1471: Netrunning, Again

Jan 28 -- NetrunnerIt was supposed to be one of our regular gaming evenings tonight, but two of the usual five participants were unable to make it, so the remaining three of us decided to try something a little different — concentrate on a single, two-player game and really get a feel for it.

The game was Android: Netrunner, which I talked about a short while back, and after tonight I feel I have a stronger grasp for the “feel” of the game and how it works.

In particular, what I’ve found interesting is quite how different the various factions play. The recommended starter decks — Jinteki for the Corporation player, Shapers for the Runner player — include an interesting balance of abilities, but can often see a game ending somewhat quickly. The Jinteki deck in particular is rammed with traps to set for the Runner player, most of which do various types of “damage” to him, causing him to discard cards and lose the game completely if he has to discard more cards than he has in his hand.

A key part of the Jinteki deck strategy appears to be making good use of these traps. One, known as Project Junebug, is particularly deadly in that it can be quite well “disguised” as one of the point-scoring Agenda cards by spending credits to “advance” it, then unleashed when an unsuspecting Runner hacks into it, only to discover an ambush waiting for him that does more damage than your maximum possible hand size early in the game. I won a game in this way this evening; my friend Tim likewise won one against my other friend Sam by making use of a similar strategy, though this time by simply setting two identical traps, luring Sam into the belief that one was an Agenda and the other was not, but actually revealing after the fact that both were deadly Project Junebug cards. Nasty.

Part of what is clearly the most interesting thing about Netrunner came out in our game this evening: it’s as much about reading your opponent’s psychology as it is about playing the optimum cards. In my game against Sam, for example, I left an Agenda card completely unguarded for a significant part of the game, building up defences in front of my other cards — including Project Junebug, which I then proceeded to “advance” in order to further cement the appearance that it was, in fact, an Agenda. By the time I laid some defenses in front of the previously unprotected Agenda and started to advance it, Sam was firmly of the belief that the more well-guarded card was the more valuable one — and from there, I was able to eliminate him easily.

Conversely, when Sam and Tim played one another, they tried different decks. Tim tried the Criminals Runner deck, while Sam went for the Haas-Bioroid corporation. It was quite hard to get a feel for how the Criminals deck played — it appeared to be quite focused on attaining a decent amount of wealth, which can subsequently be spent to enhance your capabilities during a “run” — but the Haas-Bioroid deck was a clear contrast from Jinteki. While Jinteki is all about bluffing and setting traps, Haas-Bioroid is all about setting up impenetrable defenses that are quite difficult for the Runner to get through. Conversely, a Criminals vs Haas-Bioroid match went on for significantly longer than the Shaper vs Jinteki matches we had previously tried — and rather than the games ending quite quickly, this matchup resulted in a much more protracted battle in which either side could have feasibly won.

I’m yet to delve into the more complicated side of building your own deck to play the game with, but even the differences between these starter decks are fascinating. I’m really looking forward to having the opportunity to play the game again and see how differently the other factions play to one another.


Discover more from I'm Not Doctor Who

Subscribe to get the latest posts sent to your email.