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Learn to Play – Runner 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

Core Sets - Learn to Play v2.1: Runner

Zahya Sadeghi: Versatile Smuggler

Event (16)
3x Creative Commission â—Źâ—Źâ—Źâ—Źâ—Ź â—Ź
3x Jailbreak
3x Mutual Favor
3x Sure Gamble
2x Tread Lightly
2x Wildcat Strike â—Źâ—Ź

Hardware (6)
2x Docklands Pass
2x Pennyshaver
2x T400 Memory Diamond

Resource (7)
3x Red Team
2x Smartware Distributor
2x Verbal Plasticity

Icebreaker (11)
2x Buzzsaw â—Źâ—Ź
2x Carmen
2x Marjanah
3x Mayfly
2x Rising Tide â—Źâ—Źâ—Źâ—Ź

Setting up the Runner play area

  1. Place the deck somewhere in easy reach, this represents the Runner’s “Stack”. Do not shuffle this deck.
  2. Leave some space next to the Stack, this empty area will be used for the discard area and represents the your “Heap”.
  3. Place your Identity card (Zahya Sagedhi) somewhere in your play area for easy reference.
  4. Take 5 credit tokens from the shared token pool and place it your designated credit pool away from the shared token pool.
  5. At the start of the game draw 5 cards. These cards should be hidden from the Corp player.
    1. Jailbreak
    2. Sure Gamble
    3. Verbal Plasticity
    4. Verbal Plasticity
    5. Mayfly
  6. Cards in the Stack in descending order from the top:
    1. Wildcat Strike
    2. Red Team
    3. T400 Memory Diamond
    4. Rising Tide

This diagram uses the Null Signal Games 2-player Playmat. A playmat is useful but not required to play Netrunner. The position of cards is not important for the Runner play area.

Runner 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 the first turn.

On each of your turns, you have 4 actions you can take which include any of the Runner basic actions and any additional actions that appear on any face up cards (installed cards). Taking a action uses one of your  4 clicks.

If any installed cards have a “When your turn begins” effect, these trigger at the beginning of the turn before taking the first action.

Smartware Distributor would trigger at the beginning of your turn if it is installed.

All cards played, installed, or discarded by the Runner are face up. 

When you play an event from the grip, you must pay the credit cost on the top left of the card. For example, to play Sure Gamble you must pay 5, then the effect happens immediately, then the played event goes to the your “Heap” (discard pile).

Gain 9.

When the you install a program, resource, or hardware from the grip, you must pay the install cost on the top left of the card and place the installed card face up somewhere in your play area. The position of installed Runner cards does not matter.

After you use all 4 clicks, you must discard down to your maximum hand size (5 by default) by choosing any card from the grip (your hand) and discarding it face up into the “Heap”. Then the turn is passed to the Corp.

Making a Run

The only way that you can access Corp cards and steal agendas is to make a Run.

You can make a run on any Corp server, Archives, HQ, R&D, and any remote servers that have been created by the Corp.

The purpose of making a run is to Access cards.

You can take the Basic Runner action to make a Run on any server.

There are some “Run” event cards that you can play by spending a click and paying its play cost initiating a Run, such as Tread Lightly and Jailbreak.

Tread Lightly is a Run event
Jailbreak is a Run event

At the end of any encounter with ICE during a run, if the run has not ended, you may choose to “Jack Out” stopping the run. If so, the Run is unsuccessful.

Anatomy of a Run

See: Run Guide

Here’s a condensed version of the Run Timing Structure including anything relevant to this version of the L2P script.

  1. Initiation Phase
    1. The Runner announces the attacked server.
    2. Is there ice protecting the server?
      1. YES: Continue to (2.0.0), with the Runner approaching the outermost piece of ice.
      2. NO: Jump to (4.0.0).
  2. Approach Ice Phase
    1. The Corp can rez non-ice cards and/or the ice the Runner is approaching.
    2. Is the ice the Runner is approaching rezzed?
      1. YES: Continue to (3.0.0).
      2. NO: Jump to (4.0.0).
  3. Encounter Ice Phase
    1. Any “When the Runner encounters ice…” abilities resolve.
      1. Syailendra’s ability would trigger
    2. The Runner can use icebreakers to interact with the ice they are encountering, as well as other cards relevant to interacting with ice.
    3. The Corp resolves the unbroken subroutines.
    4. Did a subroutine end the run?
      1. YES: Jump to (6.0.0).
      2. NO: Continue to (4.0.0).
  4. Movement Phase
    1. Would the Runner like to jack out?
      1. YES: Jump to (6.0.0).
      2. NO: Continue to (4.3.0).
    2. The Corp can rez non-ice cards.
    3. Is there more ice between the Runner and the server?
      1. YES: Return to (2.0.0), with the Runner approaching the next inward piece of ice.
      2. NO: Continue to (4.4.0).
    4. The Runner approaches the attacked server.
    5. Continue to (5.0.0).
  5. Success Phase
    1. The run is declared successful, and any “When the Runner makes a successful run…” abilities resolve.
      1. Jailbreak, Pennyshaver and Red Team would trigger
    2. The Runner breaches the attacked server.
      1. Jailbreak and Docklands Pass would trigger
    3. Continue to (6.0.0).
  6. End Phase
    1. Did the Runner reach (5.0.0)?
      1. Mayfly would trash now if it was used
      2. YES: The run ends successfully.
        1. Mutual Favor, Carmen and Marjanah abilities are active.
      3. NO: The run ends unsuccessfully.

Accessing Cards

When a server is breached, the number of cards accessed is determined factoring in any abilities.

When accessing a card, if it is an agenda, you must steal it. If the accessed card is trashable, you may trash the card by paying the trash cost indicated on the bottom right of the card. 

When you breach HQ, you access 1 card (by default) from the Corp player’s hand at random by choosing and revealing 1 card at a time. You access each card revealed. After accessing all cards you are allowed to access, all revealed unstolen cards return to HQ.

When you breach R&D, you access 1 card (by default) from the top of R&D. The Corp reveals the top card of R&D without the Corp seeing what the accessed card is. If you are allowed to access additional cards from R&D, you would finish accessing one card at a time, then the Corp reveals the next card on R&D.

When you breach Archives, you access all cards in Archives flipping up any face down cards.

When you breach a remote server, you access all cards installed in the root of that server.

Stealing Agendas

When an agenda is stolen, the abilities and effects on the agenda would trigger. In this case, any “When this agenda is stolen” effects would trigger. Remove any agenda counters on it and place the stolen agenda in the Runner’s score area.

When you have 7 or more stolen agenda points, you win and the game ends.

Runner Side Script

Turn 1

Corp Takes Turn 1

Runner Turn 1

  1. Click 1: Basic action: “Play 1 event from your grip”. Runner pays 5 credits to play Sure Gamble, gaining 9 credits.
  2. Click 2: Basic action: “Play 1 event from your grip”. Runner pays 0 credits to play Jailbreak, selecting R&D as the run target.
    1. The run is declared successful.
    2. On successful run (before accessing cards):
      1. Jailbreak effect: Draw 1 card. Runner draws Wildcat Strike.
      2. Jailbreak effect: Runner will access 1 additional card.
    3. Runner breaches R&D, accessing 2 cards at the top of R&D.
    4. Runner accesses the first card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Offworld Office and must steal this agenda if able. Runner takes the card and reveals the agenda to the Corp player, then places it in the Runner’s score area.
      1. Any “on steal” effects would happen now, there are none.
    5. Runner accesses the second card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Tithe. Tithe is not stealable nor is it trashable. The Runner indicates to the Corp player that the Runner will take no further action and the Corp can place the card back on top of R&D without seeing the card.
    6. End of Run.
      1. ID effect: “When a run on HQ or R&D ends” triggers. Zahya accessed a total of 2 cards during this run and chooses to gain 1 credit for each card accessed. The Runner gains 2 credits.
  3. Click 3: Basic action: “Run any server”. Runner selects the remote server as the run target.
    1. The Runner approaches the outermost ice protecting the remote server.
    2. The Corp chooses to rez Palisade by paying the rez cost of 3 credits and flipping the card face up
    3. The Runner encounters Palisade.
      1. The Runner currently has no way to break the subroutines on the ice being encountered.
      2. The Runner indicates to the Corp to fire all subroutines in order.
        1. Palisade: Resolve “End the run.” subroutine.
      3. The run ends.
  4. Click 4: Basic action: “Draw 1 card”. Runner draws Red Team.

Runner’s turn ends with 11 credits and 5 cards in the grip:

  • Verbal Plasticity
  • Verbal Plasticity
  • Mayfly
  • Wildcat Strike
  • Red Team
Runner side game state at end of Runner Turn 1

Turn 2

Corp Takes Turn 2

Runner Turn 2

Runner starts turn 2 with 11 credits and 5 cards in the grip.

  1. Click 1: Basic action: “Install 1 card from your grip”. Runner installs Red Team by paying 5 credits.
  2. Red Team effect: add 12 credits from the credit pool on to this card.
  1. Click 2: Red Team action: “Run a central server you have not run this turn”. Runner chooses a central server to initiate a run, R&D.
    1. Runner approaches the outermost ice protecting the server.
    2. Corp player chooses to rez Tithe by paying its rez cost, 1 credit, and flipping the ice face up.
    3. Runner player encounters Tithe.
      1. The Runner currently has no way to break the subroutines on the ice being encountered.
      2. The Runner indicates to the Corp to fire all subroutines in order.
        1. Tithe: Resolve “Do 1 net damage” subroutine. The Corp does 1 net damage to the Runner.
        2. Tithe: Resolve “Gain 1 credit” subroutine. The Corp gains 1 credit.
      3. The run does not end.
      4. The runner passes the ice.
    4. The run is declared successful.
    5. On successful run (before accessing cards):
      1. Red Team effect: Runner gains 3 credits, take these 3 credits from the 12 credits on Red Team.
    6. Runner breaches R&D, accessing 1 card at the top of R&D.
      1. Runner accesses the first card from the top of R&D. Corp player shows the Runner the top card of R&D without the Corp player seeing this card. The Runner accesses Syailendra. Syailendra is not stealable nor is it trashable. The Runner indicates to the Corp player that the Runner will take no further action and the Corp can place the card back on top of R&D without seeing the card.
    7. End of Run.
      1. ID effect: “When a run on HQ or R&D ends” triggers. Zahya accessed a total of 1 card during this run and chooses to gain 1 credit for each card accessed. The Runner gains 1 credit.
  2. Click 3: Basic action: “Install 1 card from your grip”. Runner installs Verbal Plasticity by paying its install cost of 3 credits.
  3. Click 4: Basic action: “Draw 1 card”.
    1. Verbal Plasticity replacement effect: “Draw 2 cards instead”. Runner draws Memory Diamond and Rising Tide.

Runner’s turn ends with 7 credits and 4 cards in the grip.

The Runner took net damage during this turn so these 4 cards are indeterminate

Runner side game state at end of Runner Turn 2

Turn 3

Corp Takes Turn 3

Runner Turn 3

Runner starts turn 3 with 7 credits and 4 cards in the grip.

  1. Click 1: Basic action: “Install 1 card from the grip”. Runner installs Rising Tide by paying its install cost of 1 credit.
  2. Click 2: Basic action: “Run any server”. Runner chooses the remote server (Regolith) as the run target.
    1. The Runner approaches the outermost ice protecting the remote server, Palisade.
    1. Palisade is rezzed, the Runner encounters Palisade.
      1. The Runner can now use Rising Tide to interface with the Barrier type ICE and break the subroutines on the ice being encountered.
        1. The Runner uses the “1credit: +1 strength” ability on Rising Tide 3 times by paying 3 credits.
        2. Rising Tide can now interface with the Barrier type ICE.
        3. The Runner uses the “Interface → 1credit: Break 1 barrier subroutine.” ability on Rising Tide 1 time by paying 1 credit.
      2. All subroutines on the ice are now broken. The Runner passes Palisade.
      3. The Runner accesses Regolith Mining License.
        1. The trash cost of this asset is 3. The runner only has 2 credits which is not enough to trash the asset. Nothing else happens. This step is here to learn about using icebreakers to break subroutines on ICE.
      4. The run ends.

This is the end of the tutorial script.

Continue playing your final 2 clicks. Keep taking turns until one player wins.

Resetting the Decks

To reset the Runner deck back to the original order required for the tutorial script to work, set aside the Runner Identity card Zahya Sadeghi, Jailbreak, Sure Gamble, Wildcat Strike, T400 Memory Diamond, 2x Verbal Plasticity, Red Team, Mayfly, and Rising Tide.

Shuffle the rest of the runner cards (red card backs) and place it face down.

Place the following cards in order face down on top of the deck, Rising Tide, T400 Memory Diamond, Red Team, Wildcat Strike. Take the last 5 cards face down on top of the deck (Jailbreak, Sure Gamble, 2x Verbal Plasticity, and Mayfly). This deck represents the Runner player’s “Stack”.