
2012 · Gra karciana
Android: Netrunner
Two players take opposing roles in a cyberpunk card game: a resource-rich corporation defending servers, and a lone runner attempting to breach them. The corporation advances agendas to score points while installing and upgrading ice—security programs of various types—to protect servers and tax or punish intruders. The runner spends money and time to install hardware, programs, and breakers, then initiates runs on corporate servers to access cards, steal agendas, or trash assets. Play is asymmetrical, with tension between building defenses and mounting timed, risky incursions; the first side to reach the victory-point threshold wins.
- Gracze
- 2
- Czas gry
- 45 min
- Wiek
- 14+
- Złożoność
- 3,4 / 5
O grze
- Publisher
Dodatki
Zobacz je w Ludoya
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Zobacz je w LudoyaZdjęcia ze stołów Ludoya
Wszystkie zdjęcia w LudoyaPrzy stołach Ludoya
Pełne statystyki w Ludoya- 1152
- Zapisane rozgrywki
- 168
- Gracze
- 52m 46s
- Średnia rozgrywka
- 134
- W kolekcjach
- 16
- Na listach życzeń
7,2/10
z 74 recenzji w Ludoya
Mestremuten8,0 Rating: 4/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1
Pytania o zasady
Odpowiedzi z instrukcji od asystenta zasad Ludoya.
How do clicks and paid abilities work — can I spend clicks or use paid abilities during my opponent’s turn or stack multiple paid abilities in one click?
Clicks are the active player's action resource and can only be spent during that player's Action Phase; a player must spend all their clicks during their action phase (they cannot spend clicks on an opponent's turn). Paid abilities are used in paid-ability windows and are distinct from taking actions with clicks, so you cannot use a click while another action is resolving and paid abilities only resolve in their proper windows (Rules Reference p5; Learn to Play p6).
When I approach ice during a run, when can I break subroutines and when do the subroutines resolve?
You may only break subroutines during the encounter step (step [3.1]) while the encountered ice is being interacted with; any subroutines not broken then resolve one by one (Corp chooses subroutine effects unless specified otherwise) (Rules Reference p28; Rules Reference p24; Learn to Play p14).
If I access multiple cards (HQ/R&D/Archives or via effects like The Maker's Eye), in what order are cards accessed and do "when accessed" abilities trigger for facedown cards?
The number of cards to access is set when access begins and you access them in the server-specific order (HQ one-at-a-time of your choice, R&D in deck order, Archives in any order you choose); cards with “when accessed” abilities trigger when they are accessed even if they are unrezzed or facedown (Rules Reference p4–5; Learn to Play p15).
Can the Corp rez ice at any time, or only during a run?
The Corp can rez assets and upgrades at many paid-ability windows, but ice may only be rezzed during a run (the Corp can rez approached ice during the run's approach/encounter steps) (Learn to Play p11; Rules Reference p28).
How do traces and link interact — does having link automatically stop a trace?
A trace compares the Corp’s trace strength (base plus credits they spend) to the Runner’s link strength (base link plus credits the Runner spends); if the trace strength exceeds the Runner’s link strength the trace is successful, otherwise it is unsuccessful, so link must be equal to or greater than the trace to prevent it (Learn to Play p19; Rules Reference p24).
If an agenda has enough advancement tokens equal to its requirement, does it score automatically or does the Corp have to do something to score it?
Advancing places tokens but does not auto-score; when an agenda has advancement tokens equal to its advancement requirement the Corp may score it during their turn by revealing it and placing it in their score area (Learn to Play p11; Rules Reference p6).
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