Rob's Netrunner Rules Outline

Start of game:
Each player takes 5 bits, shuffles and draws 5 cards, beginning max hand size.
Corporation goes first, Runner begins with 4 Memory Units (for programs).
Corp has "R&D" (deck), "HQ" (hand) and "Archives" (discard) data forts.
Runner has "stack" (deck) and "trash" (discard).

Corporation Turn Summary:
Draw a card from R&D, corporation loses if R&D empty at this point.
Take 3 actions, one of the following things:
Draw another card.
Add a bit to the bit pool.
Install agenda, ice, node or upgrade to a data fort.
Ice:
Play face down, pay 1 bit for each existing installed ice, can install on empty data fort.
Can trash existing ice to reduce cost.
Agenda/node:
Cannot install in central data forts (R&D, HQ, Archives).
Can replace agenda/node in subsidiary data fort by trashing old as new is installed.
Upgrade:
Can install in any data fort.
Can install multiple in one fort.
Play an operation card.
Pay a bit to advance a card.
Pay 2 to destroy a Runner's resource if tagged.
Rezzing Corporation cards:
Ice can only be rezzed upon Runner approach (during run).
Other cards can be rezzed:
Start of either player's turn.
After each action.
When Runner approaches ice and while Runner passes a piece of ice.
Just before Runner accesses a fort's contents.
Must pay rez cost and turn face up, doesn't cost an action.
Scoring agenda points:
Must have advanced to difficulty rating.
Need not be scored upon reaching rating, does not require an action.
Can be scored:
At start of Corporation's turn.
After each Corporation action.
Removed from data fort and set aside when scored.

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NETRUNNER RULES OUTLINE (continued)

Runner Turn Summary:
Take 4 actions, one of the following things:
Draw a card from the stack, or play on if stack is empty.
Add a bit to the bit pool.
Install hardware, resource or program.
Must pay installation cost.
Cannot exceed MU available, if installed over MU must trash down to limit.
Play a prep card.
Make a run on a data fort.
Approach each piece of ice.
If rezzed, break subroutines with appropriate icebreaker or suffer consequence in order listed.
Icebreaker works only if strength equals or exceeds the ice's strength (lower corners).
Can pay to increase strength, lasts only during current ice.
Can jack out after each piece of ice and after passing all ice. If not, run is successful:
Access top of R&D, random from HQ, face-down Archives, all node/agendas in data fort.
If agenda, score it. If node or upgrade, can pay trash cost. Others return in order found.
Play 2 to lose a tag.

Tracing the Runner:
Determine trace limit noted on Corporation's card.
If Corporation's trace value equals or exceeds Runner's link value, trace succeeds.
Trace value starts at zero, pay one bit for each increase up to trace limit.
Link value starts at zero, use one base link to establish new link value, modifiers to increase.
Trace Attempt Protocol:
Both sides secretly note how many bits are being spent.
Runner states which base link card in play and any modifiers used to establish link value.
Reveal bits spent for trace and link. Bits spent are lost whether trace succeeds or not.

Damage:
Three types are Net, Brain and Meat.
Each point of damage forces runner to discard a random card.
Brain damage also reduces maximum runner hand.
If max hand size or cards in hand goes negative, runner flatlines.

End of Turn:
Each player discards down to max hand size.


 Your feedback is solicited, write to cardguy@bitblaster.com. Updated 7 Feb 99.