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===Types of card=== The golden rule of netrunner cards is that what is printed on the card over-rules what's printed in the rulebook - if a card says it does something that would contravene the normal rules, the card takes precedent. This happens a lot. Unique cards: cards with this symbol β are unique, which means that only one can be active at any one time. If another copy of the card is installed (runner) or rezzed (corp) then the first one must be trashed. '''Runner''' :'''Identity''': the card on the table that says who the runner is and what their special "thing" is. This card sees no use in actual play, but is quite important when deckbuilding, as it tells you the runner's faction, ''minimum'' deck size, base link for traces and influence (a "resource" used in deck construction to import cards from other factions). As IDs inform how the runner is likely to play, corp players may play differently depending on the ID they face. Runner abilities vary widely, and the more powerful abilities tend to be weakened in various ways, such as high deck size or low influence. :'''Programs''': The primary tools of the runner's trade, "icebreaker" programs are mainly how the runner gets past corp defences. There are also programs with other abilities - programs not used to break through ice are generally called "utility programs" and are generally very specific to a certain playstyle or plan. :*Programs, like all runner cards, are installed face-up, paying the install cost indicated at the top left :*When the Runner installs a program, the Runner may check first if there are Memory Units available for it - the runner starts at 4 MU, and every program has an MU requisite,though 0 MU programs exist and there is hardware available to increase MU. The MU needed is indicated by the smaller number at the top left (in the silver chip). :*The Runner may also trash any number of programs to the heap before installing the new program (but only when installing). :*Should the runner lose MU for any reason (say a piece of hardware got trashed) then they must trash programs until their installed programs do not use up more MU than they have :*Many programs have a cost to use their abilities, written " '''Cost''': Ability" - the cost is usually money (but may be clicks or other things) :* :'''Hardware''': Runner's physical stuff, hardware does a huge range of shit, from simply providing more MU to giving the runner protection. The most important and notable type of hardware is the runner's console, a single unique piece of hardware that forms the core of a runner's rig. Most of these are thematically and mechanically linked to a given runner, synergising with their ability in some way (though occasionally you'll find a console that's better with someone who isn't the "owner" of it thematically). :* There is no limit to how much hardware the runner can install :* Only one console can be installed at any one time :'''Resources''': Places, people and things that the runner uses and works with to do their thing, resources are pretty diverse, ranging from things like a mob boss, to a safehouse, to a simple job busting out code for cash. :* There is no limit to how many resources the runner can install :* If the runner becomes tagged the corp can pay 2 credits to trash a resource '''Corp''' :'''Identity''' {| class="wikitable" style="float:right; margin-left: 10px;" | [[[[File:Ice_anatomy_Hudson.png|200px|thumb|left|FFG's labeled ICE diagram]] |} :'''ICE (Intrusion Countermeasure Electronics)''': How corps protect their shit from pesky runners. Each piece of ICE causes the runner a series of damaging effects (ex. losing credits, losing cards, or straight-up ending their run). These effects are neutralized by their enemy programs, Icebreakers. But Ice can only be broken by Icebreakers that are equal strength or stronger than them. This discourages runners from going through Ice they can't break, because nobody wants to get fucked up by their effects. :*It's the Ice's subroutines (β³) that determine these effects, and it's the subroutines the runner must break through. :*Ice has a strength, indicated by the number in the bottom left. This tells the runner the strength that must be met or exceeded by an Icebreaker to break subroutines on the Ice. :*There are four important subtypes of Ice. Each subtype's subroutines can only be broken by corresponding types of Icebreaker. Other subtypes exist, but they only matter for specific cards. :::-Sentries are broken by Killers and AIs. Sentries are the "guardians" of the ICE types and focus on punishing the Runner directly, be it through net/meat damage or a wide variety of other detrimental effects. :::-Code Gates are broken by Decoders and AIs. Code Gates focus on conditional effects relevant to the faction that it belongs to. Jinteki's CGs can have conditional requirements for their subs to murder you, while Weyland may force the Runner to pay the corp or face their run being ended. :::-Barriers are broken by Fracters and AIs. Barriers are straightforward in function - they provide the most "End the run" subroutines per card out of any of the other types. :::-Traps can only be broken by AIs. Traps are seen as a primarily Jinteki type of ICE due to the unique effects they can apply at the cost of being trashed after their subroutines fire. :*Ice is installed face-down in front of the server you want to protect, and always as the outermost piece of Ice. Ice can also be installed to create new "empty" servers. :*Ice is not active until it is rezzed by paying credits equal to its rez cost, indicated by the number in the top left. This only has to be paid once. :*When you install a piece of Ice, you have to pay a number of credits equal to the number of piece of Ice that are already installed protecting that server. A server with no Ice would cost 0. Installing a fourth Ice in a server with 3 pieces of Ice would cost 3. :*You may trash any number of Ice from that server before installing the new piece of Ice. :*Ice is not installed '''in''' a server, only protecting it. This is mainly pedantic, but matters occasionally. {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Executive Retreat.png|200px|thumb|left|Executive Retreat, an agenda. It has an advancement requirement of 5 and is worth 3 agenda points]] |} :'''Agendas''': What the corp wants to do, their top-secret plans; these are the cards that win either player the game. Ranging from something as small as a sim-sense movie to as large as toppling a government, agendas are what a corp has to protect, advance, and score. Every agenda has an agenda points value, an advancement requirement, and some kind of effect that can be used once the agenda is scored - sometimes right away, sometimes by using clicks. ::* The advancement requirement of an Agenda is the number in the top right, the points it is worth once scored or stolen is the number in the centre left - diagonally across the card art from the advancement requirement. ::* Agenda effects can only be used by the corp - when a runner steals an Agenda they do not get to use the effect on it. ::* Agendas are always installed in a remote server, but only 1 Agenda OR 1 Asset can be installed in the same server at the same time. Whenever you install an Agenda, an Asset, or an Upgrade, you may trash any number of other cards in the server before installing it, and must do so if you want to install an Agenda or Asset in a server that already contains an Agenda or Asset. New servers can be created by installing Agendas, Assets or Upgrades. ::* Agendas can only be scored when there is at least as many advancement tokens on it as the advancement requirement, though it does not have to be scored straight away. Agendas can only be scored after each click, or when a turn begins. This does not cost anything or take a click. ::* Agendas are never rezzed. ::* Agendas are stolen by the runner when they access them, and added to the runner's score area where they are inactive. {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Server Diagnostics.png|200px|thumb|left|Server Diagnostics, an asset. It has a rez cost of 3 and a trash cost of 2]] |} :'''Assets''': The shit a corp owns, assets are a pretty diverse bunch of cards that do any number of things, but they are all the same in how they work. Assets have a rez cost and a trash cost. ::*Assets are not active until they are rezzed by paying credits equal to their rez cost, indicated by the number in the top left. This only has to be paid once. ::*Assets have a trash cost, indicated by the number in the trashcan-shaped symbol in the bottom left. This is the amount that the runner must pay to trash an asset when they access it - this may be when they access it in R&D, HQ or when it is installed. ::* Assets are always installed in a remote server, but only 1 Asset OR 1 Agenda can be installed in the same server at the same time. Whenever you install an Asset, an Agenda, or an Upgrade, you may trash any number of other cards in the server before installing it, and must do so if you want to install an Agenda or Asset in a server that already contains an Agenda or Asset. New servers can be created by installing Agendas, Assets or Upgrades. ::*Some Assets can be advanced, like an agenda. They will say, and can be advanced when both rezzed and unrezzed. When unrezzed they may used to masquerade as an agenda. ::*Some Assets have the text "when the runner accesses..." - these do not need to be rezzed, or in some cases even installed, to be active - they form the most important subset of assets in ADN, Ambushes, and are used to punish a runner that has gotten into servers or tempt them to make runs. Some Ambushes are also Assets that can be advanced. :'''Upgrades''': are a different variety of shit the corp owns, but their defining feature is that they improve a server in some way, and as such can share being in a server with assets, agendas and other upgrades. Upgrades have a rez cost and a trash cost. ::*Upgrades can be installed by themselves or with agendas and assets. ::*Upgrades can also be installed in the root of a central server, which is just an area for upgrades, but is still "in" the server. Again, this is just a technical thing and is pretty obvious when played. ::*Upgrades have a trash cost, indicated by the number in the trashcan-shaped symbol in the bottom left. This is the amount that the runner must pay to trash an asset when they access it - this may be when they access it in R&D, HQ or when it is installed. ::*Upgrades have a rez cost :'''Operations''' are Events to the corp. You play them with a click, pay the credit cost, and the Operation resolves. Simple, no? ----
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