Android netrunner base set – Welcome, data pirates and corporate overlords, to the neon-drenched world of Android: Netrunner Base Set! Prepare to jack in and immerse yourselves in a thrilling clash of wits and code. This isn’t just a card game; it’s a battle for the very soul of the network, a digital duel where cunning and strategy are your most valuable assets. The base set is your entry point, the tutorial level for a universe of intrigue, backstabbing, and high-stakes corporate espionage.
Get ready to explore a world where the lines between reality and the virtual are blurred, and every decision can mean victory or a devastating data breach.
At its heart, Netrunner pits two players against each other: the Runner, a skilled hacker trying to steal valuable data from the Corp, and the Corp, a powerful corporation protecting its secrets. The Runner’s goal? To breach the Corp’s defenses and steal their agendas – secret objectives that earn them victory points. The Corp’s mission? To advance their agendas while protecting their servers from the Runner’s relentless attacks.
The base set introduces you to this dynamic struggle, offering a balanced starting point with core mechanics, a variety of factions, and the building blocks for countless strategies. From the sleek tech of the Shapers to the ruthless efficiency of Haas-Bioroid, you’ll discover the unique strengths and playstyles of each faction as you navigate the digital frontier.
Overview of the Android: Netrunner Base Set: Android Netrunner Base Set

Welcome to the neon-drenched world of Android: Netrunner! This card game, a “living card game” as it’s known, pits two players against each other in a thrilling battle of wits, resource management, and corporate espionage. The base set provides the foundation for this complex and engaging game, offering a rich starting point for both new players and those looking to expand their understanding of the Netrunner universe.
Get ready to dive into the digital battlefield!
Core Gameplay Mechanics Introduced
The base set lays out the fundamental mechanics that define every game of Android: Netrunner. Understanding these elements is key to success.The game revolves around the interplay between the Runner and the Corp, each vying for victory through different means. The Runner attempts to hack into the Corp’s servers to steal valuable data, while the Corp seeks to protect its assets and score agenda points.The core gameplay loop is structured around the following phases:
- The Runner’s Turn: The Runner has several actions at their disposal, including drawing cards, playing cards, running on servers (attempting to hack), and installing programs. The Runner must carefully manage their resources, including credits and cards in hand, to effectively execute their plans.
- The Corp’s Turn: The Corp can draw cards, score agendas, install assets and upgrades, and rez (activate) ice (defensive programs) to protect their servers. The Corp must balance their defensive capabilities with their ability to advance agendas and score points.
The heart of the game is the interaction between the Runner and the Corp in the “servers”.
- Servers: Servers are areas where the Corp can store cards. There are two main types: HQ (the Corp’s hand), R&D (the Corp’s deck), and Archives (the Corp’s discard pile). The Corp also builds servers to protect agendas and assets. The Runner attempts to “run” on these servers to access the cards inside.
- Ice: Ice are defensive programs that the Corp places in front of servers. The Runner must “break” the ice by spending credits and using their programs to bypass them.
- Agendas: Agendas are the Corp’s primary means of scoring points. The Corp must advance agendas by spending clicks and credits. The Runner can steal agendas from the Corp’s servers.
The game utilizes clicks as a primary resource. Both the Runner and the Corp have a limited number of clicks each turn to spend on actions. Strategic click management is crucial for victory.
For example, a Runner might spend clicks to draw cards, install programs, and then run on a server. The Corp might spend clicks to draw cards, advance agendas, and rez ice.
Factions Included in the Base Set
The base set introduces the six core factions that define the Android: Netrunner universe. Each faction has unique cards, abilities, and playstyles, offering diverse gameplay experiences.The factions are split into two sides: the Runners and the Corps.
- The Runners:
- Anarch: Anarchs are known for their aggressive playstyle, using viruses and powerful programs to disrupt the Corp’s plans. They often focus on economy and aggressive hacking.
- Criminal: Criminals are masters of efficiency, utilizing credits and stealth to quickly access the Corp’s servers. They often excel at running and manipulating the game’s economy.
- Shaper: Shapers are the engineers of the Runner world, specializing in program construction and long-term planning. They are known for their control over the Runner’s resources and the programs they use.
- The Corps:
- Haas-Bioroid: Haas-Bioroid is a powerful and efficient corporation, known for its strong ice and ability to score agendas quickly. They favor a proactive and relentless strategy.
- Weyland Consortium: Weyland is a ruthless and aggressive corporation, focused on building a strong economy and controlling the board. They are masters of asset destruction and economic warfare.
- Jinteki: Jinteki is a deceptive corporation that uses traps and mind games to control the game. They excel at punishing the Runner for making mistakes and manipulating their hand.
General Goals of Each Player, Android netrunner base set
The overall goal in Android: Netrunner is to be the first player to reach seven agenda points. This is achieved through different strategies for each side.
- The Runner’s Goal: The Runner’s primary goal is to steal agendas from the Corp’s servers. They achieve this by running on servers and accessing the cards within. The Runner must also disrupt the Corp’s economy and operations to slow their progress. The Runner needs to manage their resources and plan their runs carefully to avoid traps and maximize their efficiency.
- The Corp’s Goal: The Corp’s primary goal is to score agendas by advancing them in their servers. The Corp must protect their agendas with ice and assets, while building a strong economy to support their operations. The Corp can also win by flatlining the Runner (reducing their health to zero) through damage.
Components and Contents

Let’s delve into the tangible aspects of the Android: Netrunner Base Set. This core set is the foundation upon which your cyberpunk battles will be built. It provides everything needed for two players to engage in the thrilling cat-and-mouse game of corporate greed versus rebellious hackers. We will explore the cards, tokens, and setup procedures that bring this digital world to life.
Cards by Faction
The heart of any Netrunner game lies in its cards. They represent the actions, resources, and strategies employed by both the Corporation and the Runner. Here’s a detailed breakdown of the cards included in the base set, organized by faction and presented in a handy table:
| Card Name | Faction | Type | Quantity |
|---|---|---|---|
| PAD Campaign | Neutral | Resource | 3 |
| Sure Gamble | Neutral | Event | 3 |
| Diesel | Shaper | Event | 3 |
| Wyldside | Shaper | Resource | 3 |
| Datasucker | Shaper | Program | 3 |
| Corroder | Shaper | Program – Icebreaker | 3 |
| Inside Job | Criminal | Event | 3 |
| Account Siphon | Criminal | Event | 3 |
| Desperado | Criminal | Program – Console | 1 |
| Femme Fatale | Criminal | Program – Icebreaker | 3 |
| Emergency Shutdown | Anarch | Event | 3 |
| Imp | Anarch | Program | 3 |
| Rook | Anarch | Program – Icebreaker | 3 |
| Hedge Fund | Neutral | Event | 3 |
| Restructure | Weyland Consortium | Event | 3 |
| Beale | Weyland Consortium | Asset | 3 |
| Aggressive Secretary | Weyland Consortium | Asset | 3 |
| Wall of Static | Weyland Consortium | Barrier | 3 |
| Data Raven | Haas-Bioroid | Code Gate | 3 |
| Adonis | Haas-Bioroid | Asset | 3 |
| Oversight AI | Haas-Bioroid | Upgrade | 3 |
| Enigma | Neutral | Code Gate | 3 |
| Ice Wall | Jinteki | Barrier | 3 |
| Neural Katana | Jinteki | Code Gate | 3 |
| Snare! | Jinteki | Trap | 3 |
| Scorched Earth | Jinteki | Event | 1 |
| Breaking News | NBN | Agenda | 3 |
| Celebrity Gift | NBN | Asset | 3 |
| Data Hound | NBN | Code Gate | 3 |
| NAPD Contract | Neutral | Agenda | 3 |
| Project Atlas | Neutral | Agenda | 3 |
| Private Security Force | Neutral | Upgrade | 3 |
| Bernie | Neutral | Asset | 3 |
| Junebug | Neutral | Trap | 3 |
| Jackson Howard | Neutral | Asset | 1 |
Tokens and Other Game Components
Beyond the cards, the Android: Netrunner Base Set includes a variety of tokens and other components crucial for gameplay. These items serve to track the game state, resources, and actions taken by each player.Here’s a breakdown:
- Credits: These cardboard tokens represent the game’s currency, used for actions like playing cards, running servers, and installing ice. The base set provides a generous supply of credit tokens in various denominations to ensure a smooth flow of transactions.
- Power Tokens: These are used to represent the power of icebreakers. The base set contains enough power tokens for the Runner to utilize their icebreakers.
- Damage Tokens: These are used to track the damage dealt to the Runner’s brain and the Corp’s assets.
- Advancement Tokens: These tokens are placed on agendas to indicate how many advancement counters they have. They are essential for scoring agendas.
- Bad Publicity Tokens: These tokens are placed on the Corp’s servers to show how many bad publicity they have.
- Runner Identity Card: Each player chooses a Runner identity card to represent their character. This card dictates the Runner’s special ability and starting influence.
- Corp Identity Card: Each player chooses a Corp identity card to represent their corporation. This card dictates the Corp’s special ability and starting influence.
- Rulebook: A comprehensive rulebook provides detailed explanations of the game’s mechanics, card types, and strategic considerations.
Setup Procedure
Setting up a game of Android: Netrunner involves several key steps, preparing the playing field for the battle of wits. The setup ensures that both players begin with a balanced starting position.Here’s the setup procedure:
- Choose Identities: Each player selects a Runner and a Corporation identity card. The Runner’s identity is kept secret, while the Corporation’s is revealed.
- Deck Construction: Each player shuffles their chosen faction cards and then adds cards from the neutral faction. The Runner and Corporation build their decks separately.
- Shuffle Decks: Each player shuffles their deck thoroughly and places it face down.
- Starting Hand: The Runner draws five cards to form their starting hand. The Corporation draws five cards.
- Influence: Each player takes the influence indicated on their identity card. This influence can be spent to include out-of-faction cards in their deck.
- Corp Setup: The Corporation places their HQ (the deck) face down. They place the agenda cards face down in their deck. They reveal the top card of their deck and place it on the table to start a server. They gain the amount of credits indicated on their identity card.
- Runner Setup: The Runner places their grip (the hand) face down. They place their console (the play area for programs) on the table. They gain the amount of credits indicated on their identity card.
- Token Placement: Place the credit, damage, and other tokens within easy reach of both players.
The initial setup is the foundation of every game, determining the resources and options available to each player.
Runner Factions and Their Strengths
The Runners, the digital rebels of Android: Netrunner, each bring a unique approach to hacking and disrupting the Corp’s operations. They are not a monolithic force, however; each faction has its own philosophy, its own tools, and its own strengths and weaknesses. Understanding these differences is crucial for any aspiring Runner.
The Shaper Faction: Strengths and Weaknesses
The Shapers are the architects of the digital world, known for their ability to build and manipulate programs with precision and finesse. They favor a cautious, controlled approach, focusing on building a robust rig before engaging the Corp directly. They excel at crafting a strong, consistent board state.Their strengths lie in their ability to efficiently install programs, break ice, and control the flow of the game.
Shapers are also adept at protecting their programs from being trashed or accessed. However, their weakness is their reliance on a well-built rig. If their programs are trashed, or their economy is disrupted, they can struggle to recover. Shapers are often slow to get going, needing time to build up their resources and install their key programs.
Comparing Anarch and Criminal Factions
Both the Anarch and Criminal factions are known for their aggressive and opportunistic playstyles, but they differ significantly in their methods and priorities.The Anarchs are the wild cards of the Net, embracing chaos and disruption. They specialize in trashing the Corp’s cards, both in the Runner’s and the Corp’s discard pile, and exploiting the Corp’s weaknesses. Anarchs are often willing to take risks, trading long-term stability for immediate gains.The Criminals, on the other hand, are the pragmatists of the Runner world.
They prioritize efficient runs, focusing on accessing the Corp’s servers for credits and information. Criminals are skilled at exploiting the Corp’s weaknesses through direct attacks, using speed and precision to achieve their goals.Criminals often build their game around getting the right cards to steal agendas, while Anarchs try to blow up the Corp’s entire plan. The Criminals can be seen as focused and direct, whereas the Anarchs are more destructive and chaotic.
Key Cards for Each Runner Faction
Each Runner faction has cards that define its core strategies and capabilities. These cards are essential for building effective decks.
- Shaper:
- “Self-Modifying Code”: This program allows the Shaper to search their deck for a program, adding consistency to their setup. It is a critical tool for finding key programs like icebreakers.
- “Sure Gamble”: This economy card provides a quick burst of credits, enabling the Shaper to make aggressive plays early in the game.
- “Inside Job”: This card is a versatile breaker of ice, and can be used to break into servers without spending any credits.
- Anarch:
- “Demolition Run”: This powerful event card lets the Runner trash an ice, creating an immediate opening for a run.
- “Imp”: A unique program that allows the Anarch to trash cards from the Corp’s hand, disrupting their plans and resources.
- “Marrow”: This card, which provides a large credit boost, is a key card for the Anarch to quickly gain credits.
- Criminal:
- “Inside Job”: This card allows the Criminal to make a quick and efficient run, bypassing the need for a full icebreaker suite early in the game.
- “Security Testing”: This event allows the Criminal to access the Corp’s hand and gain credits, disrupting their strategy and gaining valuable information.
- “Forged Activation Orders”: This card can be used to trash the Corp’s ice.
Corp Factions and Their Strategies
The corporations in Android: Netrunner are not your friendly neighborhood businesses. They’re cutthroat, data-hungry behemoths, each with their own unique strategies for controlling the net and crushing their competition. Understanding these factions is key to either playing as them or, more importantly, surviving against them. Let’s delve into the specific approaches each corporation utilizes to achieve digital dominance.
Haas-Bioroid’s General Strategy
Haas-Bioroid (HB) represents a corporation obsessed with efficiency and the seamless integration of human and artificial intelligence. Their strategy often revolves around powerful, taxing ice (programs that protect servers) and a steady stream of advanced, often expensive, agendas. HB aims to control the pace of the game, forcing the Runner to constantly react to their evolving defenses and agenda plays.
Their goal is to score agendas efficiently, while simultaneously punishing the Runner for accessing their servers.
Weyland Consortium’s Economic Advantages
Weyland Consortium, the masters of terraforming and resource exploitation, wield significant economic power. Their strategy focuses on generating a massive economy and leveraging that wealth to overwhelm the Runner. This often involves building a formidable server presence, scoring agendas behind strong ice, and utilizing assets to tax the Runner’s resources, leaving them vulnerable to powerful attacks. Their ability to quickly amass credits allows them to outspend and outmaneuver their opponents.
- Resource Generation: Weyland excels at generating credits through cards like:
- Strong Ice: They often use expensive and powerful ice that punishes runners who attempt to access their servers. For example:
- Influence: Weyland also uses influence efficiently to install powerful cards.
“Green Level Clearance”
-a powerful economy card that can be played to gain 2 credits and draw a card.
“Commercialization”
-a card that can be installed to generate credits over time, allowing for a steady income.
“Tollbooth”
-an ice that requires the runner to pay credits to get past.
Jinteki’s Use of Traps and Ambushes
Jinteki is the master of psychological warfare. This faction thrives on deception, using traps and ambushes to inflict both physical and mental damage on the Runner. Their strategy is to lure the Runner into accessing servers that contain lethal ice or agendas that cause net damage. The Runner must always be wary of what lies behind the ice, as Jinteki can turn a seemingly harmless server into a deadly trap.
Their aim is to control the Runner’s hand size and resources, forcing them to make difficult choices and take risks.
- Net Damage: Jinteki frequently employs cards that deal net damage, directly affecting the Runner’s hand size.
- Tricks and Deception: Jinteki cards often offer hidden information, creating a sense of paranoia and forcing the Runner to make risky decisions.
- Agenda Protection: Jinteki agendas, like “Ronin”, can be very punishing for runners to steal, as they can cause massive net damage.
“Snare!”
-a classic trap that deals net damage and can end the run.
“Neural Katana”
-an ice that can deal net damage to the runner.
Key Card Interactions and Synergies
The heart of Android: Netrunner lies in the intricate dance of card interactions and synergies. Understanding how cards work together, creating powerful combinations, and exploiting your opponent’s weaknesses is crucial for victory. This section delves into some of the most impactful card combinations and strategies available within the base set.
Common Card Combos within the Base Set
Mastering the art of card combos is a key aspect of Netrunner. These combinations can turn the tide of a game, allowing you to execute powerful plays and gain a significant advantage over your opponent. Here are some notable examples from the base set:
- Account Siphon + Vamp (Runner): This classic combo cripples the Corp’s economy and provides the Runner with credits. Account Siphon forces the Corp to lose credits and the Runner gains credits. Vamp, played after Account Siphon, drains the Corp’s credits further, potentially leaving them with nothing.
- Sure Gamble + Retrieval Run (Runner): Sure Gamble provides a quick influx of credits, allowing the Runner to afford actions like running on servers or installing cards. Retrieval Run allows the Runner to recover a discarded agenda, setting up a potential scoring opportunity.
- Jackson Howard + Restructure (Corp): Jackson Howard is a powerful asset that allows the Corp to draw cards and shuffle cards from the discard pile back into the deck, preventing the Runner from accessing agendas. Restructure is a powerful economy card, providing a significant injection of credits. The synergy is simple: Jackson Howard allows the Corp to get back key cards, including agendas and economy cards like Restructure, that may have been accessed by the Runner, while Restructure funds the assets that Jackson Howard can then protect.
- Hedge Fund + ICE (Corp): Hedge Fund provides a large influx of credits. These credits can then be used to install ice to protect servers, advance agendas, or play other economy cards.
The Importance of “Ice” Cards for the Corp Player
Ice, or Intrusion Countermeasures Electronics, forms the backbone of the Corp’s defense in Netrunner. They act as barriers that the Runner must overcome to access servers. The effectiveness of a Corp’s ice suite directly impacts their ability to protect agendas, control the board state, and ultimately win the game.
- Protecting Agendas: Ice is the primary means of preventing the Runner from stealing agendas. The Corp strategically places ice in front of servers containing agendas to force the Runner to spend resources to break through.
- Economic Pressure: Ice can force the Runner to spend credits to break subroutines. This economic pressure can slow down the Runner’s ability to develop their own board state and pursue their own goals.
- Tempo Control: By forcing the Runner to spend clicks and credits to interact with ice, the Corp can control the tempo of the game. This allows the Corp to advance agendas, score agendas, and build up their economy.
- Example of ice strategy: Imagine a server protected by multiple layers of ice. The Runner might need to use several programs and spend many credits to get through, giving the Corp time to score agendas.
Effective Deckbuilding Strategies Using Cards from the Base Set
Constructing a solid deck in Android: Netrunner requires careful consideration of card choices and their interactions. Several effective deckbuilding strategies can be employed using only the cards from the base set.
- The “Fast Advance” Corp Deck: This strategy focuses on quickly scoring agendas before the Runner can establish a strong board presence. It relies on cards like Accelerated Beta Test and Project Atlas, which allow the Corp to advance agendas quickly. Key ice choices would focus on early game efficiency to slow down the runner. The deck aims to score 7 agenda points before the runner can develop their rig.
- The “Tag and Bag” Runner Deck: This strategy aims to tag the Corp (giving them a negative effect, like allowing the Corp to trash programs) and then use cards like Scorched Earth to deal damage to the Runner. Cards like Data Leak Reversal and Snare! can be used to tag the Runner.
- The “Credit Denial” Runner Deck: This strategy focuses on disrupting the Corp’s economy, making it difficult for them to install ice and advance agendas. Cards like Account Siphon, Vamp, and Datasucker are central to this strategy.
- Example of a “Fast Advance” deck: A typical “Fast Advance” deck would include three copies of Accelerated Beta Test, three copies of Project Atlas, and various economy cards such as Hedge Fund and Beanstalk Royalties. This combination allows the Corp to quickly score agendas and establish a strong economic advantage. The ice suite would include cards like Wall of Static and Eli 1.0 to protect the early game.
- Example of a “Tag and Bag” deck: A “Tag and Bag” deck might include three copies of Data Leak Reversal, two copies of Snare!, and three copies of Scorched Earth. These cards, combined with breakers and economy cards, allow the Runner to control the board and deal damage to the Corp.
Gameplay Procedures and Terminology
The heart of Android: Netrunner lies in its intricate dance of offense and defense, a constant struggle for control over data and resources. Understanding the game’s core mechanics, especially the language it uses, is crucial for both Runners and Corps to effectively strategize and execute their plans. This section delves into the fundamental procedures and terminology that govern every game, from initiating a daring run to calculating the spoils of victory.
The Run Action
The “run” action is the cornerstone of the Runner’s offensive strategy. It’s the moment when the Runner attempts to breach a Corp server, aiming to access its contents and potentially disrupt the Corp’s operations. This action involves a series of steps and requires careful planning and execution.To initiate a run, the Runner must declare which server they are targeting. This is a crucial decision, as it determines the risk and potential reward.
The server could be:
- HQ (Headquarters): The Corp’s hand, where they store their secrets and agendas.
- R&D (Research and Development): The Corp’s deck, the source of their future cards.
- Archives: The Corp’s discard pile, where discarded cards reside, ripe for potential retrieval by the Runner.
- A Remote Server: Any server the Corp has created that contains agendas, assets, or other valuable cards.
Once the target server is chosen, the Runner and Corp engage in a “run.” This is a sequence of interactions, beginning with the Runner encountering the Corp’s ice (defensive programs) protecting the server. The Runner must then decide whether to break through the ice, using their programs (breakers), or to end the run. If the Runner successfully breaks through all the ice, they can access the cards within the server.The core of a run can be visualized as a sequence:
Declare Run -> Encounter Ice -> Break Ice (if applicable) -> Access Cards
This simple sequence encapsulates the essence of the Runner’s offensive actions, a constant push and pull against the Corp’s defenses.
Agenda Points and Credits
Understanding the currency of the game is essential for grasping the strategic nuances of Android: Netrunner. Two key concepts underpin the economic and victory conditions: agenda points and credits.
- Agenda Points: These represent the ultimate goal of the game. The Corp wins by scoring a predetermined number of agenda points, typically seven. Agendas are cards the Corp must advance (pay credits and spend actions to score) in their remote servers or HQ. When an agenda is scored, the Corp gains the agenda points printed on the card. The Runner can also steal agendas from remote servers during a successful run.
The Runner’s goal is to prevent the Corp from scoring agendas or to score them themselves, thus limiting the Corp’s path to victory.
- Credits: Credits are the game’s primary resource, used to pay for almost everything. Both the Runner and the Corp use credits to pay for cards, to rez (activate) ice and assets, to use abilities, and to take actions. The availability of credits heavily influences strategic decisions, shaping the tempo of the game and determining what actions can be taken. Credits are constantly earned and spent, and the ability to manage and control this resource is critical to success.
The interaction between these two concepts drives the game. The Corp needs credits to advance agendas, while the Runner needs credits to break ice and disrupt the Corp’s plans. The constant struggle for control over credits and agendas defines the core gameplay experience.
Resolving a Successful Run on a Server
A successful run is the culmination of careful planning, resource management, and a bit of luck. It’s the moment the Runner breaches the Corp’s defenses and gains access to valuable information or resources. The resolution of a successful run involves several key steps.When a run is successful, the Runner accesses the cards within the targeted server. This could be any combination of:
- Agendas: If the Runner accesses an agenda in a remote server, they can steal it, gaining its agenda points and denying them to the Corp.
- Assets: The Runner can access assets and, depending on the asset’s ability, potentially trash them, removing them from play.
- Operations: The Runner can access operations, which may have immediate effects, such as drawing cards or gaining credits.
- Ice: Ice cards, when accessed, have no immediate effects, and the Runner does not get to do anything with them other than see the card.
After accessing the cards, the Runner must decide whether to continue the run, if possible, or end it. The Corp may have traps set in the server that could trigger detrimental effects for the Runner. The Runner must weigh the risks and rewards before deciding.The aftermath of a successful run can dramatically shift the game’s momentum. The Runner gains a potential advantage, while the Corp is forced to react and adapt their strategy.
Differences between Base Set and Later Expansions
The Android: Netrunner Base Set provides a solid foundation, a carefully constructed ecosystem where Runners and Corps clash in a digital battleground of data theft and security. However, like any living game, Netrunner wasn’t meant to stay static. As expansions arrived, the game evolved, bringing with it new strategies, mechanics, and a richer card pool. This evolution transformed the game into a more dynamic and complex experience.
Comparing Card Pools: Base Set vs. First Expansion
The first expansion, “Trace Amount,” introduced new cards and expanded the options available to both sides. The initial card pool, while balanced, had inherent limitations.
- Base Set Limitations: The base set, while providing a solid core, lacked the breadth of options to fully explore the game’s potential. Certain strategies were viable, but the limited card pool made them predictable.
- “Trace Amount” Expansion: “Trace Amount” introduced cards that directly countered existing strategies, provided new tools for both sides, and added more variety to deck construction. This meant more ways to build decks, more things to do, and more ways to surprise your opponent.
- Examples of Impact: The introduction of cards like “Data Leak Reversal” (from the base set) allowed the Runner to counter the Corp’s attempts to score agendas, while the “Ghost Branch” (from Trace Amount) offered the Corp a new way to protect their agendas.
New Factions and Mechanics in Later Expansions
The introduction of new factions and mechanics was a cornerstone of Netrunner’s evolution. It wasn’t just about adding more cards; it was about fundamentally altering how the game was played.
- New Factions: The arrival of new factions brought with them distinct playstyles and thematic identities. These new factions broadened the game’s scope and created fresh avenues for strategic thinking.
- New Mechanics: The addition of mechanics like “advancement” or “tags” fundamentally altered how the game was played. These new elements forced players to adapt their strategies and build decks in new ways.
- Impact on Gameplay: The combination of new factions and mechanics increased the complexity and strategic depth of the game. It encouraged players to experiment, adapt, and refine their strategies.
Evolution of Card Design and Gameplay
Card design evolved significantly, moving from straightforward effects to more nuanced and interactive designs. Gameplay shifted from a more static, predictable approach to a dynamic and reactive one.
“Card design went from simple, direct effects to more complex interactions.”
Consider the evolution of card design and gameplay from the base set onward. Let’s look at an example.
Card Illustration:
Imagine a card from the base set: “Sure Gamble”. The card’s design is clean and simple. The illustration shows a sleek, futuristic briefcase overflowing with credits. The card text reads: “Gain 9[credits]. Take 1 meat damage.” The effect is straightforward: a significant injection of credits at the cost of a small risk.
Now, let’s compare it to a card from a later expansion, like “Citadel Sanctuary” from the “Order and Chaos” expansion. The illustration depicts a sprawling, technologically advanced fortress, heavily guarded. The card text reads: “When you install Citadel Sanctuary, place 3 advancement tokens on it. [Click], 2[credits]: Advance Citadel Sanctuary. When Citadel Sanctuary is accessed, the Runner must reveal a card from their grip.
If that card is an agenda, the Runner must either trash it or give the Corp 1 agenda point.”
- “Sure Gamble” (Base Set): Offers a clear, immediate benefit with a direct cost. It’s a fundamental economic tool, providing the Runner with the credits needed to play cards and make runs.
- “Citadel Sanctuary” (Later Expansion): Presents a more complex strategic choice. It’s an asset that requires investment (credits and clicks) to score. The card also introduces a new element of interaction, forcing the Runner to make a difficult decision upon access. This encourages bluffing and mind games.
- Gameplay Shift: The shift in card design reflects a shift in gameplay. The base set cards were effective, but the later expansions provided more layers of strategic depth. The later cards offer multiple choices and encourage players to consider their opponents’ strategies more carefully.
Building a Starting Deck
Deckbuilding is the heart of Android: Netrunner, the crucible where strategy is forged. It’s where you take the raw materials of the card pool and craft a machine designed to outwit and outmaneuver your opponent. In the base set, the options are limited, but the potential for clever combinations is still surprisingly robust. Understanding the constraints and embracing the possibilities is key to building a deck that can hold its own in the fast-paced world of corporate espionage and rebellious hacking.
Design a Basic Decklist for the Shaper Faction
The Shaper faction, known for its creative hacking and innovative programs, offers a distinct playstyle. Shaper decks often prioritize efficient icebreakers, strong program recursion, and economic advantage to dismantle the Corporation’s defenses. Building a Shaper deck in the base set requires focusing on these core principles.Here is a sample Shaper decklist, optimized for the constraints of the base set:
- Identity: Kate “Mac” McCaffrey: Digital Tinker (Core Set)
- Icebreakers (10):
- 2x Corroder (Core Set)
- 2x Gordian Blade (Core Set)
- 2x Mimic (Core Set)
- 2x Yog.0 (Core Set)
- 2x Femme Fatale (Core Set)
- Programs (10):
- 3x Self-modifying Code (Core Set)
- 2x Magnum Opus (Core Set)
- 2x R&D Interface (Core Set)
- 3x Datasucker (Core Set)
- Hardware (3):
- 2x Grimoire (Core Set)
- 1x Plascrete Carapace (Core Set)
- Events (15):
- 3x Diesel (Core Set)
- 3x Sure Gamble (Core Set)
- 3x Inside Job (Core Set)
- 3x Tinkering (Core Set)
- 3x Quality Time (Core Set)
- Resources (7):
- 3x Earthrise Hotel (Core Set)
- 2x Kati Jones (Core Set)
- 2x Armitage Codebusting (Core Set)
This decklist prioritizes a balanced approach, allowing for aggressive icebreaking while maintaining economic stability. The inclusion of cards like Magnum Opus provides consistent income, while Diesel and Quality Time ensure a steady flow of cards. Self-modifying Code allows you to tutor for the correct icebreaker when needed, and Grimoire lets you recycle programs. The key to playing this deck effectively is to use your early turns to establish your economy and then use your breakers to dismantle the Corp’s defenses.
Create a Starting Deck for the Haas-Bioroid Faction
Haas-Bioroid (HB) is a powerful corporation faction focused on building a strong economy and deploying efficient, taxing ice. HB decks aim to score agendas quickly and punish the Runner for attempting to access their servers. Constructing a starting HB deck requires an understanding of their strengths: strong ice, efficient asset protection, and the ability to pressure the Runner with fast advancement.Here’s a sample Haas-Bioroid decklist, designed to leverage the base set’s cards:
- Identity: Haas-Bioroid: Engineering the Future (Core Set)
- Agendas (7):
- 3x Accelerated Beta Test (Core Set)
- 2x Priority Requisition (Core Set)
- 2x Project Vitruvius (Core Set)
- Assets (12):
- 3x Adonis Campaign (Core Set)
- 3x Eve Campaign (Core Set)
- 2x Jackson Howard (Core Set)
- 2x Melange Mining Corp. (Core Set)
- 2x PAD Campaign (Core Set)
- Ice (18):
- 3x Eli 1.0 (Core Set)
- 3x Wall of Static (Core Set)
- 3x Chum (Core Set)
- 3x Ice Wall (Core Set)
- 3x Tollbooth (Core Set)
- 3x Viktor 1.0 (Core Set)
- Operations (13):
- 3x Hedge Fund (Core Set)
- 3x Restructure (Core Set)
- 3x Archived Memories (Core Set)
- 2x Biotic Labor (Core Set)
- 2x Green Level Clearance (Core Set)
This HB deck focuses on a strong early game economy with assets like Adonis Campaign and Eve Campaign. Hedge Fund provides an influx of credits, allowing the Corp to install and advance agendas or deploy ice. The ice suite is designed to tax the Runner’s resources and slow their progress. Accelerated Beta Test provides fast scoring potential, while Project Vitruvius and Priority Requisition are for mid-to-late game scoring.
Biotic Labor enables fast scoring of agendas, particularly when combined with the efficiency of HB’s ice. The key to playing this deck is to balance economic development with ice placement and agenda advancement, forcing the Runner to make difficult choices.
Detail the Deckbuilding Constraints and Considerations When Using Only the Base Set
Building a deck with only the base set presents unique challenges and opportunities. The card pool is limited, meaning you’ll need to make strategic choices and optimize your deck for maximum efficiency. Understanding the constraints is crucial for success.Here’s a breakdown of the key considerations:
- Card Pool Limitations: The base set contains a fixed number of cards. This means that certain archetypes might be difficult or impossible to build, and you will have to make choices regarding what cards to include and what cards to omit.
- Influence: Each faction has a limited amount of influence to spend on cards from other factions. This is particularly important for the Runner, who needs to include cards to break the Corp’s ice. The base set provides a variety of options, but each choice needs to be considered carefully.
- Economic Development: Establishing a strong economy is crucial for both sides. The base set provides a number of cards to support this, but efficiency is key. Consider cards that generate credits quickly and consistently.
- Icebreakers and Ice: The selection of icebreakers and ice is limited. You will have to make decisions about which breakers to include, how to deal with different types of ice, and which ice to include in your deck.
- Agendas and Scoring: For the Corp, scoring agendas is the primary win condition. The base set provides a variety of agendas, each with different scoring requirements. Choose agendas that complement your overall strategy.
- Card Draw and Recursion: The ability to draw cards and recur key cards is vital for both sides. Consider cards that allow you to draw more cards or retrieve cards from your discard pile.
- Meta-game Adaptation: With a limited card pool, the metagame will likely be relatively stable. As you play, you’ll need to adjust your deck to counter common strategies and adapt to the evolving environment.
By understanding these constraints and making informed decisions, you can build a competitive deck and enjoy the challenge of the Android: Netrunner base set.
Base Set as an Entry Point

The Android: Netrunner Base Set provides a streamlined, accessible gateway into the thrilling world of asymmetrical cyber warfare. It’s carefully crafted to introduce new players to the core mechanics, strategic depth, and thematic richness of the game without overwhelming them. This makes it an ideal starting point for anyone looking to dive into the world of corp vs. runner.
Why the Base Set is a Good Starting Point
The Base Set excels as an entry point for several compelling reasons. It offers a curated experience, presenting a manageable selection of cards and factions. This focus prevents analysis paralysis and allows players to quickly grasp the fundamentals.* Simplified Card Pool: The limited number of cards in the Base Set allows players to become familiar with key cards and their interactions more rapidly.
This reduces the cognitive load associated with learning a complex game.
Balanced Factions
The Runner and Corp factions in the Base Set are designed to be relatively balanced, providing a fair and engaging gameplay experience. This allows new players to explore different strategies without feeling overwhelmed by dominant factions or archetypes.
Clear Gameplay Loop
The core gameplay loop of drawing cards, playing cards, and scoring points is well-defined and easy to understand. The Base Set clearly demonstrates this, offering a foundation for future learning.
Foundation for Expansion
While offering a complete experience, the Base Set also provides a solid foundation for players to explore the larger card pool of expansions. It teaches core concepts that translate well to more complex game environments.
Suggestions for Learning the Game Using Only the Base Set
Mastering the Base Set is the key to enjoying Android: Netrunner. It is not just about learning the rules; it is about immersing yourself in the game’s strategic depth. Here’s how to make the most of your learning experience.* Start with the Tutorial: Many games come with a tutorial that walks you through the initial steps. For Android: Netrunner, consider the official tutorial provided with the base set.
This will guide you through the basics of gameplay, from card types to action phases.
Play Several Practice Games
Don’t be afraid to make mistakes! Play multiple games with the same opponent to get a better grasp of the rules and the strategic options available to both the Runner and the Corp.
Experiment with Different Factions
Try playing both the Runner and the Corp. Each faction has its own unique strengths and weaknesses. Experiencing both sides of the conflict provides a well-rounded understanding of the game.
Focus on Core Mechanics
Prioritize learning the core mechanics, such as running, installing ice, scoring agendas, and drawing cards. These are the building blocks of every game.
Analyze Your Games
After each game, reflect on your decisions. What worked? What didn’t? What could you have done differently? Analyze the game, identify mistakes, and learn from them.
Advice for Understanding the Rulebook and Common Gameplay Scenarios
The rulebook is your best friend. Here’s how to make it your ally. Understanding the rules is essential for a smooth and enjoyable gaming experience.* Read the Rulebook Thoroughly: Before your first game, read the rulebook cover to cover. Pay close attention to the definitions of key terms and the explanations of gameplay phases.
Use the Rulebook as a Reference
Keep the rulebook handy during your games. Whenever a question arises, consult the rulebook for clarification.
Understand Card Interactions
Pay close attention to how cards interact with each other. This is where the strategic depth of the game lies.
For example, understanding how cards like “Ice Wall” (a defensive ice) and “Corroder” (a runner program) interact is crucial.
* Practice Common Scenarios: Consider these common scenarios:
The Run
The Runner declares a run. The Corp must decide whether to rez ice to protect servers.
The Score
The Corp attempts to score an agenda. The Runner attempts to steal it.
The Icebreaker
The Runner uses icebreakers to bypass Corp ice.
Join a Community
Join online communities and forums to discuss the game with other players. You can ask questions, share strategies, and learn from experienced players.
Watch Gameplay Videos
Observe how experienced players handle various situations by watching gameplay videos online. This can provide valuable insights into strategy and card interactions.