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Fantasy Flight Games Android: Netrunner The Card Game
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- 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 GameTM format promotes regular, organic growth
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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From the manufacturer
Android: Netrunner The Card Game
Hack into the Future
Set in a cyberpunk future, Android: Netrunner is an asymmetrical Living Card Game that pits a megacorporation and its massive resources against the subversive talents of an individualistic runner.
The Corp tries to score points by advancing agendas, and the Runner tries to score points by breaking through the Corp’s defenses to steal valuable data. The first player to seven points wins the game, but not likely without first suffering some brain damage or bad publicity.
- 2 players
- Plays in 30-60 minutes
- Ages 14 and up
Information is Power
Do you have what it takes to master the net?
Deeply Strategic Games of Cat-and-Mouse
The asymmetrical game play of Android: Netrunner creates entirely different experiences for Corps and Runners, but in all cases, players gain an unprecedented amount of control over the flow of the game. Tension builds immediately from the very outset as both players consider how to maneuver through their actions each turn. Bluffs, calculated risks, and assumed losses all play into your decision-making as you must forge quickly ahead with limited and imperfect knowledge.
Choose Your Path
Develop or destroy. Share your discoveries with the world, or sell them for profit. As a Living Card Game, Android: Netrunner allows you tremendous deck-building freedom. Corps and Runners enjoy different play styles, and each of the game’s seven different factions benefits from a distinct personality, even while rules for influence allow you to import a limited number of cards from one faction into another.
Meanwhile, the game and its setting are constantly evolving with faction-focused deluxe expansions and monthly Data Packs. Hire new sysops to your heart’s content, and tinker with your rig all you want—there’s always room for exploration and improvement.
Android Netrunner: The Card Game
From the Manufacturer
Richard Garfield’s classic cyberpunk card game returns cleaner, sharper, more flavorful, and better than ever with the release of Android Netrunner: The Card Game! This two-player Living Card GameTM of megacorps, runners, and cybercrime pits monolithic megacorps against subversive netrunners in a high-stakes struggle for valuable data. 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.
Legal DisclaimerAll sales are final. A refund may be issued after reasonable discussion and ultimately at the discretion of the seller.
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|Item Dimensions||11.75 x 11.75 x 3 in||6 x 3.8 x 1 in||5 x 2.75 x 1 in||5 x 2.75 x 1 in||10 x 2 x 10 in||10 x 2 x 10 in|
Top customer reviews
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In a nutshell, the corporation builds itself up by placing agendas on the field as servers, and guarding the servers with ice (defensive firewalls) until they can score that agenda. Runners build up their power, and make runs (or attack) the corporations servers, trying to steal agendas to score. On the surface it seems like a simple concept, but after playing a few games you realize that there is more strategy involved than you initially expected; I imagine that people who rate this game poorly haven't played enough to realize this, and chalk it up to being a luck based game. While I concede that any card game has a bit of luck involved in what you're dealt, I compare this to something like Magic The Gathering. Ever wonder why it's the same group of people who sit at the finals each year? As with this game, there's a lot of strategy in being able to play the hand you're dealt.
The game recommends playing your first several games with 2 specific decks. And while I'm sure that they are balanced to play well together, and cover many situations, I found that overall the corporation didn't feel as powerful as the runner. It always felt like the corporation was on defense, and the runner was in control of the game. Even on games where the corporation won, it was due more to the runner making a mistake, then on any active part of the corporation player. The game is also heavily skewed to having a good opening hand. As the corporation, if you don't start with any ice, the runner can almost immediately make runs against your hand or your deck. In one game, I had scored more than half the points needed to win by the end of my 3rd turn. Likewise, if the runner doesn't draw any programs, they will be unable to break through the simplest of ice programs the corporation has to defend itself. The rules state that each player may take 1 mulligan (or redraw), but then must keep the hand they have, but I'm not sure that incorporating a house rule similar to other card games(where you can mulligan any number of times, keeping 1 less card in hand each time you do) wouldn't be more fair to balance out potential poor starting hands.
During my first few games with my brother-in-law, we had to Google the effects of several cards, as their text wasn't clear or easily understood. Add to that the sheer number of keywords and abilities available, and it can make for a very steep learning curve. You *will* be making extensive use of the 36 page rulebook during your first several games.
The physical quality of the game pieces is good, but like any card based game (Dominion, 7 Wonders, etc) if you play often you will want to invest in some card sleeves to protect the game. Fantasy Flight makes sleeves that fit this perfectly (Clear Sleeves: Standard Card Game Pack), and you will need 6 of the "grey" or "standard" sleeves to fully sleeve up the starting decks (2.5" X 3.5"). And while the base game comes with everything that 2 people need to play (3 runner decks, 4 corporation decks, and many neutral cards for both sides), Fantasy Flight Games will be releasing monthly update packs that will add to the scope and depth of the game.
For around $400 (via amazon or other discount online retailers) you can purchase 3x core sets, all 4 deluxe expansions, and all 24 data packs, netting you a full playset of every card in the game. An equivalent $400 spent on booster boxes of M:tG or other CCG's "might" buy you a full playset of every card in just the current cycle. Similarly, $400 could purchase you built 1 or 2 competitive decks from online CCG singles retailers. For the competitive card gamer, this is a MASSIVE savings. By using the LCG model, FFG has made entry into any of their LCG's open and easy to any newcomer and offers the full card base to all players, old and new. There is no pay-to-win. And the card base remains permanent, giving you more value for your purchase. Rotation will be coming to competitive Netrunner in 2017, but even then it is only 2 cycles at a time, with the core set and all deluxe expansions remaining in rotation permanently.
It has also been my personal experience that the people that play this game competitively are much more friendly and far less aggressive than players of other card games. The average Netrunner players I have seen tend to be 21+ and invested as much in the flavor and theme of the game as they are in the gameplay. Prize support for tournaments is limited to alt art cards, play mats, and acrylic game tokens, not cash. This also helps limit the amount of aggressive players in the community. There are many fledgling Netrunner communities cropping up around the US, and there is a healthy national and international community of players as well
In all, this game is fantastic. I has survived massive expansion without falling to power creep. The card art is beautiful. *Almost* every card is playable, and those that don't seem as good one month become secret powerhouses later on as more cards are released. And for every killer combo there is a hard or soft counter. There is no "win-more" in this game, and until a match is over, either player could score the game winning point. The theme is smart, the card interactions are smart, and every time I play a new person I learn something. Yes there are some universal deck combos, but the asymmetrical nature of the game ensures that just because your decks performs a certain way does not mean that it is guaranteed win.
Just buy it already...