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Learn to Play – Corp Side

🛑 STOP : Do not shuffle the cards in your L2P deck, they are in a specific order used with the scripted tutorial.. If the deck gets out of order, follow the “Resetting the Decks” instructions at the bottom of this page.

Decklist

Weyland Consortium: Built to Last

Agenda (9)
1x Above the Law
3x Offworld Office
3x Send a Message
2x Superconducting Hub

Asset (8)
2x Anthill Excavation Contract
3x Clearinghouse
3x Regolith Mining License

Operation (11)
3x Government Subsidy
3x Hedge Fund
3x Seamless Launch ●●●●● ●
2x Sprint ●●

Barrier (6)
3x Kessleroid
3x Palisade

Code Gate (5)
2x Syailendra
3x Whitespace

Sentry (5)
1x Ballista
2x Karunā ●●●●
2x Tithe

Setting up the Corp play area

  1. Place the deck near the bottom left corner of your play area, this represents your “R&D” server. Do not shuffle this deck.
  2. Leave some space to the left of R&D, this empty area will be used for the discard area and represents your “Archives” server. 
  3. Place your Identity card (Weyland: Built to Last) to the right of R&D, this represents your “HQ”. 
  4. Take 5 credit tokens from the shared token pool and place it in your designated credit pool away from the shared token pool.
  5. At the start of the game, draws 5 cards. These cards should be hidden from the Runner player.
    1. Superconducting Hub
    2. Palisade
    3. Hedge Fund
    4. Regolith Mining License
    5. Sprint
  6. Cards in R&D in descending order from the top.
    1. Hedge Fund
    2. Offworld Office
    3. Tithe
    4. Above the Law
    5. Kesselroid
    6. Syailendra

This diagram uses the Null Signal Games 2-player Playmat. A playmat is useful but not required to play Netrunner. The cards and “server” positions are important for the Corp play area.

Corp side play area setup

Basic Rules Reference

The Corp player wins by either:

  • Scoring at least 7 agenda points
  • “Flatlining” the Runner player
    • This occurs when the runner takes damage and has no more cards in the Runner’s “grip” (the Runner player’s hand)

The Runner player wins by either:

  • Stealing at least 7 agenda points
  • The Corp player is forced to draw and there are no cards in “R&D”

: Click

: Credit

: Subroutine (appears only on ICE)

: Trash Cost (appears on Corp cards that the Runner can trash when accessed)

The Corp player always takes their turn first.

You must always take a mandatory draw, taking 1 card from R&D into your hand (HQ) at the start of your turn, before taking any other actions.

The Corp may “rez” unrezzed (face down) assets at the end of the Runner’s turn, before the Corp’s turn begins. You may want to rez a face down card installed in a server before the start of your turn so that any “When your turn begins” effects can trigger at the beginning of the your turn. See Anthill Excavation Contract and Clearinghouse.

Anthill Excavation Contract should be rezzed at the end of the Runner’s turn.
Clearinghouse should be rezzed at the end of the Runner’s turn when the Corp decides to use it’s ability.

After you take your mandatory draw, you may take 3 actions which include any of the Corp basic actions and any additional actions that appear on any face up cards (rezzed cards).

Taking a action uses one of the your 3 clicks.

One of the basic Corp action is to “Advance 1 installed card”.

If you advance a card that has no advancement counters on it, remember that the Corp Identity ability will trigger.

Whenever you advance a card, gain 2 if it had no advancement counters.

If you install Regolith Mining License in a remote server and pay to rez it, you can now spend a click to trigger the a action ability of this rezzed asset.

: Take 3 from this asset.

When you play an operation from HQ, you must pay the credit cost on the top left of the card. For example, to play Government Subsidy, you must pay 10, then the effect happens immediately and the played operation goes face up in Archives. 

When you install an asset, agenda, or ice, they are installed face down. You can look at any installed unrezzed (face down) cards at any time.  

After you use all 3 clicks, you must discard down to your maximum hand size (5 by default) by choosing any card from HQ (your hand) and discarding it face down into “Archives”. Then the turn is passed to the Runner.

Scoring Agendas

To win the game by scoring 7 agenda points, you must install agendas (face down) in remote servers, advance the card, then when the advancement requirement of the agenda is met, you can score the agenda on your turn. The advancement requirement of an agenda is printed at the top right of the card. The scored agenda point value is printed on the left of the card. Scoring agendas do not cost any clicks and can only happen during the Corp’s turn. 

When an agenda is scored, the abilities and effects on the agenda would trigger immediately. In this case, any “When you score this agenda” effects would resolve now. Remove any agenda counters on it and place the scored agenda in the Corp’s score area.

If the Runner is able to access agendas from any server, they steal it and any advancement counters on it get removed.

When you have 7 or more scored agenda points, the game ends immediately and the Corp wins.

Vulnerable Servers

If the Runner breaches HQ, the Runner accesses 1 card (by default) from the your hand at random by choosing and revealing 1 card at a time. Each card revealed is accessed by the Runner. If the accessed card is an agenda, the Runner must steal the agenda. If the accessed card is trashable, the Runner may pay the trash cost to trash the card. After accessing all cards the Runner is allowed to access, return all revealed unstolen cards back to HQ.

If the Runner breaches R&D, the Runner accesses 1 card (by default) from the top of R&D. You reveal the top card of R&D to the Runner without you seeing what the accessed card is. If the Runner is allowed to access additional cards from R&D, the Runner finishes accessing one card at a time, then you reveal the next card on R&D. After accessing all cards the Runner is allowed to access, return the revealed cards back on to R&D in the same order, without you seeing any of the accessed cards.

If the Runner breaches Archives, the Runner accesses all cards in Archives flipping up any face down cards stealing any and all agendas.

If the Runner breaches a remote server, the Runner accesses all cards installed in the root of that server stealing any agendas and they may trash any assets.

Protecting Servers

It typically takes multiple turns for the Corp to score an agenda installed in a remote server.

You can install ICE to protect servers that may contain agendas in them.

Install ICE to protect a server by using the basic Corp action : Install 1 ice from HQ, placing that ICE in front of one server face down horizontally. 

There is an additional cost to install ICE if there already is ice on the selected server. You must pay 1 for each ice behind the newly installed ICE. Installing the 2nd ice on a server costs 1 to install. Installing the 3rd ice on a server costs 2 and so on. There is no limit of ice that can protect a server. 

When installing ICE protecting a server, you can choose to trash any ICE on that server first. The cost of installing the new ice is determined after any ICE has been trashed.

You do not have to pay the rez cost of the ice during installation.

When the Runner approaches an unrezzed ICE during a run, you can choose to rez the ICE by paying its rez cost, or choose to not rez that ICE. The rez cost of an ICE is listed at the top left of the card.

The Corp cannot move ice to another server.

Corp Side Script

Turn 1

Corp Turn 1

  1. Start of turn: Draw 1 card. This step is mandatory and happens at the beginning of Corp’s turn, every turn. Corp draws Hedge Fund.
  2. Click 1: Basic action: “Install a card from HQ”. Corp installs Superconducting Hub into a new remote server face down.
  3. Click 2: Basic action: “Advance 1 installed card” that can be advanced. Corp spends 1 credit and advances the face down card Superconducting Hub installed in the remote server by placing an advancement token on it.
    1. ID ability triggers: Corp gains 2 credits
  4. Click 3: Basic action: “Install a card from HQ”. Corp installs Palisade protecting the remote server, face down in front of Superconducting Hub.

Corp’s turn ends with 6 credits and 4 Cards in HQ:

  • Hedge Fund
  • Regolith Mining License
  • Sprint
  • Hedge Fund
Corp side game state at end of Corp Turn 1

Runner Takes Turn 1

Turn 2

Corp Turn 2

Corp starts turn 2 with 4 cards in HQ and 3 credits.

  1. Start of turn: Mandatory draw 1 card. Corp draws Tithe.
  2. Click 1: Basic action: “Advance 1 installed card” that can be advanced. Corp spends 1 credit and advances Superconducting Hub.
  3. Click 2: Basic action: “Advance 1 installed card” that can be advanced. Corp advances Superconducting Hub again bringing it to 3 advancement tokens.
  4. Score an Agenda on your turn: Superconducting Hub has met the advancement requirement of 3 advancements and can be scored. Corp player indicates that the Corp will score an agenda, reveals the face down agenda placing it in the Corp’s score area, and placing the 3 agenda counters back in the token pool.
    1. Any “On score” effects would happen now.
      1. Superconducting Hub On Score effect: Corp player draws 2 cards (Above the Law, Kesselroid). The corp player now has a maximum hand size of 7.
  5. Click 3: Basic action: “Install a card from HQ”. Corp player installs Tithe face down protecting a central server, R&D.

Corp’s turn ends with 1 credit and 6 cards in HQ:

  • Hedge Fund
  • Regolith Mining License
  • Sprint
  • Hedge Fund
  • Above the Law
  • Kesselroid
Corp side game state at end of Corp Turn 2

Runner Takes Turn 2

Turn 3

Corp Turn 3

Corp starts turn 3 with 6 cards in HQ and 1 credit.

  1. Start of turn: Mandatory draw 1 card. Corp draws Syailendra.
  2. Click 1: Basic action: “Gain 1 credit”. Corp adds 1 credit to their credit pool.
  3. Click 2: Basic action: “Install 1 card from HQ”. Corp installs an asset Regolith Mining License in the protected remote server face down, behind the rezzed Palisade.
  4. Rez a card: Corp rezzes Regolith Mining License by playing its install cost of 2 credits, and flipping it face up. *Teaching Moment* explain rezzing cards and when they can be rezzed.
  5. Regolith Mining License “on rez” effect: add 15 credits onto this card.
  6. Click 3: Regolith Mining License action: “Take 3 credits from this asset”. Corp player adds 3 credits to the Corp credit pool from Regolith.

Corp’s turn ends with 3 credits and 6 cards in HQ:

  • Hedge Fund
  • Sprint
  • Hedge Fund
  • Above the Law
  • Kesselroid
  • Syailendra
Corp side game state at end of Corp Turn 3

Runner Takes Turn 3

Continue playing the game until one player wins.

Resetting the Decks

To reset the Corp deck back to the original order required for the tutorial script to work, set aside the Corp Identity card Weyland – Built to Last, Superconducting Hub, Offworld Office, Above the Law, 2x Hedge Fund, Sprint, Regolith Mining License, Clearinghouse, Palisade, Tithe, Kesselroid, and Syailendra.

Shuffle the rest of the corp cards (blue card backs).

Place Clearinghouse face down. Place the shuffled deck face down on top of Clearinghouse. Place the following cards in order face down on top of the deck, Syailendra, Kesselroid, Above the Law, Tithe, Offworld Office, and Hedge Fund.

Place the last 5 cards face down on top of the deck (Superconducting Hub, Palisade, Hedge Fund, Regolith Mining License, and Sprint). This deck represents the Corp player’s “R&D”.