The Netrunner Vanguard Project is here

Not a expansion set, but a complement for your game.

Silent Impact is here

Released for the first time ever, grab now the unreleased official expansion set.

Classic is here

Grab now, for the first time ever in pdf the last official expansion set.

Proteus is here

Grab now, for the first time ever in pdf the first official expansion set.

Base Set is here

Grab now, for the first time ever in pdf the official set that started it all.

Saturday, August 4, 2012

The Netrunner Vanguard Project - Alpha Card Set

Exactly what is a "Mentor"?
A mentor is an advanced presence in Netspace that is helping others. This presence can provide you with several advantages, but insists onrestrictions in your style for the help. As a player you get to associate with this mentor.
Exactly what is a "Consortium"?
A consortium is a group of corporations with common goals. They have limited information sharing and patent licensing rules. The player gets to play a corp being built as part of that "brotherhood" of competing partners.
Designer Note: If you have any better ideas I would love to hear them. I know that corps don't play well with others in the CP2020 universe but this is the best "tribalization" idea I could come up with
Mentor/Consortium cards are not part of your decks, and don't count toward card restrictions or numbers. They are placed, cost free, at the beginning of the game, before the Corp's mandatory draw on the first turn. They can't be affected by any cards, and remain for the entire game.
Mentor Cards: 
Card TextDiscussion
316
Mentor-AI
A 2*: Add a +1 counter to an installed Icebreaker. Use this ability only after breaking all of the subroutines on a piece of ICE this turn. Counter can only be added to an icebreaker with a matching keyword on the ICE broken. Use this ability only once per turn. Remove one +1 counter at the end of any turn in which you did not run.

"Why do I run the net? Because I have no other choice.
The ability is designed to be used to force the runner to make a run per turn. The bonus can be awarded to any icebreaker that has one or more keywords in common with the ICE broken *even if* the icebreaker was not used to break the ICE. So, you can use Dropp to beef up Wild Card by breaking a Shock.r repeatedly.
The Waycon Kidd
Mentor-Netrunner
All installed Icebreakers gain +2 to strength at the beginning of the run.
All installed icebreakers gain -1 to strength after passing each piece of ICE the runner encounters.
Runner can not run if tagged.
Runner receives a tag at the end of each turn during which runner received a tag.
"I just do what I do best."
The icebreaker twiddle is to encourage many short runs. The corp will want to rethink some of the ICE placement strategies with this ability in play. The use of the word installed is very specific, if you Mystery Box or Self Modify an icebreaker into play, it will not get the bonus but it will be degrading after each encounter.
Dog
Mentor-Netrunner
A 1* : Search your stack for a hardware card. Show that card to the corp and bring it into your hand.
Runner must pay 1* in addition to any other costs to trash a card other than an ambush.
3* : Prevent 2 meat damage
"When the going gets tough, the tough go shopping"
Dog's first ability is problematic. In the CP2020 universe, Dog was very into hardware and cyberware. This ability represents the hardware contacts a friend of Dog would have. The biggest problem is the use of cybernetics to a heavy degree in Faked Hit decks. I don't think this will do anything to speed those decks up at all. Adding a cybernetics restriction is possible.
Tally Ho
Mentor-Sysop
A: Gain bits equal to the number of cards the corp installed during their last turn. Use this ability only once per turn.
At the end of your turn gain 1* if you exposed or accessed any installed card.
"Let's see what's on the menu today"
Tally makes her money from info. You're still a bud, so you can make some money off of info. The first ability helps the runner get some early cash. The corp can slow down to one install per turn or give the runner an opportunity to make more money per action, their choice.
Spider Murphy
Mentor-Netrunner
A : Install one Stealth card for half the install cost rounded down.
0* : Install one stealth card. Use this ability only during a run and only once per turn.
A : Replace the bits on one stealth card with the appropriate number of bits from the bank.
- no flavor text yet -
Spider's install reduction needs to be seriously looked at. Is half the cost too cheap? You tell me folks. I'm comfortable with 3* off as an alternative. Stealth installed during a run is at full price so I don't see this getting used for anything but Invisibility.
Edger
Mentor-Netrunner
A 2* : Search your stack for a program or select a program from your hand or trash. Shuffle your stack if you searched it. Set that program aside and put a number of code counters on it equal to half the installation cost rounded up. When the last code counter is removed, install that program at no cost.
A : Remove one code counter from a program.
Remove one code counter from one program at the beginning of your turn.
"Me, I only trust what I write. And I write good stuff."
Edger is an alternate form of the Shell Traders. This is to represent the fact that he can write his own software but it takes time. Hook that boy up to a Lucidrine Drip Feed or two, I say... :)
Consortium Cards:
Card TextDiscussion
- no card name yet -
Consortium-Security
All installed ICE gains +1 for each rezzed sysop installed in that fort.
Cost to rez sysops is increased by 2
Cost to trash Sysops is reduced to 0.
- no flavor text yet -
This one will be a wash in many sealed decks. No sysop, no bonus. But think of what you could do with all those Dr Dreffs in a constructed deck... Oh did I mention that the bonus is definitely only for installed ice and therefore dreffed ice gets no bonus?
- no card name yet -
Consortium-Communications
Gain 1* after each successful trace.
Increase by 1 the trace limit on a trace that has no effect other than giving the runner a tag.
A 2X* : traceX. If the trace is successful, give runner a tag. X cannot be less than 3.
All meat damage is reduced by 1.
- no flavor text yet -
The unprovoked trace is one of the most expensive in the game. This one will cost you a minimum of 6* to use. For 6* you get a trace3 to play the trace game with. The last part is interesting with Corporate Headhunters because they will successfully deal 0 damage. Does that mean the handsize is decreased? Skipper needs to say on that one, I vote for yes myself
- no card name yet -
Consortium-Security
A : Gain 2 actions which you may only use to install ICE.
All ICE on central data forts has an additional subroutine: "@ runner must
pay 2* or end the run"
Cost to rez ICE is reduced by 1.
Trash all rezzed or exposed black ICE at the end of any run.
- no flavor text yet -
So... the additional subroutine could be reduced to 1* if needed. This is cool for sealed games because there is very little black ICE there, you can use all the black ice you want... once. Then it blows up, the logic being that repeated illegal security practices will get you booted from the Security Consortium.
- no card name yet -
Consortium-Census
Gain 1* at the start of your turn for each tag the runner currently has.
Gain 1 Bad Publicity point for each point of meat damage dealt by another source.
- no flavor text yet -
You get paid to keep track of people, not to kill them.
- no card name yet -
Consortium-Public Relations
Pay the Rez cost +2* of an advertisement to replace the bits on it. You may
use this ability when removing the last bits from an advertisement. You may
use this ability only once per turn.
Advertisements must be rezzed when they are installed.
- no flavor text yet -
This is wonderful with BBS Whispering Campaign. Not so good with Rockerboy, Holovid, or Braindance Campaign.
- no card name yet -
Consortium-Research
Difficulty of all Black Ops agenda is increased by 1.
Difficulty of all Research agenda is decreased by 1.
- no flavor text yet -
Fairly simple, you get help with big research projects but have to be careful about the black ops going on, lest people find out.

The Netrunner Vanguard Project - Original Card Ideas

Mentor Cards:
Card TextDiscussion
Rache Bartmoss
Mentor-AI
Cool ways to hide after a tag
Run on HQ to remove a tag
Nifty ways to upgrade programs
All tagging traces are sucessful
Not really a card design just throwing some thoughts out for the moment. (tagme decks are too mean anyway). While Rache was alive, he used his real name on the net. The corps knew who he was and where to get him. The problem was that he was so resourceful that the corps could never ge a stranglehold on him.
ALT
Mentor-AI
-1 MU
*0 to Kill a sysop first time the sysop's effect is used during a run.
The Corporation may pay *3 to prevent this effect and return the Sysop to HQ.
"Soulkiller 2.0 was a brilliant program by a brilliant programmer, too brilliant"
From CP 2020, 2nd edition:
"The original Soulkiller started as a matrix to contain artificial personalities. She'd studied the concept, worked out the parameters for creating a storage matrix. She'd been facinated and awed to discover that the same matrix could contain living engrams; transfer them from computer to body and even back again. It was immortality." ALT was eventually killed by her own creation. An ALT prodigy would have a copy of the earlier immobile version of Soulkiller to use in sucking the brains out of Sysops. Al this really does is make Sysop cards one timers against decks using this Mentor.
316
Mentor-AI

316 is only mentioned in passing so far as I can tell. I put this AI here for development. RTG may have some more info hiding in other places...
Spider Murphy
Mentor-Netrunner
A: Replace bits on one Stealth source.
Cost to install Stealth cards is reduced by *1
*0: install one Stealth card. Use this ability only during a run and only once per turn.
Spider was the closest thing to a little sister Rache ever had. She helped him compile Rache Bartmoss' Guide to the Net. A world class Netrunner in her own right. Spider was characterized as a "fast" runner in CP2020 lore but in the realm of Netrunner all speed issues are reduced to either actions or cash for runs. A Spider Murphy prodigy would have learned to be fast and clean.
Jason Drow
Mentor-Netrunner

Jason was a "kinder, gentler" Netwatch runner who would prefer to take illegal runners alive. Black ICE would fly if he were attacked.
Magnificent Curtis
Mentor-Netrunner

Tally Ho
Mentor-Netrunner

Owner and chief programmer of the Hunt Club.
Dog
Mentor-Netrunner

The Waycon Kidd
Mentor-Netrunner
All Icebreakers gain +2 to strength at the begining of the run.
All icebreakers gain -1 to strength after passing each piece of ICE the runner encounters.
Runner can not run if tagged.
Runner receives a tag at the end of each turn during wich runner received a tag.
"I just do what I do best."
From Rache Bartmoss' Guide to The Net: "No one knows who this shadowy figure is, all they know is that he runs the Eurotheater with impunity and that he is the best programmer to hit the scene in years. ... He always runs the Net quicly and efficiently, never in the Net for more than fifteen minutes. ... I conceal my identity because this is the information age, and the less information I give, the better." These comments lead me to believe that a prodigy of the Waycon Kidd would be able to crack forts with small ICE stacks easily but would loath to run a larger fort. Since the attitude is what we are really trying to capture, I think this feature set works well. The inability to run while tagged is in place to deter the use of "tagme" cards. This also has the handy side effect of making the trace and tag game much more important. Cautious and clean runners should be inspired to use this card. The strength reduction occurs after the runner encounters ICE so unrezzed or Inside Job'd ICE will not effect this. The corp on the other side may decide to build big forts before putting anything in them to capitalize on this. ICE order becomes very important, put the weak stuff outside where it may be wasted anyways and put the nasties in deep where the runner is already hurting.
Edger
Mentor-Netrunner



"Me, I only trust what I write. And I write good Stuff." -Edger
Flavor text from CP 2020, 2nd edition

Consortium Cards:
Card TextDiscussion
San Dia Coorperative
Consortium-Research
Difficulty of all research agendas is reduced by 1
Difficulty of all Black Ops agenda increased by 2
Difficulty of all Grey Ops agenda increased by 1
Not really a card design just throwing some thoughts out for the moment. Creates an interesting problem aound the area of Black ICE QA which is Black Research. Assets are not touched so that fits an R&D centric consortium
LDL Lobby
Consortium-Communications
Not really a card design just throwing some thoughts out for the moment.
Defensive Software User's Group
Consortium-Security
Not really a card design just throwing some thoughts out for the moment. Really crappy name too...
Regional Runner Cards:
Card TextDiscussion
Location-Pacifica
Pacifica
Location-Region
Dolphins...
Not really a card design just throwing some thoughts out for the moment.
Sydney
Location-Pacifica-Australia
All non tagging traces are reduced by 2
If you trash more than 3 cards in a turn, take 3 net that cannot be prevented.
All Black ICE in Pacifica has its strength reduced by 1
Not really a card design just throwing some thoughts out for the moment.
Night City
Location-Pacifica-NorCal

Not really a card design just throwing some thoughts out for the moment.
Location-Rustbelt
Rustbelt
Location-Region

Location-Olympia
Olympia
Location-Region

Las Vegas
Location-Olympia-Nevada

Very heavy gambling and meat influences.
Location-Tokyo/Chiba
Tokyo/Chiba
Location-Region

Location-Atlantis
Atlantis
Location-Region

Location-Eurotheater
Eurotheater
Location-Region

Location-Sovspace
Sovspace
Location-Region

Location-Afrikani
Afrikani
Location-Region

Location-Orbitsville
Orbitsville
Location-Region

Location-Wilderspace
Wilderspace
Location-Region

Regional Corp Cards:
Card TextDiscussion
Location-Pacifica
Pacifica
Location-Region
Dolphins...
Not really a card design just throwing some thoughts out for the moment.
Night City
Location-Pacifica-NorCal

Not really a card design just throwing some thoughts out for the moment.
Location-Rustbelt
Rustbelt
Location-Region

Location-Olympia
Olympia
Location-Region

Austin
Location-Olympia-Texas
Increase by 1 the meat damage dealt by another source.
Rez cost on all Black ICE is reduced by *1
Cost to install any card is increased by *1
Not really a card design just throwing some thoughts out for the moment.
Las Vegas
Location-Olympia-Nevada

Very heavy gambling and meat influences.
Location-Tokyo/Chiba
Tokyo/Chiba
Location-Region

Location-Atlantis
Atlantis
Location-Region

Location-Eurotheater
Eurotheater
Location-Region

Location-Sovspace
Sovspace
Location-Region

Location-Afrikani
Afrikani
Location-Region

Location-Orbitsville
Orbitsville
Location-Region

Location-Wilderspace
Wilderspace
Location-Region

NR-L Card Suggestions:
Card TextDiscussion
Joe Rhodes:
Max Forward
Runner Character
Starting Bit level:4
Starting hand size:4
All ICEbreakers in play are +1 strength
This is fairly cool. The runner is exposed to an early game flatline with the reduced hand size. Given 2 turns, the opening restrictions could be meaningless though. The lasting effect of +1 to all ICEBreakers is not well balanced against the opening restrictions.
Wutech
Corp Character
Starting Bit level:3
Starting hand size:8
Draw an additional card at the beginning of your turn
This is an interesting idea. The starting bit restrictions are not harsh enough to cause the corp to have a difficult early game. The drawing requirement would lead to decks loaded with Edgrunners to get lots of cards installed. It does have the negative effect of helping the runner empty R&D. Card drawing is one of those abilities on the corp side that some players love and others hate. Play a Skivvies deck against 5 different people and you will get 5 different reactions to the counters.
Judd Hallas:
Bit Pool : 5
Hand Size : 0
Hand size is always zero, if hand size is altered, hand size remains zero.
All damage (net, meat and brain) is ignored.
Forfeit the first three agenda points you gain.
"You've never run until you've run only on the fly"
James Falco:
Corporate Profile: Petrochem
Starting and Maximum Hand Size: 7
Starting Bits: 6
We may not play with any Black Ops or AP Ice.
We gain 3 bits each time we score a Research agenda.

Silent Impact


Never released, development halted by WotC. However, a series of six cards labelled 'v2.0' were issued as promotional cards for a planned, but never released, Netrunner 2.0 core set. Even though originally appearing in Netrunner 1.0, these six cards have been revised for 2.0 and feature new artwork as well as revised game text. The six cards in question are Forged Activation Orders, misc.for-sale, The Shell Traders, Pacifica Regional AI, Bizarre Encryption Scheme, and New Galveston City Grid. Extremely rare and very hard to find.

Not much is know about Silent Impact beside the 52 cards that were released as the Classic expansion, until today... 

 Today we're proud to announce that we're releasing two unreleased and unseen Silent Impact cards (one for the Runner and one for the Corp), just grab them on the Download tab.

Of course if anyone has the original playtest cards and wanna to share, just drop us a line, and we'll complete the set as more info is available.

The Netrunner Vanguard Project

Here it is folks. The central datafort for the Netrunner Vanguard Project. I am your sysop and I hope you find everything that you are looking for here. If there is anything you wish to add please mail me and I will get your suggestions up. I would like as much feedback as possible on this so if there are any ideas here that you rabidly object to...


From WWWebster Dictionary:
Main Entry: van·guard
Pronunciation: 'van-"gärd also 'va[ng]-
Function: noun
Etymology: Middle English vantgard, from Middle French avant-garde, from Old French, from avant- fore- (from avant before, from Late Latin abante) + garde guard -- more atADVANCE
Date: 15th century
1 : the troops moving at the head of an army
2 : the forefront of an action or movement
van·guard·ism /-"gär-"di-z&mnoun
van·guard·ist /-distnoun


Info / History:
Back on January 24 Joe Rhodes Wrote:Everybody wants a new expansion. Netrunner Vanguard could be just the thing to promote interest until SI is released. It would be easy, just have 5 famous corps and 5 famous runners. They would be character cards. You start the game with them in play and they affect your starting bit level and hand size, they would also have special abilities, for example:

Max Forward
Runner Character
Starting Bit level:4 Starting hand size:4
All ICEbreakers in play are +1 strength


Wutech
Corp Character
Starting Bit level:3 Starting hand size:8
Draw an additional card at the beginning of your turn




So what are we waiting for? Lets start posting netrunner vanguards and evaluating them to make sure they are not broken.

That one message pointed to a way to give some players a new fun way to play Netrunner and to fill in some of the holes that some people think Netrunner has.

The basic idea is that WotC would print some number of NR-Vanguard cards in a set. These would be released to the gaming community via The Duelist or some other promotional means. The cards would be used in concert with a Netrunner deck to create a new play experience. These cards would add some more flavor of the CyberPunk 2020 universe and bring a closer definition of "you" to the player. This also addresses the lack of "tribalization" that some think Netrunner needs. The main benefit is that the game will get some notice and player who have a starter will look at it again with this new twist. Many gamers think that Netrunner has fallen off the map, this would show them that the game is alive and evolving.



Rules:
There have been two sets of rules advanced for this card set. The first is that the card abilities are not known by the player who has to live with them. This would call for a random selection at the begining of the game. I'm not so fond of that idea for constructed play. The Vanguards should be known to the players before they build their decks. This allows for constructed and sealed decks to use the abilities to their fullest extent. Since the Vanguards will set the environment that you play in, you should be able to plan for that. Your opponent gets to make your life difficult on the fly, and that is where the unknowns should come from.

Jack Henry-Rhoads had some words on rules:It is great to see this much excitement over my idea. But let us not forget the nature of Vanguard for mtg. Over here we like to play vanguard and I have some things to say about it.

1. Vanguard must always be played against Vanguard unless you are trying to handicap someone so that a newbie has a chance. If Vanguard was not played against vanguard it would be broken.
2. Vanguard can be played in several different ways. For instance you should be able to do the random thing and the constructed thing. You can also do Vanguard sealed deck, where each player gets a vanguard card, a starter and 2 boosters.

Names:
Netguard was used a lot in the early stages of development. It's an OK name but it reminds too many people of a spray on personal hygene product; "keep your data smelling fresh and clean with NetGuard".
Edgerunners (by Daffy) Based on the same in the CP 2020 game. To quote Stan the Man, "'nuff said."
Virtual Realities [or Virtuals] (by Argi) - Based on the assumption that the cards are an imposition of a specific game-altering reality to the cyberspace where the "Netrunner" conflict is taking place.
Alpha Constructs [or Alphas or Mentors] (by Argi) - the players are aided by an alliance with the great personalities or corporations of Cyberpunk 2020. You only use one card (each side), since you only get to ally with one Alpha and live to tell about it. They give you specific advantages/disadvantages while you live by their rules. Builds closer ties to RTG CP 2020 game, making better use of the license available.
Dioscuri (die-ohs-cure'-ree) (by Argi) - In the same line of naming expansions based on the Greek Mythos (i.e. Proteus), we name the two-sided cards after Castor and Pollox, twins where one was mortal and the other immortal. When Castor died, they were allowed to live in the upper and lower worlds on alternate days. Does that sound like the dual nature of Netrunner? If you can't pronounce it, we can go with Castor/Pollox. ;-)
Influentia - A tiny noise said "all we are trying to due is influence the way that the game is played". I thought about this and decided that no mater how the cards do change the landscape it will be because the cards are adding a new outside stimulus. This name works to describe the function of the cards no matter which design is final. Consortiums, Mentors, Regions, AI's etc are all influences that the player will have to deal with. Influentia is the medieval latin origin of the word influence. This could be seen as a fun little play on the word influenza, or the flu virus. All of the cards will be balanced so that they have an upside and a downside so the word-play kinda works.
Savant - I sat down one day and looked "Vanguard" up in the dictionary. Since vanguard is a form of avant-garde, I thought the play on words with Savant-Garde was especially funny. Jennifer Clarke Wilkes pointed out that most people only know the word savant in the context of "idiot-svant", a rather crude description of some forms of autistic behavior (Rain Man). It really means: a person of learning; especially, one with detailed knowledge in some specialized field (as of science or literature). Granted this idea came when the function of the cards was not well defined so it may not be nearly as appropriate now.

VIP - This concept was created by Netrunner France.

Themes:
One thing that is very important is that all of the cards follow some thematic structure. A number of people have posted card ideas that have the player building a deck based on a particular runner or corporate character. These have been brought forth as "Identity" cards. The idea of taking on a specific character as your alter-ego is not bad, but the basic mechanic of Netrunner has you as the central character of the game. A specific identity being provided for you may not mesh with your play style.

Clans or tribalization have been pointed to as needed additions. Runner's don't really clan well with others as part of their defining characteristic. Corps can form consortiums and may well be able to tribalize in this manner. A consortium could fill the roll of a clan for the corporate side of the game.

The compromise for identity cards would be Mentors. The idea here would be that your teacher would have installed in you the values and method for success in their image. There are a number of CP2020 characters that could serve the roll of mentor quite well. One of the percieved "flaws" of Netrunner is that the player has no clear sense of who "you" are within the universe. Mentors and Consortiums define that and make it an integral part of the game.

The best idea that works consistantly for both the runner and the corp side is a meatspace region or location. Where the runner physically lives gives few restrictions on net activities and would definately effect life on the street. 
Corporations would be subject to local taxes, employment laws and gravitational considerations. The net would be subject to the local transmission systems and regional AIs. This has great potential on both sides. The main question to be answered regarding the regions is scope. Each card could designate a city or a state/contry/free-state, or the whole region. What level of granularity would we look for. Maybe one set of 6 cards (3 per side) for each region? One interesting twist that is added with location cards is the corp Upgrade-Region cards. The rules would have to make clear that all regional effects are cancelled for that fort.

There are two schools of thought on the location cards. One is that the cards will define a region as the location of the runner or corp. This would mean that a first set of cards would cover all of the regions in the Cyberpunk 2020 universe and describe what happens there. This limits the future of the sets, but then again we may only get one crack at this. The second school assumes that there will be future printings and concentrates on one region at a time. The card would then be specific to the effects of one city within a region. So we would concentrate one one place and pull 3-6 cities out of each region to explore. Many of the current designs could go either way.

Classic

The heat of the 'Net is back in the hands of trading card game enthusiasts with the Netrunner: Classic card set--the latest expansion from adventure games leader Wizards of the Coast Inc. The follow-up release to the award-winning Netrunner trading card game created by renowned game designer Richard Garfield, the Netrunner: Classicexpansion heats up the long-simmering war in cyberspace. Corporations hold secret agendas and build elaborate fortresses of data to keep their intentions hidden. Runners hack the computer system to gather information and expose a corporation's operations. Players and collectors will be the first to embark on a virtual voyage of intrigue in the Netrunner: Classicexpansion as they face off against the keenest cyberpunks, hackers and 'Net junkies in cyberspace. A highly anticipated release, Netrunner: Classic promises fans brand-new game mechanics and never-before-seen cards.


Features: Set in the high-tech, futuristic world of R. Talsorian's Cyberpunk 2020 adventure game, the Netrunner: Classic expansion offers cutting-edge strategy and game play for trading card game enthusiasts. Highlighted by exciting new card art, the long-awaited release offers more than 50 exclusive cards in common and uncommon card rarities. Only available in eight-card booster packs, Netrunner: Classic cards will be sold through local hobby, game, book, music and toy stores.



Industry Edge: Netrunner Classic
Featuring Jennifer Clarke Wilkes, RPG editor

Fri Sep 24 17:22:54 1999


TSRO_Ruffle: We will discuss the latest product in the Netrunner line with one of the game’s most influential figures, Jennifer Clarke Wilkes!

WotC_Sue: So, is Netrunner Classic on sale yet, Jennifer?

jenofarc: Yes, it’s went on sale Nov. 18th.  The Wizards of the Coast online store has Netrunner Classic product. I also know that distributors are selling it, and retailers are ordering the cards after seeing the interest in last week’s prereleases. I’m still collecting all the results of the prerelease events. There were 26 scheduled worldwide.

WotC_Sue: Cool. Can you back up a bit and tell us more about the set itself?

jenofarc: It’s a new expansion, containing 52 cards. This is the first in a planned series of “Classic” game sets to support the original Wizards of the Coast trading card games that still have a very loyal following.

WotC_Sue: Who was the design and edit team?

jenofarc: Most of these cards were drawn from a dormant, nearly complete expansion designed in 1996 and codenamed “Hazelnut,” which was to be released as “Silent Impact.” There were a number of designers involved in that set: Mike Elliott, Glenn Elliott, Robert Gutschera, Jonathan Tweet. I may have left some out. Tom Wylie reviewed the set and chose a subset of cards that would be exciting. Tom also looked over the art and chose the best pieces. Bob Kruger was the original set editor, and I finished up the project, soliciting new names for cards and new flavor text when needed. Tom chose cards that contained some of that set’s new mechanics.

WotC_Sue: What are the features of the new Classic set that you think will excite fans most?

jenofarc: Fifty-two new cards. :-) But, seriously--there are cards designed to throw a monkey wrench into the dominant tournament deck types. I know the older players are looking for change in the game play environment and will appreciate the shakeup. The new “double” actions seem to be popular. They let you thin down a deck nicely by compacting two card actions into one. I’ve also noticed a lot of excitement about some of the new upgrades, especially Sterdroid (which doubles ice strength) and Self-Destruct (which blows things up real good!).

WotC_Sue: Now, you were talking about events, earlier. Do Arena stores conduct Netrunner events? How do I find a store that’s doing them?

jenofarc: There isn’t an Arena program for Netrunner--yet. However, there is a worldwide player organization called the Top Runners’ Conference that puts on events all over. You can contact them at their website: <www.cyberjunkie.com/trc>. You can also locate players in your area with Wizards’ Player Registry.

WotC_Sue: Is there access to the registry from <www.wizards.com/Netrunner>?

jenofarc: Yes, go to the “The Sprawl” pages link on the sidebar.

WotC_Sue: What do you think of the new Netrunner e-postcards?

jenofarc: I think they are way cool! I’ve already sent two.

WotC_Sue: So, if I’m not mistaken, Netrunner editing is only part of your job at Wizards.

jenofarc: Actually, it’s none of my job. I do Netrunner promotion in my “spare” time. By day, I am a mild-mannered RPG editor. :)

WotC_Sue: The art for Netrunner is pretty striking. Who are your Classic artists?

jenofarc: Many of the artists are names familiar to Magic players: Mark Tedin, Dan Frazier, Pete Venters, to name a few. Others have also done quite a bit of work for other cards games such as BattleTech. This Netrunner set features quite a lot of illos by Doug Chaffee, a personal favorite of mine. There’s also Matthew Wilson, Clint Langley, Romas, even John Bolton and Rick Berry.

WotC_Sue: Following this new release, can you tell us what the future holds for the line?

jenofarc: The idea of the Classic sets is to maintain a base level of support for a game and reward the players’ loyalty. I’ve been hearing a lot about a renewed interest in Netrunner with this release. Obviously, the best possible result would be increased sales--enough to support a full-scale revival. Right now, we are looking at what the fans want.

WotC_Sue: For folks who don’t know Netrunner, what is it about the game that incites such loyalty in fans (and editors)? :) How would you describe its main attraction to people?

jenofarc: For me, I found that the game encourages considerable roleplaying! I think it’s because of the two-sided nature of the game. As well as the fact that you have to “change hats” in a match. It’s also intense. I feel real tension when I’m making a run, or trying to defend my data against some hacker. I know that many of the players are also interested in chess. They find a chesslike feel to the planning ahead that is essential to the game. Also, the existence of hidden information that you must deduce or take a best guess at is fascinating.

WotC_Sue: Cool! Well, I don’t have any more questions. Is there anything else you’d like to say before we close?

jenofarc: If you haven’t tried Netrunner, it’s worth looking at. It’s one of the best games ever, IMNSHO :)

WotC_Sue: Thank you so much for taking the time to talk, Jennifer!

TSRO_Ruffle: Thanks for coming Jennifer, it was interesting.

jenofarc: Cool! Well, see ya.

Proteus

The Proteus expansion was released in September 1996, adding over 140 new cards to the mix. This set explores new twists and turns in the war for information, after a Runner releases lost technology into netspace. It also features sneaky new tricks for the Corp, and ways for Runners to hide their activities by from prying corporate eyes. Proteus is sold in 15-card boosters containing a roughly equal mix of Corp and Runner cards, and is still available wherever Netrunner is sold.

Analysis:
New virus programs introduced in Proteus set many a Corporate CEO to sweating, and Runners appreciated the new hidden cards available to them. Corporations, though, benefit from new sysops and agendas that punish a Runner who tries to steal them. And everyone has access to new "morphing" software that can change its form to suit the occasion.

Proteus also contains the "impossible dream" card: World Domination. Long thought to be too impractical for serious play, it has become the most hotly sought-after Netrunner card after publication of an article featuring a World Domination deck in Duelist #18.

A NEW CYBER AGENDA
First Netrunner® expansion

July 2, 1996 (Renton, Wash.)-The race across the cyber frontier continues when Wizards of the Coast, Inc., introduces Proteus(TM), the first expansion set for Netrunner, scheduled to be released early this fall. Netrunner, created by Richard Garfield, is a two-player game in which one player takes on the role of a computer data thief (called a runner) and the other a corporation. There is a separate set of cards for each role. The Corporation player's cards are used to build and defend virtual reality fortresses ("data forts") that house plans the Corporation is trying to implement, while the Runner player's cards assist him or her in hacking into these fortresses to steal the plans.

Proteus explores what happens after a runner named Max Forward discovers a forgotten data fort-a derelict from a war that two rival corporations waged to mutual destruction. The fort contains the plans for a new technology that allows security and counter-security programs to spontaneously change themselves into completely different programs. Once brought to light, the technology creates a disturbance in the balance of power on the cyber frontier: now nothing is as it seems.

The Proteus expansion explores this technology by introducing several new classes of cards to the game. Bad publicity cards can undermine the confidence of the Corporation's customers and investors, and if the Corporation receives enough bad publicity counters, it loses the game. In addition, a new class of cards, "hidden resources," gives the Runner access to a tactic previously reserved for the Corporation: to play cards face down and reveal their function as a surprise move.

"Now each side can take advantage of hidden information to surprise and intimidate his or her opponent," said Jean Flynn, Brand Manager for Netrunner. "The new cards add important information to the Netrunner story so players can further explore the relationship between the Runner and the Corporation. In doing so, players will uncover exciting new ways for both sides to win."

Close to 150 cards make up this limited-edition expansion set, which includes artwork by many popular Magic: The Gathering® artists and world-renowned artist Moebius, who is well known for his science fiction illustrations, as well as his work with science fiction and fantasy movies such as Dune, TRON, Willow and The Abyss.

Proteus will sell in 15-card booster packs of mixed Corporation and Runner cards. Suggested retail price is $2.95. Netrunner, which was released earlier this year, is available in starter packs, which contain a rulebook in addition to one 60-card deck of Corporation cards and one 60-card deck of Runner cards. Booster packs of both Runner and Corporation cards are also available.






 Release Date: September 3rd.
 First limited-edition expansion for Netrunner®.
 154 new cards in the set.
 Booster packs contain mix of Runner and Corporation cards.
 Booster pack MSRP: $2.95(U.S.).
 Flexible new ice and icebreaker cards that add a new dimension to the game strategy. A corporation can decide to change the form of certain ice cards, or the Runner certain icebreakers, by paying an extra cost when the cards are made active.
 Certain cards allow the Runner to give the Corporation "bad publicity," providing the Runner with another way to even the score against the corporation.
 A new class of cards, "hidden resources," allow the Runner to use a tactic previously reserved for the Corp: playing cards face down and revealing their effect as a surprise move.
 Cutting-edge artwork by world-renowned artist Moebius and popular Magic: The Gathering® artists.
 Exciting online promotion of Netrunner with Wired magazine and HotWired: "Webrunner II: The Forbidden Code." This is the follow-up to the highly successful "Webrunner: The Hidden Agenda." Online August 16th through September 30th.

Base Set

NETRUNNER® is a trading card game of dark, techno-future intrigue, set in the world of R. Talsorian's Cyberpunk® rpg. In the vast expanse of netspace, ruthless corporations scheme to accomplish secret agendas as they build elaborate fortresses of data. They hide their darkest secrets behind layers of exotic and deadly computer security. As their elegant computer programs come to life, anarchistic netrunners hack the system, infiltrating data forts to liberate information. In netspace, the war for information never ends....










CORPORATIONS rule the world. Mega-corps oversee the lives of millions, but they keep their true agendas hidden. Some corporations are benevolent, but others indulge in sinister Black Operations to serve their own greed. You have control over the Corporation ... what kind will you build? 


RUNNERS find ultimate freedom in netspace. Armed with technological wizardry, street savvy, and indestructible idealism, runners slam into netspace to make information free. Will you use your power to reveal the secrets of the corporations, or do you fight the system to spread chaos and anarchy? 




Richard Garfield has designed another great tradable card game, one that's easy to learn and quick to play. Each starter pack of Netrunnerincludes a Corporation deck and a Runner deck. The series consists of over 350 beautifully illustrated cards, which bring the world ofCyberpunk to life: from the gritty byways of the street to the strange wonderlands of netspace. You have the freedom to choose your role. Information brings power, and Netrunner holds the answers. 


Fiction


Corporate Dispatch Alpha: In the 21st century, order has been established at last. Proper government depends on good management practices, and the population now recognizes this. We, the corporations, carefully control the flow of information so that only those requiring data are authorized to access it. Thus, in the fullness of time and with correct planning, we can advance our agenda, directing the course of global business so as to ensure prosperity for all.

RUnn3rZ R3bbU++@L: Dude, what bullchips! That's what the Corps want you to believe, but what they're really after is power. All the power. All the time. Democracy is meaningless when a typical Corp CEO controls more information, and more wealth, than all but the largest countries. You want prosperity? Start with freedom. Set that data loose to roam the Net where it belongs, not locked in some Corp databank.




To read the Official Netrunner Storyline click the Fictions link on the Downloads tab.

Sunday, July 29, 2012

NROHub Update 2012.07.30

This week update does not bring us new card sets, but we focused on fixing some bugs on the blog layout and some misspelled text on the posts.

But fear nor Runner as next week we're gonna present 3 to 5 band new (or not) card sets for your download pleasure... So just wait one little week to experience a new Netrunner Extravaganza...

Thanks
-- Ophidian Lord

Sunday, July 22, 2012

Featured Card - Hostile Takeover



Welcome to the fourth "Featured Card", today we will introduce you to the first Android: Netrunner card featured on NROHub.

And why? Cause we're less than one month to get our hands on Android: Netrunner, so yeah it's and even though this is not an hostile takeover, as we're still releasing new sets for Classic Netrunner (you might have noticed that today we released 4 new sets, so this isn't over.)
--Ophidian Lord



Classic Netrunner Fan sets extravaganza

Welcome to the biggest Classic Netrunner Fan set release to the date!!!

Today we will release 3 full expansion sets, plus a mini set called VIP , sort of previewing or anticipating the new Android: Netrunner Identification Cards, as this set was created more than 10 years ago.

And even thought their mechanisms are similar, when VIP was created we didn't dreamed that someday those ideas were gonna become alive on a new version of NR. But for now just take a look on this crazy set: (For this just scroll down and... enjoy it...)







As for the 3 new sets - CyberTech, Net Links and Hard Code, are now in the downloads section ready to be printed and played.

Hard Code

Is now available on the download section. To download it click here.

Net Links

Is now available on the download section. To download it click here.

CyberTech


Is now available on the download section. To download it click here.

Friday, July 20, 2012

Project Management


When You Need the Human Touch
    –Jinteki corporate slogan
In our first previews of Android: Netrunner, we shared why we’re thrilled to reimagine the classic Netrunner card game as an LCG and presented an interview with Richard Garfield that revealed his thoughts on the effort. Now, as we race toward the game’s release at Gen Con Indy 2012, we turn our attention toward the game itself, starting with an overview of the Corporation’s turn and interests.
Android: Netrunner is an asymmetrical, head-to-head Living Card Game that features radically different play and options for the Corporation player (Corp) and the Runner. We’ll take a look at the Runner’s turn in a later preview, as we explore how each faction prepares for tense and dynamic struggles in cyberspace. For now, we’ll look at the Corp’s victory conditions and the actions it can choose to take as it pursues them.
The Corporate Agenda
Corporations can win by either of two victory conditions:
  • Score seven points from their completed agendas (see more later).
  • Force the Runner to discard a card when he has zero cards in hand.
In Android: Netrunner, the second Corp victory condition represents the Runner’s demise. Of the two Corp victory conditions, it’s the more confrontational and visceral, but the first victory condition is far more common. The game’s megacorporations are vast financial empires built on credit, labor, ambition, and clever business schemes. And like all vast financial empires, these megacorps share a singular dedication to expanding their business further, cornering additional markets, and growing perpetually wealthier.
To get richer, Corporations devise any number of agendas, and these agendas are represented by a type of card that can be installed (played onto the table) facedown and advanced (read more about advancing cards below). The number at the top right corner of each agenda indicates how many times it must be advanced before it is completed. Once the Corporation advances an agenda to completion, that agenda is scored.
In most games, then, the Corporation wants to focus on advancing agendas. Everything else is secondary. Except, of course, that if it doesn’t pursue its other courses of action along the way, the Corporation will never score enough of its agendas to win.
Corporate Actions
Android: Netrunner stands apart from most other card games in the fact that there’s no standard turn “sequence.” Most card games force players to move through a series of phases, but in Android: Netrunner players are awarded tremendous freedom in their use of a limited number of clicks (the click, or , is a unit of time and work), which they can use to perform the actions available to them in any combination they wish.

Corporate click tracker (left) and actions card (right).
Where the Runner has four clicks to spend each turn, the Corporation must take its first action each turn to draw a card and then may spend only three clicks toward their other interests. You can see from the cards above that the Corp has more actions available to it each turn than it has clicks to spend on them, and to further complicate matters, the Corp may perform actions multiple times in a turn, so long as it has the clicks (and, if necessary, the credits: ) to spend.
: Draw 1 card from R&D
The Corporation draws one card from R&D at the beginning of each turn but may spend additional clicks to draw more cards, at a rate of one per .
: Gain 1 
The Corporation starts with five credits, but it must spend them to install, advance, and rez other cards (the Corp makes its installed non-agenda cards active by paying their costs to “rez” them and turn them faceup). While many cards may alter the Corporation’s income, this action defines a baseline expectation of at least one per one .
: Install an agenda, asset, upgrade or piece of ice.
The primary way for the Corporation player to bring a card into play is to “install” it, playing it facedown into one of the game’s “servers.” Thematically, it costs the Corporation time and work to move data from one location to another, and other than scored agendas, each Corp card always belongs to one server or another.
The game identifies three central servers:
  • HQ: The Corp’s hand. This is represented on the table by the Corp’s identity card.
  • R&D: The Corp’s draw deck.
  • Archives: The Corp’s discard pile.

An example of a highly developed Corporation, with ice installed on all its servers, including two remote servers.
Cards installed outside of these central servers are considered part of a remote server, and a Corp player may create any number of remote servers.

In this example, the Corporate player spends a  to install the ice, 
Chum, to protect a remote server.
: Play an operation.
Operations are cards like Archived Memories (Core Set, 58) that the Corporation can play for an instantaneous benefit. After it has resolved, an operation is trashed (moved to Archives).
, 1 : Advance a card.
Card advancement is one of the game’s most fundamental actions. As mentioned earlier, the Corporation needs to score seven agenda points to win and can only score those points by advancing an agenda to completion. At both one  and one , though, card advancement is an expensive action, and a successful Corporation will devote much of its resources toward accelerating its economy.

As an example of advancement, the Corporation begins its turn with the agenda, Hostile Takeover, installed facedown in a remote server. It draws one card, per the rules, then spends two  and two  to advance the agenda twice. Hostile Takeover only requires two advancement, so the Corporation scores the agenda, gains seven  and one bad publicity. The Corporation still has one  to spend. If the Corporation gets up to seven points by scoring Hostile Takeover, it wins the game. If not, play continues as normal.
: Purge virus counters.
Certain Runner cards give or accrue virus counters, and none of them are good for the Corporation. The Corporation can scan its systems for these viruses and purge them, but to do so takes a full turn’s worth of clicks.
, 2 : Trash 1 resource if the Runner is tagged.
This is the Corporation’s second situational action, and whereas the first (purging virus counters) is defensive, this one is pure offense. A number of Corp cards provide means of tagging the Runner. In the game, this means the Corporation places one tag token on the Runner’s identity card each time it successfully tags him. Thematically, it means the Corporation has managed to identify the Runner’s signal and may be able to track his IP address, or even his physical address. Accordingly, once the Corporation tags a Runner, it may take a host of actions otherwise unavailable to it. The tag itself has no immediate game impact but serves as a triggering condition for other cards.
Here’s an example of tagging a Runner and trashing a resource:

When the Corporation scores 
Breaking News, it gives two tags to the Runner, placing two tag tokens on the Runner’s identity card.

Now that the Runner is tagged, the Corporation aims to choke the Runner’s income by trashing one of its resources,
Aesop’s Pawnshop. The Corporation pays one  and two , and the Runner must trash its resource.
Steady Progress Toward World Dominance
In time, if it is left uncontested, or if it is able to protect itself from insidious raids on its servers, the Corporation will launch several agendas, advance them, score them, and win. But Android: Netrunner rarely affords the Corporation such a smooth and stable ride to the conquest of its global markets. Thus, in coming previews, we’ll take a look at the various actions available to the Runner, and we’ll explore runs in cyberspace from the points of view of both Corporation and Runner.