Taking turns...


In Netrunner, both players get the same number of actions per turn, but things aren't quite equal. The Corporation must spend one action drawing a card...in most card games this would be an advantage. But in a game where a bold runner can take cards straight from the Corporation's hand, being forced to draw each turns means it's only a matter of time until the coveted agenda cards come into play...


The Corporation's Turn

The Corporation's turn consists of drawing a card from R&D and then taking three actions. The Corporation can do any one of the following things for each of its three actions:

  • Draw another card from R&D.
  • Take 1 bit from the bit bank and add it to his or her bit pool.
  • Install an agenda, ice, node, or upgrade card. Cards are installed face down. Ice has an installation cost in bits equal to the number of ice cards already installed on that data fort.
  • Play an operation card.
  • Advance a card, such as an agenda, that is capable of being advanced. (Pay 1 bit to the bit bank to receive an advancement counter, which must immediately be placed on a card capable of being advanced.)
  • Pay 2 bits to destroy a resource of the Runner if the Runner has a tag.

Cards in play might let the Corporation perform actions not listed here or give it additional actions.


The Runner's Turn

The runner's turn consists of taking four actions. The runner can do any one of the following things for each of his or her four actions:

  • Take 1 bit from the bit bank and add it to his or her bit pool.
  • Install a hardware, resource, or program card. The card's installation cost is paid immediately.
  • Play a prep card.
  • Make a run on a data fort. Runner must deal with each piece of rezzed ice, starting with the outermost and working in. The Corporation has a chance to rez each piece of ice in turn as the Runner approaches it. If the Runner passes all ice on the fort or if there is no ice on the fort, the Corporation has a chance to rez nodes or upgrades on the fort before the Runner accesses the fort's contents.
  • Pay 2 bits to lose a tag.

Cards in play might let the Runner perform actions not listed here or give him or her additional actions.


Source: Wizards of the Coast cheat sheet.


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