[Previous
Section]
COMBINED RULES
Here is an
operating manual for Corporation players (addressing the Corporation as "we"),
in standard type, heavily hacked by a runner (addressing the Runner as "you"),
whose notes are in a green terminal font.
Because of the interdependence of the roles of Runner and Corporation, you will
need to read the entire document to effectively play either side.
"After the ice has hit your cortex, you
lose the tread on those lobes and they no longer corner like they used
to."--Anonymous
Liberated Guide with Annos
Compliments of
Filched Radar Rig,
a Runner Consortium
Corporation Protocol:
Anti-intrusion Systems
Playing the Cards
INSTALLING CORPORATION CARDS: To install an agenda
card, a node
card, an ice
card, or an upgrade card, we take an action to place the card face down on the
playing area. Our face-down cards are inactive until they are rezzed
(see Rezzing
Corporation Cards).
Our cards are installed inside or on data
forts, the netspace locations where all the processes of our Corporation
take place. Each data
fort belongs to one of two categories: central
data forts and subsidiary
data forts. R&D,
HQ,
and Archives
(forts containing our deck, hand, and discard piles, respectively) are our central
data forts; they all exist at the outset of the game--even the Archives,
though it will be empty until a card is actually discarded or trashed. The central
data forts are where planning and administration occur. Uninstalled cards in
a central
data fort--that is, cards in our hand in HQ, cards in our deck in R&D,
and cards in the discard piles of our Archives--are said to be stored in their
data forts. Subsidiary
data forts are data
forts we establish to contain agendas
and nodes.
To protect our data
forts, we install ice
on them. We install
ice
horizontally in front of the data
fort we want protected, although we are allowed to install
ice
on empty data
forts. Ice
cards that are protecting HQ
are placed in front of our bit
pool. Each piece of ice
is placed farther from the data
fort than the previous piece of ice
on that data
fort. The farthest ice
from the fort
is the outermost piece of ice;
the closest to the fort
is the innermost piece of ice.
To install a piece of ice,
we must pay
for each piece of ice
already on that data
fort; if we want to reduce the cost, we may first trash
existing ice
without taking any actions.
While there is always minimal security in netspace,
that doesn't cause any problems for top-notch runners like you. It's only after
the Corp installs
some ice
on a data
fort that you'll have any problem getting inside it during a run.
We install agendas,
nodes,
and upgrades
inside data
forts. These cards are installed
vertically. Agenda
cards and node
cards can only be installed
in subsidiary
data forts. To create a subsidiary
data fort, we install an agenda,
node,
upgrade,
or ice
card independent of existing data
forts. There can be only one agenda
card or one node
card in each data
fort at a time, though we can overwrite an existing agenda
or node
card by taking an action to install a new agenda
or node
in its place, which trashes the existing one. If an agenda
or node
card is trashed,
scored,
or stolen by the Runner, we can later install
an agendaor
node
card inside the now-empty data
fort as an action.
We can install
upgrades
inside any data
fort, even data
forts that already have an agenda,
node,
or upgrade
inside them. Data
forts can contain multiple upgrades.
Because all Corp cards are installed
face down, you can't tell what the card will do immediately. In fact, at first
you can only tell whether the card is ice
or not. If the Corp installs
a card inside a data
fort, you won't know immediately whether it is an agenda,
node,
or upgrade,
which is quite a disadvantage, since some nodes
and all upgrades
will either make the data
fort harder to penetrate or do nasty things to you when you access
them.
REZZING CORPORATION CARDS:
With the exception of agendas,
our installed
cards must be rezzed,
or made active, before they can be used. When we rez
a card, we turn the card face up. We can only rez
ice
cards when they are approached
by the Runner during a run
(see Runs and
Countermeasures). We can only rez
other cards at the following times:
We rez
a card by paying enough bits
from our bit
pool to the bit
bank to satisfy the rez
cost, which is in the upper right corner of the card. (Some cards have a rez
cost of
.) We never partially rez
a card: at any given time, we either pay the entire rez
cost and rez
the card, or we do not rez
the card. Once rezzed,
a card is turned face up and stays active until it leaves play. Note that rezzing
a card does not require an action.
Finding out what a card does by watching the
Corp rez
it usually amounts to finding out the hard way, but fortunately that's not the
only way to discover what the Corp has in store for you. Some cards will expose the Corp's face-down cards. If a face-down card is
exposed, turn it face up, but mark it somehow, to show that
it has not yet been rezzed.
If the Corp later rezzes
the card, remove the marker. Rezzed
cards that are derezzed
remain face up, but you mark them in the same way.
INSTALLING RUNNER CARDS: To get a program,
resource,
or hardware
card into play, you install
it. To do so, you put down the card face up and immediately pay its installation
cost, which is in the upper right corner of the card; the card is then
available for use. (Note that some cards have an installation
cost of
.)
The combined MU
cost of your installed programs
cannot exceed your total MU,
which starts the game at 4. If you install
a program
that causes you to exceed your total MU,
you have to trash
enough installed programs
to make room. Generally, you should install
cards as follows: program
cards in a first row, followed by a row of hardware
cards and then a row of resource
cards.
OPERATION CARDS: In addition to cards that we install,
we have operation
cards, which have some immediate effect when we play them. We play an operation
card by taking an action,
and the operation
card is then trashed.
PREP CARDS: You have cards similar to operation
cards, called prep
cards. You play them by taking an action,
they have some immediate effect, and they are then trashed.
The following links will take you to examples of how the
table might look in the middle of a game of Netrunner. We have created two
subsidiary data forts, and the Runner has installed two programs, one hardware,
and three resources.
[Corporation
Example]
[Runner
Example]
[Next
Section]