This two-player card game of cybercrime pits monolithic megacorps against subversive netrunners in a high-stakes struggle for valuable data set in a dystopian future. Humanity has spread its wings and taken trade to the far reaches of the solar system, having colonized the Moon and Mars. Visionary corporations created braintaping techniques that have led to the development of lifelike artificial intelligence. But as these massive corporations guard their intellectual property on the network behind layers of ICE, netrunners seek to expose their secrets, for ideological reasons or for profit.
The New World Order
Technological advances have allowed corporations to push the envelope of human experience to heights previously unimaginable. Most users transfer data via gestural interfaces and virtual displays, but the elite “jack-in,” connecting their brains directly to the omnipresent network. Everyone relies on the network. It is the backbone of modern civilization. It is also the greatest weakness the megacorps have.
There are those who hunt constantly for flaws in corporate security measures. Some hope to expose the root hypocrisy of these business giants built upon the labour of mistreated and impoverished drones. Some want to usher in a new age of free information. And others merely want to make some quick credits. These rogue operators with the hardware, software, and raw talent to exploit the corporations greatest weaknesses are the individualists known as netrunners.
Corporate Giants and Smooth Criminals
Amid the future’s breath-taking developments, four giant corporations tower above the rest as paragons of industry, each unique in their field. For instance, Haas-Bioroid leads the work replacement revolution with its bioroids, humanoid machines possessing artificially-intelligent minds developed from careful braintaping while NBN owns what you think and dream, with the largest and most pervasive media network ever conceived by man streaming everything from music to threedee, news to sitcoms, and classic movies to sensies. Conversely, the three types of netrunners are identified by their motives more than by their achievements. They don’t build up. They tear open. Anarchs work from their hatred for corporate corruption, purely interested in the act of ripping apart corporate lies and spreading their viruses to hinder the corporate machine. And then there’s the Criminals that are in it for the credits, getting paid for the secrets they uncover.
Amid the future’s breath-taking developments, four giant corporations tower above the rest as paragons of industry, each unique in their field. For
In Android: Netrunner, each player starts with five credits, five cards in hand, and a set number of actions per turn. Each player seeks to score seven points from agendas, but from there the corporation and runner verge in two wildly different and wholly flavourful directions. Corporations seek to score agendas by advancing them. To buy the time and earn the credits they need, they must secure their servers and data forts with “ice” – the corporation’s virtual eyes, ears, and machine guns on the sprawling information superhighways of the network. In turn, runners need to spend their time and credits purchasing the necessary hardware, and developing suitably powerful ice-breaker programs. Their jobs are always a little desperate, driven by tight timelines, and it’s not uncommon for an unprepared runner to suffer massive brain damage as a result of a failed run. Even if a runner gets through a data fort’s defenses, there’s no telling what it holds.
The Future Is Now
Players in Android: Netrunner find themselves in a game of ever-building tension. The corporation’s every step is an investment in the grand scheme, but can they protect their assets from the runner’s ingenuity? And will the runner steal the corporation’s most valuable secrets, or will he stumble into an explosive trap? Richard Garfield’s classic card game of 1996 returns cleaner, sharper, more flavourful, and better than ever with the release of Android Netrunner: The Card Game!
- New life for the classic card game by Richard Garfield
- High-stakes futuristic gambles and intrigues in a cyberpunk setting
- Exciting asymmetrical game play pits a corporation player against a runner
- Four corporations and three runner classes spark imaginative deck designs
- The Living Card Game format promotes regular, organic growth
- Playing time 30-60 mins, ages 14+, 2 Players