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PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Welcome to Android:NetRunner!

What is A:NR?
Android:NetRunner is a two player Living Card Game(LCG) from FFG based on the original NetRunner card game created by Richard Garfield. After Garfield made Magic:The Gathering he felt like the game was too focused in deckbuilding and attempted to make a game that offered more choices specific to each game based on board state, bluffing, intuition, etc. NetRunner was the cult success that came out of that. Although the original died, FFG acquired the rights and here we are with a remake.

Netrunner is an asymmetrical card game. That means both players have access to different cards in their decks, and have different static options and turn sequences. One player plays the Corporation. The goal of the Corporation is to advance agendas, or "flatline" the runner by causing damage. The Runner is attempting to "run" the servers of the Corporation to steal Agendas. Agenda cards are worth points and the first player to 7 points is the winner.

If that sounds interesting WATCH THIS AWESOME VIDEO FROM FFG!

What is an LCG, is that like a CCG?

No. The LCG model is closer to the model used by Mage Wars, Summoner Wars, Pathfinder Adventure Card Game, and other board games. Roughly every month there is a new "Data Pack". A Data Pack contains a playset(x3) of each card and has 20 new cards. The data packs are priced around $10-15USD and you don't need more than one unless you're a crazy person like me that hates to print proxy cards and likes having at least 2 decks at all times. There is also currently one Deluxe Expansion called 'Creation and Control' this contains more cards but focuses on only two factions HB/Shaper, also has a playset of each card in it, and runs about $20-25USD. The Datapacks are divided into Cycles of 6 each. The first one was the Genesis Cycle, the current one is called the Spin Cycle.



The Core Set is another story. The price of the Core Set is around $25-30USD but in order to provide a taste of what all 7 factions are like: the Core Set contains only x1 of some of the cards in it. This means that in order to get x3 of those cards you'll need to buy 2 more core sets. HOWEVER, this is only necessary if you are really super competitive. Most people will pick up a second after they get into the game and only the hardcore competitors will need that third set.

Currently, as of February 2014 there are 10 Datapacks and 1 Deluxe Expansion available. Obviously that's a pretty big investment. It is recommended that you get a Core Set, then go from there.

So tell me more about these different factions.

There are four different Corporations, each multiple IDs. IDs modify deck construction and usually provide some in game benefits as well. These allow you to build different types of decks within the same Corporation.

Weyland


Weyland is the prototypical greedy Corp that wants to kick people out of their homes so they can build a new skyscraper with a big shiny W at the top. They are the richest Corp having a lot of money from transactions and their IDs. Their playstyle is having all about getting lot of money and using that money to make life miserable for the runner. They also like blowing up runners. When people talk about the "Tag and Bag" deck archetype, they're almost definitely talking about Weyland.


Haas Bioroid


HB is the Corp that's built on combining brain with machine. Their Bioroid ICE is unique in that it allows Runners to spend a click to break subroutines(usually). HB is the most well rounded of the Corps. They have good economy, both from Assets and Operations, cheap to expensive ICE that can be a real pain to break, and also have the ability to Fast Advance using Biotic Labor.

NBN


A Global News Network, NBN is focused around tags and traces. They have arguably the best agenda in the game Astroscript Pilot Program which is fast advance without any other cards, but also have the great upgrade SanSan City Grid which threatens Fast Advance if left on the board. Their ICE is very leaky but usually has some non-life threatening effect that NBN uses to gain more information about their opponents board state. NBN is probably the most "control" based of all the Corps, but currently their best asset is still APP.

Jinteki


Jinteki is a Corp that's into human experimentation and cloning. If you're looking for the faction that has all sorts of nifty bluffs and mindgames, this is the one for you. However currently all those mindgames are coming at a steep price. Their ICE is usually the most leaky of all the Corps and setting up that perfect "death trap server" is useless because the Runner can probably just break everything you put in front of them. Still whenever Jinteki plays a card into a remote server there is a threat that it will probably hurt you to go run it. By far the most difficult to play, and the most painful to play against.


There are also 3 Runner factions.

Criminal


Criminals are extremely powerful Runners that specialize in powerful event cards. Unlike the other Runners who require a setup and a couple programs in order to be threatening early; Criminals have that under control with numerous event cards that disrupt the Corp's gameplan. Inside Job, Forged Activation Orders, Emergency Shutdown and best WORST of all Account Siphon; are all event cards that a Corp player will need to be ready for when they face a Criminal.

Shaper


Shaper are the well rounded, traditional Runner faction. They focus on building interesting "rigs", or a collection of programs/hardware/resources, that allow them access to wherever they want to go. While generally their cards are not attempting to control the Corp's actions, their programs and event are incredibly economical and versatile in dealing with various threats that the Corp may present to them.


Anarch


Anarchs are the hardest Runner deck to play. All three of their IDs are really different and use an almost completely unique set of programs than the other. In all cases their focus is on making use of a program suite; be that static strength breakers, virus programs, or the more recent Caissa programs. Anarchs are very difficult to play as their game largely is impacted by the options the Corp has at their disposal and the tricks that the Anarch player is choosing to use. Anarchs suffer from having a limited economy in their decks and have little to no card search in faction, however a good Anarch player will make life hell for the Corp moreso than any other faction.

Sounds cool. You mentioned competitive play?

Yes, depending on your scene there many be a tournament weekly or at least monthly. There are also major tournaments held around the year, most recently we had the World Championships in November that were won by fellow goon Slio. Coming up this year we have the Chronos Protcol International Tour, followed by Regionals held all over the world and then Nationals. There are also event kits that feature Alternate Art promos and playmats for their participants, check out these cool promos:



FAQ:

Where the goons at?
Here is the OCTGN Goon list which will also tell you who is located where.

Any online deck builders?
Quite a few the most popular being:

CardgameDB owned by FFG.
but some people prefer

Netrunner Meteor because it's less flashy and quite a bit quicker.

For your Android device you can use CyberDeck

Any other websites I should know?

Sneakdoor Zeta is an absolute must for new players. It tells you the average cost to break of many pieces of ICE and allows you to compare breakers and ICE. This is essential reading for to know what the threatening pieces of ICE like Archer and Grim are going to cost you to break so you don't get completely destroyed when you run into them.

I suppose you could also go read BoardGameGeek. There's a lot of information to get from there, but just don't expect an intelligent discussion. Same probably goes for Reddit.

Also Team Covenant post a lot of cool videos such as the major championships.

What's the deal with Drafting, I heard that's a thing now?
The Starter and Draft packs will soon be available for wide release. They are designed to be done in a 4 or 8 person draft and currently only contain cards from the Genesis Cycle and the Core set. The price on them is not cheap and it's not going to be a stand in for Friday Night Magic but it should offer an interesting way to spice up the game for those that like the prospect of having almost no idea what cards your opponent could have in their deck. Still a bit cheaper from what we've heard so far to just buy that second and third core set to get a play set of everything than try to pull them from the packs.

Got the Core set and love it! Now which Datapacks should I buy first?"
You can use hoobajoo's awesome guide on BGG to help you make your decision about what to pick up after the core set.


PaybackJack fucked around with this message at 08:05 on Feb 16, 2014

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PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
Common Terminology

Rig: A rig refers to the programs and hardware used by the Runner it can be used to mean that a Runner has all their breakers out or that a Runner has a combination of cards that the deck uses often.

Rez/DeRez: The in game state of a Corp's card being face up or face down. Cards that are facedown must be DeRez'ed and turned face up in order to function unless otherwise noted(Snare!).

Trap: A card that hurts the Runner on access. If the trap is a piece of ICE it can only be broken by an AI breaker(currently).

Bluff: Placing a facedown card and treating the card as if it was something else. Most commonly means to play a facedown card behind a wall of rezzed ICE(or no ICE) when it is known that the Runner can easily access it. If the Runner runs the card they spend credits to get into the server and access, if not then the Corp could score it. Most non-Agenda cards that can be advanced can be used as Bluffs as they can threaten that the Corp is going to score a large point Agenda.

Jinteki Mind Games: This refers to the all those neat Jinteki cards that look like they could do something really fun but don't Snowflake is perhaps the best example of this. While a seemingly interesting card, the reality is that it's always better to run Wall of Static for two more credits that doesn't require you to spend more to keep the Runner out in the early game. Whether you're trying to build that perfect death trap server, or trying to get them to run into your Junebug; it's futile in the face of a good player with a rig up(but it is a hell of a lot of fun to try).

Gear Check: The act of using cheap ICE in your deck that only serves as an early game ETR until a break is available. Paper Wall is the best example of this as it costs nothing to rez, and will keep the Runner out of the Server until they can break the ICE. Wall of Static, Enigma, Ice Wall, are other examples.

Tax: Getting the Runner to spend credits, usually with a piece of ICE that has a good ratio of "Cost to Rez" versus "Cost to Break". Pop-up Window is a good example as it will cost the Corp nothing to Rez but will gain them $1 every time the Runner runs the server and forces the Runner to spend $1. Ichi 1.0 is another good piece of ICE as it costs 5 to Rez, but will always cost the Runner at least $3 or some clicks due to the Subroutines(Or two and a Faerie). Perhaps the best "Tax" ICE is Chum $1 from the Corp will require the Runner to spend an average $2 to break, is effective against Yog.0 and can lead to situations where the Runner gets themselves into trouble by letting Chum fire thinking they can afford to break the next piece at +2 Strength.

Meta: The Metagame. Not all locations play Netrunner the same way. Different scenes all around the world have people playing different types of decks. What's popular in your area, what's your oppoenents are playing will force you to build and play differently than other players in the thread. If someone is not using Plascrete Carapace then it's probably because nobody is playing Tag & Bag in their area. Also commonly used to describe a situation like Plascrete where a card is used to counter a specific style of deck. Plascrete would be meta against Tag & Bag.

Click Compression/Economy: These terms refer to how you use your clicks. Dirty Laundry is a good example of this term as it combines gaining money and making a run. Desperado is another card that is considered a great "click economy card" as it allows you to gain money on runs as well. Generally, any card that gives you more clicks than it takes to use it will be an example of this. Diesel draws three cards at the cost of "two" clicks(one to draw and one to play).

Tempo: Tempo refers to the pace of the game and how fast or slow you and your opponent are playing. Players who make lots of runs and keep the Corp guessing on where and when they'll need to rez ice are playing a high tempo game, while players that sit back and gain credits getting ready to make a big run and playing a slower tempo games. Lots of cards can change the tempo of a game by either shifting from a slow to quick pace, or by putting pressure on the opponent in ways they aren't prepared for. Stimhack is a great tempo card in any Runner deck as it allow the Runner a quick burst of credits that the Corp might not have thought they had available. Account Siphon is also a great tempo card because it can forces the Corp into a situation where they might need to rebuild their bank account for a few turns clicking for credits before they can adequately defend any agenda they drop on the board.

NEW PLAYERS! Here are two balanced decks that are better than the FFG ones from the Core rulebook

The Jinteki/Shaper decks that FFG decided to include in the rulebook are terrible. Intended to show off the game they are incedibly boring, and random. The Runner could just die on a run because he has no idea what to look out for, and the Corp can just get hosed with the crappy Jinteki ICE setup not knowning how to use it properly. These decks are much better representations of the game, and include a couple powerful cards (Account Siphon and Snare!) that both players will see many other players use.


Combos
Here are some powerful combinations of cards that we've seen as the game has progressed. Some of these people have moved on from, others are still useful and quite threatening.

Sea Source + Scorched Earth: When the game was new, Weyland was having a pretty good time Tagging and Bagging people with this combo. Using the ability of Weyland to stockpile a load of cash the Weyland player would bait their opponent into Running and stealing what appeared to be a well protected agenda. However the real agenda was dropping a Sea Source the following turn and then a pair of Scorched Earths to flatline the runner. Still a good combo today but most players consider Plascrete Carapace a must have x3 in every deck as a silver bullet to this beast.

Test Run + Femme Fatale: Opponent has an agenda sitting behind an Archer or Giant Bioroid that you can't afford to break? No breakers and you can't afford to gain credits and face check whatever that unrezzed piece of ICE is? This is your answer, at the cost of a click and $3 you get a skeleton key that can get around any single piece of ice in the game at the cost of $1 per subroutine. Although less common as now more decks are getting a rig up quicker with Self Modifiying Code, Test Run + Femme is still a great trick to catch your opponent off guard when they think you're out of options.

Chum + Pop-Up Window: One of the top reasons that most people don't even bother continuing a run if they see a Chum anymore is this little combination. For the cost of $1 to rez Chum, the Corp turns a server with two ice into a colossal pain in the rear end. Why? Take a look at Pop-Up Window, see how it says "Pay $1 or end the run" well that doesn't mean break so if you hit a Chum with no Decoder and the next piece of ICE is a pop-up window you're going to eat 3 net damage. Still popular in a some NBN and Jinteki, it's popularity has decreased since SMC came along and sped up the availability of getting a breaker midrun to deal with surprises like this.

E3 Implants vs HB "Bioroid ice": For a while it seemed a lot of decks were using this trick to make life miserable for poor HB. Using the ability of Bioroid ice to pay a click instead of using a breaker to break subroutines, the Runner would then follow that up with $1 from E3 for each subroutine after that. In combination with things like Desperado, this could make the normally efficient bioroid ICE, leak like a faucet.

Expensive ICE + Oversight AI/BioRoid Efficiency Research: A fairly obvious combination, still worth mentioning due to pieces of ice like Wotan coming around. Using the inexpensive operations to quickly and cheaply Rez a piece of in the early game while the runner is still building their rig can give the Corp a tremendous headstart.

Parasite + Datasucker/Ice Carver: Using the abilities of these STR lowering cards, Parasite can kill the ICE during the run, ending the encounter with that piece of ICE. In the case of Ice Carver the effect happens as soon as it's encountered, allowing you to ignore the "when encountered..." abilities on ICE such as Tollbooth.

Data Sucker + Desperado: An insanely popular combination came into the scene in the middle of 2013, using these cards in combination, Criminal and Shaper players were able to have tremendous efficiency and forced Corp players to learn to build their central servers in such a way that after wiping virus counters the Runner would need to spend a decent amount of resources to rebuild or in some cases be completely locked out if relying on Static Breakers. As most breakers cost at least $1 to increase strength, Datasucker essentially gained you a credit for that purpose every run, combined with Desperado and you're now gaining $2 credits every time you run a central server.

Atman + Datasucker: Combined with the previous combo, this deck took the Netrunner USA Nationals by storm. Locking down opponents R&Ds, breaking into servers for incredibly cheap and replenishing expenses, and all the while ready to deal with any ICE that comes along, this two card combo turned a good card into an amazing one. Atman can only break ICE with equal STR; so the solution is to run Datasucker along side it and then work your way from 0 to 2/3 to 4/5 with the sucessive Atmans. Why it the first one at 0? One word:Rototurret. Though falling out of favor for fixed breaker Criminal decks at Worlds, this deck changed the Meta as people rushed to figure out how to deal with this incredibly versatile and aggressive combo.

Snare! + Scorched Earth: Snare! is a card hurts most often for the literal damage that it inflicts, however the card also, and often forgotten, tags the Runner. The result was this interesting combo that also became popular at the US Nationals in the summer of 2013. Adding just one copy of Scorched Earth to his Jinteki deck, the champion was able to finish off a Runner that ran into a Snare! and forgot to clear the tag and was unable to draw back up to 4 cards. This simple 1 card addition taught us a valuable lesson to always install a single Plascrete, even if you don't think you'll ever use it.

One Turn Win Combos

Midseason Replacements + Psychographics + Project Beale: Out of an NBN deck, this trick involves scoring a giant Project Beale in a single turn. To accomplish this you need to have a lot of money, assuming your opponent has no link and no credits you'd need 25 credits. Your opponent has just stolen an agenda and it's time to go!
1) Midseason Replacements adding 7 to the trace of 6(this will cost 12 credits total) to give the Runner 13 tags.
2) Install Project Beale
3) Psychographics Project Beale for 13 and score making it a single Agenda worth 7 points to win.

Accelerated Diagnostics + Power Shutdown + Jackson Howard: This combo can be done with Scorched Earth and Tags or Fast Advance. The idea is to start your turn with Jackson Howard on the board and Accelerated Diagnostics+Power Shutdown in hand. You use the Power Shutdown to remove all the cards from your deck with your first click, remove Jackson Howard from the game, and then using your second click to Accelerated Diagnostics whatever cards you're going to use to win. Typically you'll need the third click as well but if your combo is just trying to kill a Criminal that's floating a tag with only 1 Plascrete on the board you can install the Howard as your first click.

Cerebral Imaging + Fast Advance: This combo is built around having a high amount of credits and a ton of cards in your hand. There's a couple different ways to do it but the basic idea is that you draw and get money until you have your combo in hand and can play a bunch of Biotic Labors and score a bunch of Agendas very fast.

PaybackJack fucked around with this message at 12:33 on Jan 11, 2014

Flipswitch
Mar 30, 2010


So how many more must have 1 inf cards will we have in this cycle?

Corbeau
Sep 13, 2010

Jack of All Trades

Flipswitch posted:

So how many more must have 1 inf cards will we have in this cycle?

Depends on when we get an Anarch box. :v:

hoobajoo
Jun 2, 2004

Small point in the OP, Jinteki isn't an Asian corp, it's Japanese. Also I prefer my name without eLiTe caPitAliZation.

Lemon-Lime
Aug 6, 2009

hoobajoo posted:

Jinteki isn't an Asian corp, it's Japanese

You do realise that Japan is in Asia, right? :v:

Anyway, should my Weyland T&B run 3x Posted Bounty and 3x Hostile Takeover, or should I drop one of each for 2x False Lead? This is alongside 3x Project Atlas, 2x Government Contracts and 1x Private Security Force.

Lemon-Lime fucked around with this message at 19:35 on Jan 3, 2014

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
He's right to flag it, Asia is a huge complicated place and Jinteki is very specifically a Japanese corporation.

Never drop Hostile Takeovers!

Exmond
May 31, 2007

Writing is fun!

hoobajoo posted:

Small point in the OP, Jinteki isn't an Asian corp, it's Japanese. Also I prefer my name without eLiTe caPitAliZation.

Don't worry your animoos will be recognized in the next data pack, NETRUNNER: Ascending Revengence Howard

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Lemon Curdistan posted:

You do realise that Japan is in Asia, right? :v:

Next you'll be telling us the U.K. is in Europe.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
I know the difference between Japanese and Asian. I also think it's naive, even in a futuristic world to think that Japan is going to be the only influential Corp from this part of the world. The only thing I saw in their wiki is that their heritage is Japanese and that's where the flavor comes from. I figured since we don't know the actual political landscape of the Netrunner world, calling them strictly Japanese would be inaccurate. I don't really care though so I changed it.

PaybackJack fucked around with this message at 20:07 on Jan 3, 2014

hoobajoo
Jun 2, 2004

Lemon Curdistan posted:

You do realise that Japan is in Asia, right? :v:


Yes, but why call a square a rectangle. Especially when the Japanese people don't think of themselves as "Asians".

Carteret
Nov 10, 2012


Sweet lord. Haven't even made it off the first page and we are debating a fictional world's geopolitical nuances.

On Topic: HOLY CRAP in two weeks(ish) a new pack should be out. Bring on the Rex Campaigns, the Shock!s and the Bitcoins.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Yo Triangle Gooooons I will be at the tournament tomorrow at Gamer's Armory. I will be in a Canes sweater. PM me if you want to chill

Deviant
Sep 26, 2003

i've forgotten all of your names.


Promos Inventory Update, if anyone missed out:

Datasuckers: 2
Adonis Campaign: A lot

Looking for a Kate Promo, any promos I don't have yet, or $$.

wafflesnsegways
Jan 12, 2008
And that's why I was forced to surgically attach your hands to your face.

PaybackJack posted:

Roughly every month there is a new "Data Pack". A Data Pack contains a playset(x3) of each card and has 20 new cards. The data packs are priced around $10-15USD and you don't need more than one unless you're a crazy person like me that hates to print proxy cards and likes having at least 2 decks at all times. There is also currently one Deluxe Expansion called 'Creation and Control' this contains more cards but focuses on only two factions HB/Shaper, also has a playset of each card in it, and runs about $20-25USD. The Datapacks are divided into Cycles of 6 each. The first one was the Genesis Cycle, the current one is called the Spin Cycle.

The Core Set is another story. The price of the Core Set is around $25-30USD but in order to provide a taste of what all 7 factions are like: the Core Set contains only x1 of some of the cards in it. This means that in order to get x3 of those cards you'll need to buy 2 more core sets. HOWEVER, this is only necessary if you are really super competitive. Most people will pick up a second after they get into the game and only the hardcore competitors will need that third set.

This purchasing advice is for players who build a deck to take to tournaments, right? I mostly play with my wife. Would the Core Set give us enough to build a deck each that we could play against each other? (And if not, what's the minimum we would need to buy for the two of us to get a feel for the game?)

CaptainApathyUK
Sep 6, 2010

wafflesnsegways posted:

This purchasing advice is for players who build a deck to take to tournaments, right? I mostly play with my wife. Would the Core Set give us enough to build a deck each that we could play against each other? (And if not, what's the minimum we would need to buy for the two of us to get a feel for the game?)

There's a pre-constructed deck for each faction on either side included in the Core set. That alone will give you enough to play against each other. From there you can start to experiment by putting cards from other factions into your deck. It's perfectly possible to build slowly without feeling like you've been short-changed or anything.

saint gerald
Apr 17, 2003
Took my Reina deck for a play today. My opponent was running HB Big Ice. 12 credits to rez an Ichi 2.0 with a Xanadu and a Rook on the table. Enough to make a grown man weep. I don't find myself shuffling Caissas around all that much, though, and Deep Red got nixed for the risky-but-efficient Spinal Modem. It's a potent and cheap set of programs.

I think it needs some tag/trace mitigation, though, as there are a number of tasty resources. Rabbit Holes? Maybe switching out Clone Chips for Deja Vus would free up some influence. Mr. Li could go too. I'd like to bring in some more 1x events (Running Interference? FAO?) and Same Old Thing. Wyldside/Aesop's would work for draw, although then you might as well put Deep Red back in.

quote:


Reina Roja: Freedom Fighter (Mala Tempora)

Event (3)
2x Sure Gamble (Core Set)
1x The Maker's Eye (Core Set) ••

Hardware (9)
3x Clone Chip (Creation and Control) ••••• •
3x Spinal Modem
3x Plascrete Carapace (What Lies Ahead)

Resource (14)
3x Armitage Codebusting (Core Set)
2x Ice Carver (Core Set)
3x Liberated Account (Trace Amount)
3x Mr. Li (Future Proof) ••••• •
3x Xanadu (Humanity's Shadow)

Icebreaker (6)
1x Corroder (Core Set)
3x Knight (Mala Tempora)
1x Mimic (Core Set)
1x Yog.0 (Core Set)

Program (13)
3x Bishop (Second Thoughts)
3x Medium (Core Set)
2x Pawn (Opening Moves)
3x Rook (Opening Moves)
2x Scheherazade (Second Thoughts)

Deck built on NetrunnerDB.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

CaptainApathyUK posted:

There's a pre-constructed deck for each faction on either side included in the Core set. That alone will give you enough to play against each other. From there you can start to experiment by putting cards from other factions into your deck. It's perfectly possible to build slowly without feeling like you've been short-changed or anything.

Technically there's a pre-constructed deck for any faction, depending on how you put the cards together. I'd really recommend starting with Shaper vs. HB or Shaper vs. Weyland rather than vs. Jinteki.

Spookyelectric
Jul 5, 2007

Who's there?
Spoilers for True Colors!


Edited for text spoilers:

Shaper

2 Cost - "Capstone"
Unique
Hardware
[click] - Trash any number of cards from your grip. For each trashed card of which you have another copy installed, draw 1 card.



Haas-Bioroid

1 Cost - "Panic Button"
Upgrade
Install only in the root of HQ.
1[credit] - Draw 1 card. Use this ability only during runs on HQ.
Trash cost: 2

Spookyelectric fucked around with this message at 21:44 on Jan 3, 2014

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Panic Button (HB upgrade, rez 1, install only in the root of HQ. 1 cr: draw 1 card, use only during a run on HQ) seems like it might make an interesting splash (at 1 influence) and possibly even a good combo card. Am I mistaken in thinking that's a pretty powerful draw ability?

Spookyelectric
Jul 5, 2007

Who's there?
I just like the image of a runner running on a one-card HQ, and the Corp player going "oh poo poo!" and filling his hand.

ZorajitZorajit
Sep 15, 2013

No static at all...
I haven't been playing terribly long, but am curious how FFG arranges its tournement season and its release schedule. I know A:NR is between tournement seasons right now, and in the middle of a Data Pack cycle, with a deluxe exapnsion announced. Do tournements run along side expansions (and if so, how is legality determined for new cards,) and is there ever a period where there won't be any new cards coming out for more than a single month?

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

ZorajitZorajit posted:

I haven't been playing terribly long, but am curious how FFG arranges its tournement season and its release schedule. I know A:NR is between tournement seasons right now, and in the middle of a Data Pack cycle, with a deluxe exapnsion announced. Do tournements run along side expansions (and if so, how is legality determined for new cards,) and is there ever a period where there won't be any new cards coming out for more than a single month?

If you think FFG actually plans releases and tournaments to coincide, then lol.

saint gerald
Apr 17, 2003

Spookyelectric posted:

Haas-Bioroid

1 Cost - "Panic Button"
Upgrade
Install only in the root of HQ.
1[credit] - Draw 1 card. Use this ability only during runs on HQ.
Trash cost: 2

This will be awesome in my HBFA deck. Endgame with that was a vast ice-stack on R&D, with my every turn being mandatory draw -> if agenda then win -> if not then ice R&D, Gila Hands. Tedious as gently caress and relies on me pulling an agenda before the runner can topdeck one. Now I can draw on each click and if they run HQ, pick up $numcreds-6 cards from R&D (assuming I have an agenda in hand and/or the odds work in my favor) and either win on the next turn or put an end to what's essentially a luck game anyway.

LordNat
May 16, 2009

saint gerald posted:

This will be awesome in my HBFA deck. Endgame with that was a vast ice-stack on R&D, with my every turn being mandatory draw -> if agenda then win -> if not then ice R&D, Gila Hands. Tedious as gently caress and relies on me pulling an agenda before the runner can topdeck one. Now I can draw on each click and if they run HQ, pick up $numcreds-6 cards from R&D (assuming I have an agenda in hand and/or the odds work in my favor) and either win on the next turn or put an end to what's essentially a luck game anyway.

Also if they account siphon you can just dump credits into cards denying them econ and still giving a fair bit of value. I see it showing up in NBN decks to help devalue HQ runs while speeding them into ASPPs even faster.

Siivola
Dec 23, 2012

Here's something I cooked up recently and it's turned out to be a lot of fun.

quote:

Identity: Weyland: Building a Better World

Cards: 49 / 45
Agenda points: 20 / 20
Influence: 15 / 15

Agenda (11)
2x Geothermal Fracking
3x Hostile Takeover
2x Priority Requisition
1x Profiteering
3x Project Atlas

Asset (6)
2x Elizabeth Mills
2x Jackson Howard ●●
2x Snare ●●●●

Ice (18)
2x Archer
3x Caduceus
3x Enigma
3x Grim
2x Hadrians Wall
3x Ice Wall
2x Wall of Static

Operation (14)
3x Beanstalk Royalties
3x Hedge Fund
2x Restructure
1x Scorched Earth
2x Shipment from Kaguya
3x Trick Of Light ●●●●●●●●●
Advancing 3- and even 4-cost agendas from hand feels so good. It makes filthy amounts of money as well, although at the cost of spewing out Bad Publicity like it's going out of fashion.

I also realized how good a card an overadvanced Project Atlas can be. The ability to dig up a Trick of Light exactly when you need it is super good, and it's got great synergy with Action Jackson.

hoobajoo
Jun 2, 2004

PaybackJack posted:

I know the difference between Japanese and Asian. I also think it's naive, even in a futuristic world to think that Japan is going to be the only influential Corp from this part of the world. The only thing I saw in their wiki is that their heritage is Japanese and that's where the flavor comes from. I figured since we don't know the actual political landscape of the Netrunner world, calling them strictly Japanese would be inaccurate. I don't really care though so I changed it.

Thanks for obliging my somewhat neurotic and arguably weebish request.

Has anyone tried Running Interference; I want to add it to Gabe, but Inside Job does a similar job, but in a lot of ways is preferable, and deck space is at a premium. Is it more for a quick-rig up kind of deck, rather than a balls-out aggression?

Midjack
Dec 24, 2007



General Battuta posted:

Technically there's a pre-constructed deck for any faction, depending on how you put the cards together. I'd really recommend starting with Shaper vs. HB or Shaper vs. Weyland rather than vs. Jinteki.

I'm still not sure why they suggest Jinteki for your very first corp deck in the base set; it seems to get steamrolled every time.

hoobajoo
Jun 2, 2004

Midjack posted:

I'm still not sure why they suggest Jinteki for your very first corp deck in the base set; it seems to get steamrolled every time.

Unless the runner just dies from unsuspected net damage. I think because Jinteki showcases the mind-games of corp best, and shaper has a cars that naturally helps soften the match in Net Shield. HB's bioroids are also apt to confuse new players with their special bioroid rules.

ZorajitZorajit
Sep 15, 2013

No static at all...

Midjack posted:

I'm still not sure why they suggest Jinteki for your very first corp deck in the base set; it seems to get steamrolled every time.

Seconded. Jinteki is the hardest to learn and the atypical to basic corp play. I've taught a bunch of friends already, but I always teach them Anarch x Haas-Bioroid since it demonstrates the most mechanics in an understandable way and presents the most thematic game.

CaptainApathyUK
Sep 6, 2010

ZorajitZorajit posted:

Seconded. Jinteki is the hardest to learn and the atypical to basic corp play. I've taught a bunch of friends already, but I always teach them Anarch x Haas-Bioroid since it demonstrates the most mechanics in an understandable way and presents the most thematic game.

Jinteki was the Corp that just appealed to me the most before I even picked the game up. Since grabbing it I've been using them almost exclusively because I like the idea of all the bluffing and everything. Having a hard time mitigating their poor starter deck, but I'm getting there as I learn.

Tried Weyland earlier for the first time. Feels weird to have credits.

saint gerald
Apr 17, 2003

Midjack posted:

I'm still not sure why they suggest Jinteki for your very first corp deck in the base set; it seems to get steamrolled every time.

I don't think it's a terrible starting point for two totally inexperienced players. You're both going to learn a lot of (painful) lessons pretty fast with that amount of damage and traps and crappy ice around. I wouldn't use it to teach, though.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

saint gerald posted:

I don't think it's a terrible starting point for two totally inexperienced players. You're both going to learn a lot of (painful) lessons pretty fast with that amount of damage and traps and crappy ice around. I wouldn't use it to teach, though.

HB teaches many of the same lessons, but people are less likely to be upset and unwilling to try again if they lose because an Ichi or AgSec took wiped out their rig than if they get flatlined by a Katana or Junebug and lose immediately with no recourse. Plus, the leaky bioroids let the runner go running more often, rather than a face full of Jinteki Ice scaring them away from running at all.

Midjack
Dec 24, 2007



Poopy Palpy posted:

HB teaches many of the same lessons, but people are less likely to be upset and unwilling to try again if they lose because an Ichi or AgSec took wiped out their rig than if they get flatlined by a Katana or Junebug and lose immediately with no recourse. Plus, the leaky bioroids let the runner go running more often, rather than a face full of Jinteki Ice scaring them away from running at all.

WARNING: I have way more experence with the old CCG where you didn't have identities, so that is probably coloring my perception to a great degree. I am also restricting the scope of my comments to Core Set only.

On the corp side, Jinteki is dirt poor compared to any of the other corps, both of which play more like "corp classic" where they are relatively well funded. In my opinion, and I realize this is veering perilously close to a badwrongfun argument, it's a better introduction to the corp side when the new player has a chance to lay down some medium to heavy ice as well as advance an agenda here or there, and throw an event or two. Every Jinteki game I've played out of the core set the corp has a way worse economy than the runner - Shaper, Criminal, or Anarch, doesn't matter, they all outspend Jinteki handily. The Jinteki head games are fun, and new runners very definitely should learn not to blithely run every data fort, but the whole Jinteki package isn't very intuitive to play, especially when the tone of the rulebook and fluff make it sound like advancing agendas is the main corp way to win, vice zapping the runner. It would probably be better for the "first-time" setup to be Shaper vs. H-B with examples of Jinteki traps, NBN tags, or Weyland power play cards.

Willeh
Jun 25, 2003

God hates a coward

Lemon Curdistan posted:

You do realise that Japan is in Asia, right? :v:

Anyway, should my Weyland T&B run 3x Posted Bounty and 3x Hostile Takeover, or should I drop one of each for 2x False Lead? This is alongside 3x Project Atlas, 2x Government Contracts and 1x Private Security Force.

I would not use false lead anymore because of the weird ruling on it, a smart runner can always play around it by running on 3. A hostile takeover can always threaten a potential archer which is much better imo.

hoobajoo
Jun 2, 2004

Lemon Curdistan posted:

You do realise that Japan is in Asia, right? :v:

Anyway, should my Weyland T&B run 3x Posted Bounty and 3x Hostile Takeover, or should I drop one of each for 2x False Lead? This is alongside 3x Project Atlas, 2x Government Contracts and 1x Private Security Force.

I would drop 2 Posted Bounty for it, I've never had good experiences with that card outside of Core. Never drop Takeover, it's the greatest. I'm also assuming you're running 3 Snares; False Lead isn't worth it otherwise.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
Playing in a 12 man tournament right now. First out of the swiss, hopefully I can dodge the curse of "first into the swiss" that plagued our last two tournaments. I'm running a Reina deck using those damned account siphons, and a slightly modified version of Fetterkey's Jinteki annoyance deck that he posted a while back. I have to say that Power Shutdown has been a miss all day long. Mostly because I'm against a field of Kit (I played 4 in the swiss) all running Clone Chips and not sitting on a SMC after a run.

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Is there a way to play against Jinteki without it feeling like a gigantic battle of attrition? Between Snare, Fetal AI, miscellaneous net damage taken from scored agendas, Hokusai grid, Swordsman, etc., it just feels like I'm trying to race their economy and hope that they don't trash all my valuable cards, like sentry breakers. With Sundew, Celebrity Gift, and even Profiteering, plus the usual standbys of Hedge Fund and whatnot, I can't even rely on the standard Jinteki weakness of bleeding their economy dry.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Have Levy AR Lab Access and laugh in their face.

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Siivola
Dec 23, 2012

I guess you could install a Net Shield and/or a Feedback Filter to mitigate the net damage. Deus X on a Clone Chip seems pretty effective for blocking catastrophic net outages. Or just run Wyldside and recycle Quality Times with Same Old Thing. Index a lot to get around Snares.

So basically, play Shaper.

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