed
cards and cards that have been derezzed but not trashed
are considered revealed.
- REZ: When we make an installed
card active, we rez it by paying its rez cost. If it was face down, we now
reveal it.
- REZ COST: The cost we pay in bits
to rez
an installed
card. This is a one-time cost.
- RUN: An attempt to gain access to a data
fort.
- RUNNER: Our opponent.
- SCORE AGENDA: After we have placed a number of advancement
counters on an agenda
equal to or greater than its difficulty rating, we may choose to score that
agenda. We may only score agendas during our turn. You
score agendas by accessing them during a run.
- SENTRY: See ICE.
- STACK: Your draw pile.
- STORE: Uninstalled cards in central
data forts are considered "stored" in those data forts.
- STRENGTH: Our ice
cards are rated at a certain strength: the higher the strength a card has, the
harder it is for programs
to sabotage it. Your icebreakers
come rated at a certain strength, which can be temporarily boosted in many
cases. The icebreaker must have strength that equals or exceeds the strength
of a piece of ice for it to affect that ice.
- SUBROUTINES: The functions of ice,
marked by ·. Each subroutine on an ice card corresponds to an anti-intrusion
effect. icebreakers
also have subroutines, marked by their separate costs to use; generally, these
routines either break the routines of ice cards or boost the icebreaker's
strength.
- SUBSIDIARY DATA FORT: A data
fort other than R&D,
HQ,
or our Archives.
Can contain an agenda
or a node,
and any number of upgrades.
- TAG: Information about the Runner. When tagged, a Runner is
vulnerable to many card effects, and we can trash
one of the tagged Runner's resource
cards by taking an action to pay 2. You can get rid of
a tag by taking an action to pay 2.
- TRACE: An attempt to figure out where the Runner is physically
located.
- TRACE LIMIT: The maximum number of bits
we can spend to perform a trace
on the Runner. The number n in "tracen."
- TRASH: To send a card to a discard pile, that is, our Corporate Archives
or the Runner's "trash." When one of our cards is trashed, it goes to our
Archives; when a Runner card is trashed, it goes to his or her trash.
"The trash" is the name for your discard pile; cards
go face up to the trash.
- UPGRADE: An improvement to a data
fort.
- VIRUS: A special class of programs
the Runner may have access to and for which we provide a perennial debit
allowance in our annual operating plan. A special
class of programs that you may have access to and that cause the Corporation
misery.
- WALL: See ICE.