🛑 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.
These Learn to Play decks are designed to be played by following a scripted set of turns for both the Corp player and the Runner player to introduce the rules of Netrunner. After 3 turns each, each player can choose any actions to finish out the game.
Jump to the full script.
Decklists
Setting up the game
All you need to learn to play Netrunner with these dedicated L2P decks is the preset Corp deck, preset Runner deck, and some way to track game state such as tokens. You can use tokens from any game, some dice, or even coins. You’ll need to track about 40 credits, and about 10 advancement counters. We also recommend a way to track how many “clicks” each user has used during their turn. The Corp player has 3 clicks per turn and the Runner player has 4 clicks per turn.
Null Signal Games has official tokens that are perfect for playing Netrunner https://nullsignal.games/blog/official-nsg-netrunner-tokens/
Setting up the Corp play area
- Place the Corp player’s deck near the bottom left corner of the Corp’s play area, this represents the Corp’s “R&D” server.
- Leave some space to the left of R&D, this empty area will be used for the Corp’s discard area and represents the Corp’s “Archives” server.
- Place the Corp’s Identity card (Weyland: Built to Last) to the right of R&D, this represents the Corp player’s “HQ”.
- Take 5 credit tokens from the shared token pool and place it in a designated “Corp’s credit” area away from the shared token pool.
- At the start of the game, the Corp player draws 5 cards. These cards should be hidden from the Runner player.
- Superconducting Hub
- Palisade
- Hedge Fund
- Regolith Mining License
- Sprint
- Cards in R&D in descending order from the top.
- Hedge Fund
- Offworld Office
- Tithe
- Above the Law
- Kesselroid
- 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.

Setting up the Runner play area
- Place the Runner player’s deck somewhere in easy reach of the Runner player, this represents the Runner’s “Stack”.
- Leave some space next to the Stack, this empty area will be used for the Runner’s discard area and represents the Runner’s “Heap”.
- Place the Runner’s Identity card (Zahya Sagedhi) somewhere in the Runner’s play area for easy reference.
- Take 5 credit tokens from the shared token pool and place it in a designated “Runner’s credit” area away from the shared token pool.
- At the start of the game, the Runner player draws 5 cards. These cards should be hidden from the Corp player.
- Jailbreak
- Sure Gamble
- Verbal Plasticity
- Verbal Plasticity
- Mayfly
- Cards in the Stack in descending order from the top:
- Wildcat Strike
- Red Team
- T400 Memory Diamond
- 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.

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
The Corp player always takes their turn first.
The Corp must always take a mandatory draw, taking 1 card from R&D into their hand (HQ) at the start of their 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 turn begins. The Corp may want to rez a face down card installed in a server before the Corp’s turn starts so that any “When your turn begins” effects can trigger at the beginning of the Corp’s turn. See Anthill Excavation Contract and Clearinghouse.
After the Corp takes their mandatory draw, they 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 Corp’s 3 clicks.
One of the basic Corp action is to “Advance 1 installed card”.
If the Corp advances 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 the Corp installs Regolith Mining License in a remote server and pays to rez it. The Corp player can spend a click to trigger the a action ability of the rezzed asset.
: Take 3
from this asset.
When the Corp plays an operation from HQ, the Corp must pay the credit cost on the top left of the card. For example, to play Government Subsidy, the Corp must pay 10, then the effect happens immediately and the played operation goes face up in Archives.
When the Corp installs an asset, agenda, or ice, they are installed face down. The Corp can look at any installed unrezzed (face down) cards at any time.
After the Corp uses all 3 clicks, they must discard down to the maximum hand size (5 by default) by choosing any card from HQ (the Corp player’s 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, the Corp must install agendas (face down) in remote servers, advance the agenda, then when the advancement requirement of the agenda is met, the Corp can score the agenda. The advancement requirement of an agenda is printed at the top right of the agenda card. The scored agenda point value is printed on the left of the agenda 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. In this case, any “When you score this agenda” effects would trigger. 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 the Corp has 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 Corp player’s 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. The Corp reveals the top card of R&D to the Runner without the Corp 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 the Corp reveals 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 the Corp 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.
The Corp 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. The Corp 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
. There is no limit of ice that can protect a server.
When installing ICE protecting a server, the Corp 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.
The Corp does not have to pay the rez cost of the ice during installation.
When the Runner approaches an unrezzed ICE during a run, the Corp 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.
The Runner
The Runner may take 4 actions 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 the Runner’s 4 clicks.
If any installed Runner 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 the Runner’s turn if it is installed.
All cards played, installed, or discarded by the Runner are face up.
When the Runner plays an event from the Runner’s grip, the Runner must pay the credit cost on the top left of the card. For example, to play Sure Gamble, the Runner must pay 5, then the effect happens immediately, then the played event goes to the Runner’s “Heap” (discard pile).
Gain 9.
When the Runner installs a program, resource, or hardware from the grip, the Runner pays the install cost on the top left of the card and places the installed card face up somewhere in the Runner’s play area. The position of installed Runner cards does not matter.
After the Runner uses all 4 clicks, they must discard down to the maximum hand size which is 5 by default by choosing any card from the grip (the Runner player’s hand) and discarding it face up into the “Heap”. Then the turn is passed to the Corp.
Making a Run
The only way that the Runner can access Corp cards and steal agendas is to make a Run.
The Runner 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.
The runner can take the Basic Runner action to make a Run on any server.
There are some “Run” event cards that the Runner can play by spending a click and paying its play cost initiating a Run, such as Tread Lightly and Jailbreak.
At the end of any encounter with ICE during a run, if the run has not ended, the Runner 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.
- Initiation Phase
- The Runner announces the attacked server.
- Is there ice protecting the server?
- YES: Continue to (2), with the Runner approaching the outermost piece of ice.
- NO: Jump to (4).
- Approach Ice Phase
- The Corp can rez non-ice cards and/or the ice the Runner is approaching.
- Is the ice the Runner is approaching rezzed?
- YES: Continue to (3).
- NO: Jump to (4).
- Encounter Ice Phase
- Any “When the Runner encounters ice…” abilities resolve.
- Syailendra’s ability would trigger
- The Runner can use icebreakers to interact with the ice they are encountering, as well as other cards relevant to interacting with ice.
- The Corp resolves the unbroken subroutines.
- Did a subroutine end the run?
- YES: Jump to (6).
- NO: Continue to (4).
- Any “When the Runner encounters ice…” abilities resolve.
- Movement Phase
- Would the Runner like to jack out?
- YES: Jump to (6).
- NO: Continue to (c).
- The Corp can rez non-ice cards.
- Is there more ice between the Runner and the server?
- YES: Return to (2), with the Runner approaching the next inward piece of ice.
- NO: Continue to (d).
- The Runner approaches the attacked server.
- Continue to (5).
- Would the Runner like to jack out?
- Success Phase
- The run is declared successful, and any “When the Runner makes a successful run…” abilities resolve.
- Jailbreak, Pennyshaver and Red Team would trigger
- The Runner breaches the attacked server.
- Jailbreak and Docklands Pass would trigger
- Continue to (6).
- The run is declared successful, and any “When the Runner makes a successful run…” abilities resolve.
- End Phase
- Did the Runner reach (5)?
- Mayfly would trash now if it was used
- YES: The run ends successfully.
- Mutual Favor, Carmen and Marjanah abilities are active.
- NO: The run ends unsuccessfully.
- Did the Runner reach (5)?
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, the Runner must steal it. If the accessed card is trashable, the Runner may trash the card by paying the trash cost indicated on the bottom right of the card.
When the Runner breaches HQ, the Runner accesses 1 card (by default) from the Corp player’s hand at random by choosing and revealing 1 card at a time. Each card revealed is accessed by the Runner. After accessing all cards the Runner is allowed to access, return all revealed unstolen cards back to HQ.
When the Runner breaches R&D, the Runner accesses 1 card (by default) from the top of R&D. The Corp reveals the top card of R&D to the Runner without the Corp 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 the Corp reveals 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 the Corp seeing any of the accessed cards.
When the Runner breaches Archives, the Runner accesses all cards in Archives flipping up any face down cards.
When the Runner breaches a remote server, the Runner accesses all cards installed in the root of that server.
When the Runner has 7 or more stolen agenda points, the game ends immediately and the Runner wins.
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.
Full L2P Script
Turn 1
Corp Turn 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.
- Click 1: Basic action: “Install a card from HQ”. Corp installs Superconducting Hub into a new remote server face down.
- 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.
- ID ability triggers: Corp gains 2 credits
- 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

Runner Turn 1
- Click 1: Basic action: “Play 1 event from your grip”. Runner pays 5 credits to play Sure Gamble, gaining 9 credits.
- Click 2: Basic action: “Play 1 event from your grip”. Runner pays 0 credits to play Jailbreak, selecting R&D as the run target.
- The run is declared successful.
- On successful run (before accessing cards):
- Jailbreak effect: Draw 1 card. Runner draws Wildcat Strike.
- Jailbreak effect: Runner will access 1 additional card.
- Runner breaches R&D, accessing 2 cards at the top of R&D.
- 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.
- Any “on steal” effects would happen now, there are none.
- 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.
- End of Run.
- 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.
- Click 3: Basic action: “Run any server”. Runner selects the remote server as the run target.
- The Runner approaches the outermost ice protecting the remote server.
- The Corp chooses to rez Palisade by paying the rez cost of 3 credits and flipping the card face up.
- The Runner encounters Palisade.
- The Runner currently has no way to break the subroutines on the ice being encountered.
- The Runner indicates to the Corp to fire all subroutines in order.
- Palisade: Resolve “End the run.” subroutine.
- The run ends.
- 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

Turn 2
Corp Turn 2
Corp starts turn 2 with 4 cards in HQ and 3 credits.
- Start of turn: Mandatory draw 1 card. Corp draws Tithe.
- Click 1: Basic action: “Advance 1 installed card” that can be advanced. Corp spends 1 credit and advances Superconducting Hub.
- Click 2: Basic action: “Advance 1 installed card” that can be advanced. Corp advances Superconducting Hub again bringing it to 3 advancement tokens.
- 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.
- Any “On score” effects would happen now.
- 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.
- Any “On score” effects would happen now.
- 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

Runner Turn 2
Runner starts turn 2 with 11 credits and 5 cards in the grip.
- Click 1: Basic action: “Install 1 card from your grip”. Runner installs Red Team by paying 5 credits.
- Red Team effect: add 12 credits from the credit pool on to this card.
- 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.
- Runner approaches the outermost ice protecting the server.
- Corp player chooses to rez Tithe by paying its rez cost, 1 credit, and flipping the ice face up.
- Runner player encounters Tithe.
- The Runner currently has no way to break the subroutines on the ice being encountered.
- The Runner indicates to the Corp to fire all subroutines in order.
- Tithe: Resolve “Do 1 net damage” subroutine. The Corp does 1 net damage to the Runner.
*Teaching Moment* explain how meat and net damage mechanics work. - Tithe: Resolve “Gain 1 credit” subroutine. The Corp gains 1 credit.
- Tithe: Resolve “Do 1 net damage” subroutine. The Corp does 1 net damage to the Runner.
- The run does not end.
- The runner passes the ice.
- The run is declared successful.
- On successful run (before accessing cards):
- Red Team effect: Runner gains 3 credits, take these 3 credits from the 12 credits on Red Team.
- Runner breaches R&D, accessing 1 card at the top of R&D.
- 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.
- End of Run.
- 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.
- Click 3: Basic action: “Install 1 card from your grip”. Runner installs Verbal Plasticity by paying its install cost of 3 credits.
- Click 4: Basic action: “Draw 1 card”.
- 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

Turn 3
Corp Turn 3
Corp starts turn 3 with 6 cards in HQ and 1 credit.
- Start of turn: Mandatory draw 1 card. Corp draws Syailendra.
- Click 1: Basic action: “Gain 1 credit”. Corp adds 1 credit to their credit pool.
- 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.
- 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.
- Regolith Mining License “on rez” effect: add 15 credits onto this card.
- 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

Runner Turn 3
Runner starts turn 3 with 7 credits and 4 cards in the grip.
- Click 1: Basic action: “Install 1 card from the grip”. Runner installs Rising Tide by paying its install cost of 1 credit.
- Click 2: Basic action: “Run any server”. Runner chooses the remote server (Regolith) as the run target.
- The Runner approaches the outermost ice protecting the remote server, Palisade.
- Palisade is rezzed, the Runner encounters Palisade.
- The Runner can now use Rising Tide to interface with the Barrier type ICE and break the subroutines on the ice being encountered.
- *Teaching Moment* explain Interface and using installed card abilities to break subroutines on ice.
- The Runner uses the “1credit: +1 strength” ability on Rising Tide 3 times by paying 3 credits.
- Rising Tide can now interface with the Barrier type ICE.
- The Runner uses the “Interface → 1credit: Break 1 barrier subroutine.” ability on Rising Tide 1 time by paying 1 credit.
- All subroutines on the ice are now broken. The Runner passes Palisade.
- The Runner accesses Regolith Mining License.
- *Teaching Moment* explain trashing cards and trash costs.
- 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.
- The run ends.
- *Teaching Moment* explain the 3 types of ICE.
The rest of the runner’s turn is unscripted, the Runner can choose what they want to do for the remaining 2 clicks and rest of the turns.
Before leaving the players, explain some final topics that may come up:
- Explain installing multiple ice on the same server and install costs.
- Take Clearinghouse from the bottom of R&D and explain how it works
- Then shuffle Clearinghouse into R&D
- Take Syailendra from HQ and explain that some ice can be advanced. Return the card to HQ.
- Explain accessing cards from Archives
This is the end of the tutorial script.
Let the players continue playing the game to 7 points.
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”.
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”.
More Rules
The Learn to Play script is designed to introduce the game to new players using a subset of rules. The following topics have been intentionally omitted from this L2P script and won’t come up during the game:
- Upgrades
- Core Damage
- Tags
- Virus counters
- Purging Virus counters
The Comprehensive Rules are available here https://rules.nullsignal.games
What’s Next?
At the end of the script, when the Runner takes the 2nd click of the 3rd turn, the rest of the cards in the Heap and R&D will be randomized and anything can happen!
After players learn one side of the game, you can encourage each player to swap and try out the other side by shuffling the decks for a randomized game.