fbpx

Humanoid Resources: A Tale from Elevation Development

Hello from the Development Team! We hope you are enjoying preview season as much as we are—it is a joy to see little trinkets we have worked on for a very long time finally being shown off to everyone. 

In this article we get to show you a card, and want to do it our way! Our job is to steward cards from the moment they leave Design’s hands until they get released, ready for the Standard Balance Team to ban. Today we are telling you about the whole history of a card. We’re going to dig deep into the archaeology of this card and inspect all of its strata, and what people said about them: a long series of inventions, plots and conspiracies.

The card in question is a new Haas-Bioroid asset, Humanoid Resources. Its history begins a long time ago:

Rebellion Without Rehearsal

The Liberation Cycle had a lot of experimental designs going on for a while. Over time those got smoothed down to much simpler effects, and some cards that were in earlier playtest versions look unrecognizable now. For example, early versions of Rebellion Without Rehearsal had a card by the name of ‘“Human” Resources’ that would “Neutralize” runner cards. You may think you want to know what “Neutralizing” a card means. Reader, you don’t want to know.

In fact, that mechanic was something of a dead end, and the whole of HB’s mechanical identity in Rebellion Without Rehearsal (RwR) was changed to focus on derezzing cards, resulting in this design:

“Human” Resources
====
HB Asset
—-
Cost: 2, Trash: 4, Influence: 2
—-
When you rez this asset, load 3 power counters onto it. When it is empty, trash it.

{click}, hosted power counter: Gain 2{credit} and draw 1 card. You may install a card from HQ.

[dev-member-1]: The Mirrormorph HB asset span deck that [playtester] put together was an absolute beast of a deck. The deck was consistent and fast. Any asset spam deck that can play 6x Rashida would be more consistent and faster… Mirrormorph just has additional synergy with HR printed on its ID instead of needing Wage Workers. I love HR’s design — I think it should exist in Netrunner but I don’t think it should be allowed to co-exist with Rashida in standard. So, I’d like to propose we explore […] asking SBT if they are okay with banning Rashida when RwR is released.

[dev-member-2]: Rashida ban would be a huge change at this point in testing

[dev-member-3]: I’m just not sure, from the perspective of good testing practices, that I could get on board with the ban.

Ultimately, the conspiracy to ban Rashida failed. There were multiple factors for this, including the fact that the narrative concept and art brief for the card seemed to not entirely fit a pure economy card in this slot. As usual, Dev took to brainstorming alternative directions, and “Human” Resources as we know it disappeared for a while. But much like Netrunner itself, the best designs don’t die so easily.

Elevation

The following set, codenamed “Dawn”, had its own share of powerful meta cards. See, for example, the early card ‘Bullet Point Time’:

Bullet Point Time
====
HB Asset
—-
Cost: 6, Trash: 5, Influence: 3
—-
When your turn begins, lose {click}, then resolve any number of the following:

– Gain 1{c}.
– Draw 1 card.
– Install 1 card from HQ.
– Place 1 advancement counter on an installed card you can advance

[playtester-1]: Seems like a very fast win if you keep this on the board for 1+ turns.

[playtester-2]: So @[playtester] and I have agreed we’re going to run this card a lot to prove it is a problem and get them to change it

[playtester-3]: bullet point time seems too good to be true

[playtester-4]: in game 1 where this ran the whole game it was crazy value. Lets you do some wild stuff with Hearts and Minds, Clearing House and Azef – I actually missed a kill on turn 3/4.

Despite a nerf to the trash cost—all the way down from 5 to 3—this card was really not okay. An inability to sneak into a remote and trash it meant a quick loss to fast advance plays that could easily get past an R&D lock. Plus HB had plenty of other fast advance tools in the set, so this felt a bit overkill.

At that point, someone was reminded—wasn’t there a nice value card that was cut from a previous set that we may want to look at again? 

[dev-member1]: Where did “Human” Resources go? I remember it being cut from RwR with the idea that “it was a better fit for Dawn”, and it seems like it would help reg/rush corps a bunch, people have been lamenting little draw and the need for something rashida-like.

[design-member]: this could be nice as a bioroid in Piggy Bank if it doesn’t end up in Dawn, it fits well with the set themes there as well

[dev-member-1]: Piggy bank can be a nice place for this, just if we’re worried about reg corps not being good enough in dawn this seems like an easy patch especially with the easy splashability. Maybe a swap is possible?

[dev-member-2]: I would 100% be down for HR to be in Dawn ofc.

“Human” Resources rejoined the playtesting server again. With a fresh set of eyes, we were struck by a revelation. We wanted to print a card that encouraged squeezing a lot of value out of it, and we were trying to align incentives on it such that people would click it three times, but that was an inappropriately complex way to go about things. If we wanted people to dedicate their whole turn to this, all we had to do was force them to:

[dev-member-1]: triple click feels heavy…like swinging a weapon in dark souls

[dev-member-2]: Yeah but isn’t that how we want people to be using it? I understand that the triple click feels clunky, and is very clearly less flexible, but it’s by far the simplest text and captures the intended gameplay succinctly with no additional pressure valves needed. Given we don’t want people to install and click it twice in one turn, why do we not want this?

[dev-member-1]: I can’t pin down what feels wrong about this. I think it is just that it feels clunky, yeah

[dev-member-2]: Well, we want people to spend 3 clicks on it, right?

[dev-member-1]: I think I’ll probably end up agreeing with you. I appreciate your maieutics

[dev-member-2]: I don’t know the meaning of the word

This Socratic dialogue was the last piece we lacked before getting sudden inspiration for the final form of the card. To me, the way that things unfolded is a great example of how our work in Development prioritizes teamwork over authorship: everything is created by collective discussion, so choral that we often forget which idea came from whom.

As soon as we happened on the next version, we knew that we wanted *this* to be it: it’s elegantly written, it’s fun to resolve, it rewards deckbuilding acumen, it’s powerful but doesn’t go in every deck, it’s interesting in and out of faction. We experimented a little bit with the trash cost and influence, but the card was clearly there. Every Dev member and playtester who interacted with it reacted strongly:

[anonymous]: this is like playing RoboRally for one turn

[anonymous]: Thoughts after playing new HR: I feel like I am getting more value out of it, but I am wary to click the button and commit my whole turn blindly

[anonymous]: but tbh the new HR kinda feels like riding a bull at a rodeo, super powerful and fun, but also can possibly kill you

[anonymous]: something I’d actually consider importing to other factions now

[anonymous]: This version is pretty fun

[anonymous]: Testing new Humanoid Resources, which did indeed feel good.

[anonymous]: Humanoid Resource is a cool design, and I don’t think it’s too good in terms of power level. It requires operations (not even any operations) and cannot chain into immediate scoring. I actually have reasons to run Anthill over humanoid resource.

[anonymous]: I think that Humanoid Resources is one of the best cards in the set, as it stands.

[anonymous]: Humanoid Resources is definitely the highlight of the game. Being able to get Rashida-level of resources and immediately spending them both feels cathartic and is actually impactful. But the installs and operation plays feels like Kakurenbo – doing the same thing (IAA) but with specific restrictions. Definitely requires more deckbuilding thoughts and decision making than simply jamming Rashida. Personally like it.

[anonymous]: My opponent said that Humanoid Ressources “feels good”, you just have to plan for it and keep the Operation, e.g. not play Hedge Fund too early, which is nice for skill ceilings.

[anonymous]: From my testing games, i gotta say that Humanoid Ressources feels decent, but i always feel like i am falling into a trap. Locking you into a spefic turn sequence is cool though. It’s also one of the enablers for Asa style gameplay, which is cool.

[anonymous]: I believe that Humanoid Resources continues to feel like one of the strongest cards in the set. When it comes to Testing Lab and then pieces of ICE like Drafter, HR only helps the game plan chug along. It’s honestly bordering on being too good, but I really hesitate to say that it needs to be nerfed. Overall, I think that it’s a very healthy thing for HB to have now that they lost things like Ikawah Project.

[anonymous]: Humanoid Resources is a blast and even if I don’t think I made the best use out of it (off by one credit to play the Hedge Fund…) it was everything I want out of a Rashida-esque effect.

[anonymous]: Humanoid Resources is really good in Jinteki with the high number of econ operations (Hansei Review, Hedge Fund, {REDACTED}, and {REDACTED}).

[anonymous]: I put side balance as even since [playtester]’s deck was a bit under tuned, but I don’t think it would be as close with a more mature version of his humanoid resources to girlboss combo.

[anonymous]: HOLY BASADO. if you said “I’ll reprint rashida for you, on the condition that when you pop it your turn has to be exactly install install fully op”, I’d take that devil’s bargain in a heartbeat. It’s also somehow *even better* than Rashida if you get a clickless install (Warm Reception) or some other click generation to get the install>fire. I sure hope NSG was sensible enough not to put any accessible click generation in the set to head off any potentially absurd popoff turns…

We even got amazing art and flavor text for this card from the Visual and Narrative teams. We cannot understate how much this helps make the card feel real, and how easily we forget the importance of this event every single time. We spend over a year working on each set, and at the end, there’s a glorious moment where we finally realize that what we have worked on will actually be out in the world soon.

Humanoid Resources preview

Humanoid Resources

Haas-Bioroid Asset

Play cost: 1 – Trash cost: 1 – Influence cost: 2

clickclickclick, trash: Gain 4credit and draw 3 cards. Install up to 2 cards from HQ (one at a time). You may play 1 operation from HQ.

“Deploying in T-minus 5…”

Illustrated by Martin de Diego Sádaba

A simple story

All turbulent developments are turbulent in their own way; but there are also simpler developments, all alike. A few times every set, the Design team hands us an absolute gem, that not only doesn’t need reworks or redesigns, but doesn’t need any change at all. Every single number stays the way it is from v1 to release. Here is such a card, with no story to tell:

Otto Campaign preview

Otto Campaign

Haas-Bioroid Asset: Advertisement

Play cost: 2 – Trash cost: 2 – Influence cost: 3

When you rez this asset, load 6credit onto it. When it is empty, trash it and gain clickclick.

When your turn begins, take 2credit from this asset.

“Don’t be scared of the Ottos, kiddo. They’re building our future!”

Illustrated by Mauricio Herrera

Join us in Kota Kalimantan when Elevation releases on April 24th 2025!

Author

  • jan tuno

    Wakes up every morning excited to experience a whole day of witnessing the beauty of the mystery of it all. Likes writing about games.